approachable theory: Destructive Design

The approachable theory logo, with the text "approachable theory" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.

Hello all! Many of you have likely seen me mention the methodology behind my design, destructive design, and I thought it was due time I broke the idea down a little bit. I thought approachable theory might be the best place to do it, because simple is good. I’ll talk about the origin of the methodology, how it’s applied, and what’s the difference between destructive design and hacking. I hope you enjoy the article!

Origins

Destructive design has existed informally, for sure, for a long time. From the first time someone took the time to examine a game’s design and use it to construct something new, the roots have been there. For me, personally, they’re rooted in the approach my dad taught me for repairing engines and similar things – I talked about this a little on [insert quest here].

My dad can take anything apart, put it back together, and fix the problems it had – his repair skills are legendary. He taught himself a lot of the skills necessary for it using the root of the mentality for destructive design. He would take things apart entirely – whole engines, down to the nuts and bolts – and put them back together. In the process, he could find the root of what wasn’t working just right, learn how the machine worked, and find opportunities to improve things. He taught me this when I was a young kid, and it stuck with me.

When I started in games, I kept finding games that were almost there, nearly right, but not quite what I needed. I wanted to fix it, and the only way I knew how to do that was to take it apart and put it back together. A common misconception is that my games and things I create with this method could be that they’re the put back together part – but that’s not how it works. I build something new – maybe making molds of ideas or pieces, but never copying right over – and try to make what I want to see, whether it’s like that other thing at all or not.

After all, my dad – an engineer – did that, too. He could take what he learned from those engines and build new designs for machines and tools. And it was pretty cool.

a man in a ball cap, tee shirt, and jeans sitting on a large rock near the ocean, holding a fish
My dad also likes to fish. Photo by Bonnie Cousins.

 

Application

It maybe isn’t easy to do destructive design, depending on your approach, but the core ideas are simple:

  1. Have a concept or mechanic
  2. Break it down into its basest parts
  3. Examine it in detail
  4. Build it back up again and look for cracks and loose bolts in the process
  5. Build something new from what you’ve learned

For an example, we’ll look at Struggles in Turn. Turn is a game about shapeshifters in small towns who must find balance between their human and beast identities. Struggles are what might otherwise be moves in a Powered by the Apocalypse game. There are just some slight changes, but they matter. Moves in Monsterhearts are one of the first parts that I broke down.

a text box containing the turn someone on move from monsterhearts: When you turn someone on, roll with hot. On a 10 up, take a String against them. • On a 7-9, they choose one: give themselves to you, promise something they think you want, give you a String against them.
The “turn someone on” move from Monsterhearts.

Here are some of the base parts of moves*:

– Descriptive prompt (when you ____, roll with _____).
– Requires die roll
– Stats can be penalty or bonus
– Success ladder (10+ succeed, 7-9 succeed at cost, 6- fail)
– Narrative options
– Mechanical options
– Risk of failure

When I designed struggles, I started with a different set of assumptions based on what I learned here. First, I built the pieces back together and realized that one of the key elements of these moves was what I wanted to avoid: failure. In Turn, while it might take time and will have consequences, you always succeed at what you do. So I struck out “risk of failure.” Next, I wanted struggles to exclusively be something that happened when you were doing something that your opposed form didn’t want to do, or that it might resist, or in situations where you were trying to hold your opposed form back from doing something. When you look at Monsterhearts moves, they’re only when you’re actively doing something, and you’re assumed to want to do it. I decided to make you always rolling a penalty to these rolls, so I took out “stats can be penalty or bonus.”

The success ladder is just handy, and I did want to require a die roll. I also wanted to include mechanical and narrative options for any pick lists. But with the ladder now, the 6- wasn’t a failure – it was just a giant pile of consequences. You do want you want, but the ladder represented the severity of consequences for succeeding. The base parts of struggles are now like this*:

– Descriptive prompt (when you ____, roll with _____).
– Requires die roll
– Stats are penalty
– Success ladder (10+ no or few consequences, 7-9 more consequences, 6- all consequences)
– Narrative options
– Mechanical options
– Guaranteed success

A text box showing the mind your manners struggle in Turn: Mind your manners – when your Beast threatens to speak first, roll -Honest. On 10+, choose two. On 7-9, choose one. You don't betray your nature and don’t mark exposure. You don't cause offense with your directness. You don't give too much information or reveal an uncomfortable truth.
The “mind your manners” struggle in Turn.

If you swapped these two mechanics – put struggles in Monsterhearts and moves in Turn – the games would be radically different. Giving characters in Monsterhearts guaranteed success could end up with towns overrun with monstrous teens, meanwhile making it so the stats could be bonuses could make shifters in Turn even more dangerous. It would change tone, and alter how people play.

The process of breaking these things down is really exciting sometimes! It is good to see what’s lying beneath the surface, what’s grinding the gears – and when put into application, destructive design can be revealing and instructive.

*Not necessarily an exhaustive list.

Destructive Design versus Hacking

What’s the difference between destructive design and hacking? Well, they’re not mutually exclusive. In fact, plenty of people who hack games use destructive design. The real core differences are that with destructive design your goal is to create something notably different on a structural or conceptual level, while some hacks intend to be similar, matching structure and concepts but with different dressing – and destructive design is an active and purposeful process.

Destructive design can happen even on the smallest mechanical or narrative design level. Some people do it, but wouldn’t call it that, because we don’t always label how we do something. Meanwhile, I use the term because it helps me align my methods and do things with intent. A person could consider Turn to be a hack – and some people do – but I don’t, because I think that I used destructive design to change fundamental concepts and structure. Like all parts of game theory, though, people’s perspectives differ.

A praying mantis on a pink background with the text "don't be a dick."
I love these animals from ravensribbon.tumblr.com.

Examples

One of the most significant examples of destructive design is Turn, which is currently in production. Turn was born of playing Monsterhearts and finding it wasn’t quite hitting the nerve I wanted, and then sitting there with my ideas piled up for like four years before I finally wrote anything down. There’s definitely evidence of Monsterhearts in Turn, but it is a completely different beast.

Another example of destructive design by me is Script Change. It doesn’t seem like it would be one! It’s just a content and safety toolbox, right? Well, some could say Script Change was inspired by the X-card… except the inspiration was to break it down into concepts and try to make it what I wanted. After using the X-card for a while and talking to John Stavropolous and so on, I realized it was a great tool, but not the right one for me. I examined it, watched it in play, and then figured out what worked best for me.

Many of my works are destructive design – including Let Me Take a Selfie! All of the games inside come from the root of seeing other selfie games and wanting to see how I could use a mechanic I cared about to tell the stories I wanted to, but not by using the same methods as the other games. None of them are directly inspired, none of them are intended to be similar at all to other games – they just come from the root of “break down this idea and build it back up so I can build something new.”

Conclusion

Destructive design is a methodology – a concept, and a potential way to do game design. It is based on the idea of taking something apart to understand it better, and using that knowledge to make something different and more suited to your needs. I hope this article gives good explanation to it and helps others explore design from a perspective that might not always be tidy, but certainly gives opportunity to learn something new!
 
Thanks for reading! Check out other approachable theory articles here!
P.S. If you’d like to write an article for approachable theory, email Brie at contactbriecs@gmail.com with a one paragraph pitch, your name, and your pronouns. 

 


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Reminder: Turn Playtest Available

In case you’re interested in what I’m working on or looking for something to playtest!

Turn is a slice-of-life supernatural roleplaying game set in the modern era.

Players in Turn are shapeshifters in small, rural towns who must balance their human lives and habits with their beast needs and instincts. Their baser natures will challenge them as they strive towards goals from everyday tasks to life-changing experiences, and they will need to find comfort in one another to make it through without becoming stressed out. The system uses player discussion and a set of d6 rolls for resolution.

Turn is slated to be a complete draft by the end of 2018, potentially pursuing crowdfunding.

EDIT: The Turn Beta is no longer available but you can find the game at any of these links:

https://www.indiepressrevolution.com/xcart/Turn.html

https://briebeau.itch.io/Turn

https://www.drivethrurpg.com/product/281964/Turn?manufacturers_id=10592

 

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.

Harassment in Indie Games: Part 4 (Conclusion) – How

Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing

Harassment in Indie Games: Part 4 (Conclusion) – How

 

This is the fourth and final post (posts one, two, & three) in a series about sexual harassment and assault in indie RPGs, larps, and spaces. I put out a survey to ask people about their experiences. This post is going to cover How (how do we fix this).

 

Previous posts have said this has not been an easy task for me or, especially, for the people who shared their stories. It has certainly been that. This has been really hard, and exhausting, for me. I can’t imagine how hard it was for people to relive their own experiences and trust me, to some a stranger, to talk about them with respect. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.

 

This last post’s Patreon proceeds will go to RAINN (Rape, Abuse and Incest Network) and I ask you to join me in supporting RAINN to promote the safety and wellbeing of survivors and at-risk individuals as much as we can. Donate here. Thank you!

HOW

How do we fix this?

Change. We need to change, and we need to do it as soon as possible. A few suggestions from the respondents really are valuable in how we can look at this:

 

– I think the community needs to learn effective ways to self-police. Maybe it should be included in first sessions, but I know not every one of the men I encountered in my early years was a sexual predator but they were complicit and probably egged some of that behavior on without realizing. Creating an environment where those predators are afraid and terrified of the reaction should they behave that way is paramount and an active contract the community and the game runners should participate in.

 

– A clear consent/anti-harassment policy would have helped. The convention has that today, and they have panels on sexual harassment and how to identify and help stop it. People also need to feel stronger about calling out bad actors’ behavior.

 

– Making it clear that these spaces (and really any spaces) don’t work without consent, and the adults in a space need to make sure that if there are minors in a community older members aren’t making advances towards them.

 

– They should have listened and made it clear that this behavior was not acceptable and worked with [the bad actor] to adjust his behavior into something not deeply harmful to members of the community. If it came to it, I think people should have asked him to leave the space/community.

 

All of the things we can do are such concrete, understandable actions. Most of them involve acknowledging the risks within our own communities. They also can often mean excluding people, sometimes even people we don’t know if we want to exclude. The reality is, some of the time we have to exclude people to include people. For every bad actor you include, you are excluding at least one other person or group, and that is a choice you should be conscious of every time, and you have to ask yourself whether the wellbeing of people at risk is less valuable than letting a well-known game designer speak on a panel at your convention.

 

Is it worth hurting people to be able to play with a GM who constantly runs over people’s consent? Is it worth losing the participation and contributions of tons of women to let the senior manager for D&D say women aren’t “real” developers? I ask anyone with power, with anxiety in my heart, with fear inside me: are we worth anything to you? Do you care? Will you read this and just turn away? If you decide we don’t matter now, I hope someday you change.

 

If instead you think it’s time to make a difference, my suggestions are here:

 

  • Create guidelines and standards for all levels of community (table, region, convention) whether it’s online or offline and ensure they meet the needs of all of the individuals in the community with consideration of their identities and their needs. (Examples at GeekFeminism Wiki and Big Big Bad Con.)
  • Educate people about consent and boundaries with the assumption that if we don’t teach them, no one will, so that we move forward with comprehensive information.
  • Learn signs of bad actors and their habits, like being unwilling to respect consent or not asking for it, lying about their behaviors, invading others’ space, suggesting content or actions that are inappropriate for the audience or that make people feel unsafe, and similar issues.
  • Call out bad actors when they do something wrong. Do it publicly or privately, but make sure it won’t hurt the survivors when you do it. Respect their safety and wishes, but don’t let people keep doing bad things when you witness them, when you’re made aware of them otherwise, or when you’ve been called upon to speak on behalf of those harmed.
  • Believe the people who speak up and support them. Don’t leave them hanging and alone when something bad happens. Support them through the whole process, and do what they ask (even if that means keeping quiet).
  • Remove repeat offenders from the community, even if it means banning them from conventions, events, and even your game table. Don’t let them continue to act badly in spaces you control or that you have influence over. If they apologize and demonstrate meaningful change, work with the survivors to see what is possible.
  • Protect minors and marginalized people from bad actors. Make spaces where those people can feel safe and where they can easily get assistance. If someone breaks the rules of consent and respect, get them away from underange and marginalized people as soon as possible.
  • Learn signs of abuse and harassment and find out if someone needs help if they seem in trouble.
  • Start using safety tools (link) and encouraging consent-based play in your games.

 

These don’t sound so hard, but they will take effort and time. If you want more complex efforts, hire a diversity consultant for your convention, for your project, and anything else you want to do. Ask people for their perspectives. Trust people who ask for help. This section is so brief because the reality is, the work isn’t complicated – it’s just going to be challenging. We need to change our culture and our ways of responding to the needs of survivors, and help protect people from being harmed in the first place.

 

Let’s start now.




US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

 

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

 

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

 

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

 


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.

Harassment in Indie Games: Part 3 – Where and Why

Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing, perspective of offender

Harassment in Indie Games: Part 3 – Where and Why

This is the third post (posts one & two) in a series about sexual harassment and assault in indie RPGs, larps, and spaces. I put out a survey to ask people about their experiences. This post is going to cover Where (where the events are happening, where are people making efforts) and Why (why do people do these things, why is this happening right now, why is it happening in these spaces).
As I said before, this has not been an easy task for me or, especially, for the people who shared their stories. I am incredibly grateful to the people who responded. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.
 
Find the post after the cut.
 

WHERE

Where are these events happening?

The primary locations for these events are: conventions, game tables/larp spaces, and online or face-to-face communities (so either local gatherings/social groups offline or online social groups/gamer collective spaces).
 
— Content note for discussion of online harassment in detail —
 
In the responses and in my own general awareness, online harassment is a huge issue. One example:
 
– I responded to someone discussing abuse from [an individual] with “Oh yeah, are people not all aware of that guy yet?” and had porn and hate speech sent to me by 200 or so disposable twitter accounts.
 
Harassment online – including rape and death threats – is extensive. I’ve experienced it personally, though not nearly to the extent of some respondents or those who are well-known who have experienced it. Online harassment is no blip. It can be targeted to force people out of work, or even just to get them out of the hobby. It is known and acknowledged that many people in indie games have left indie games entirely because of the harassment and extensive verbal assault, as well as doxxing and spamming.
 
— End content note for discussion of online harassment in detail —
 
My last note here is that online harassment has left some respondents in therapy, with panic attacks and PTSD, from the extent of this trauma. It is painful and terrifying to not know whether you will be safe from online harassers because they could and often do take the time to find your personal information and use it to harm you. We can’t forget that online harassment is significant, and that it is extensive. Respondents even reported the trauma from this being worse than their face-to-face experiences with harassment and assault.
 
I want to place a huge emphasis on the fact that a large number of the responses for all genders involved at-table (or in-larp) behavior that was disrespectful, violating, and/or simply inappropriate. People getting overtly hit on, people having their characters raped or assaulted, physically forcing people to touch each other or share space, etc. A lot of people talked about how no one seemed to try to stop things, or how they felt helpless. This isn’t how game experiences should be.
 
Some things, such as domestic violence, primarily happen in private, but the associated behaviors to domestic violence often spill over into public social interactions. This is the same with people who harass others in private – their behaviors aren’t exclusive to behind-closed-doors. Additionally, some people harm others in public – and as noted in previous posts, with no regard for others, and at times with no one stopping or condemning them.
 
Some of the locations mentioned were:
 
  • Convention rooms
  • Online (Twitter, G+, Tumblr, etc.)
  • Convention floors
  • Game tables
  • Larp spaces
  • Parties at cons
  • Private emails
  • Con events
That is a hell of a lot of places to feel afraid in, or afraid of going into. It makes me wonder how many people have left games because someone groped them, assaulted them, harassed them, and one of the most frustrating to me, used the social group’s culture and their social or political influence to make sure that the person had to suffer through long-term harassment or leave. That was in at least ⅓ of my responses. A third. When people mock safe spaces, I don’t think they realize how unsafe the world is.

Where are efforts being made?

There are some people making efforts, and they should be commended. Of the conventions I’ve attended, all of the conventions run by Double Exposure (www.dexposure.com) have comprehensive harassment policies, and Big Bad con has a great one as well. Both cons encourage the use of safety tools at tables (like Script Change, the X-Card, Lines and Veils, etc., which I’ve seen Big Bad Con includes in their program and on their site). A number of other cons, including smaller cons, seem to be taking action in this regard, too, which is great! This should be across the board, not just by a few cons.
 
There are also a fair number of people are including or building safety mechanics into their roleplaying games (Kids on Bikes by John Gilmore and Doug Levandowski; The Hour Between Dog and Wolf by Matt Gwinn; Lovecraftesque by Becky Annison and Josh Fox; Bluebeard’s Bride by Sarah Richardson, Marissa Kelly, and Whitney “Strix” Beltrán & others) and speaking about content and consent in them. This is awesome, but it doesn’t solve everything. Table culture is something that we all need to work towards improving, and looking for methods of change are being done mostly by those who have already been hurt or those most at risk. We’re working hard, and we need more people to work hard alongside us.

WHY

Why do people do these things?

The respondents didn’t provide much in this regard because I didn’t want to put them in the place of having to interpret the actions of someone who hurt them. However, a lot of the thread of the responses were things like social power, lack of respect of people’s consent or autonomy, promoting the “fun” of GMs or other players over the safety and comfort of the harmed players, and environments contributing to people having control over others.

While it’s impossible, I think, to know the whole of the mentality behind someone deciding they’re going to hurt someone else or the reasons why someone would be careless enough to do so accidentally, I want to offer a perspective.

— Content warning for descriptions of groping & predatory behavior including motivations from the perspective of an offender —

I have, twice that I know of, harmed someone in a sexual context. During the times I was in a manic fugue, I don’t know if I did then. It’s obviously not something I’m proud of and I have changed since then (the ones I remember were a long time ago). I’ve made steady efforts to not be that person anymore, but I know the things I was thinking.
 
[Note: I am not sharing these stories to make anyone feel bad for me, or to focus on the bad actors so much, I am just offering perspective of the bad reasoning for bad acts. I am sharing this so that those who are unfamiliar with or ignorant of sexual harassment and assault can see that people who they know can be bad actors and so they can realize how shitty this is.]

The two situations I recall were both while I was intoxicated, so my memories are blurry. However, the first time I was kissing someone and just took it too far because I was excited and thought they were into it. Eventually I realized they were uncomfortable, but it was too late. I groped them and it was awful that I did. This was me being selfish and ignorant and it was wrong. I wasn’t thinking anything except about what I wanted, and assuming they would be into it, without seeking consent.

In the other instance I grabbed someone’s ass (a stranger) while I was drunk. That might sound mild to someone, but it was wrong and harmful. I didn’t have their consent, and I was just trying to prove that I could do what I want. It was about power.

— End content warning for mild descriptions of groping & predatory behavior from the perspective of an offender —

Two reasons: ignoring someone’s consent (or lack thereof) because of selfishness, and power. These are pretty common. The second is more common than the first. The second needs to be fought constantly with education and by removing people from the situations where they can be harmed, and by condemning their actions. They need to know they can’t do it and that it won’t be tolerated, and that they need to change and never do those things again.

While there are people who are ignorant, drunk idiots, they are often that way because our culture encourages it and teaches it, and those people should be educated. We are responsible for that, and by “we” I mean “all humans, especially those who have social or political influence.” There needs to be active movement to discourage this kind of ignorance, and we should create spaces safe from the drunken behavior of people who don’t understand or respect consent.

If you have sexually assaulted or harassed someone and want to know how to move forward and make it right if you can, check out this link. It is unfortunately extremely biased towards men being the perpetrators, but aside from that, pretty useful.

Why is this happening right now?

It’s not new, for one. It’s just becoming more well-reported because of the access to communication and media that is allowed by modern technology, even though some of the problem is that technology can make it easier (harassment via IM or email or phone, doxxing, etc.).

However, there are a hell of a lot of reasons why our culture overall is allowing this, most of which involve power. You can look at the US President and see that sexual harassment and assault is accepted at the highest levels of our society, and the recent outings of many, many men who have assaulted people are overwhelming. You hear regularly about police abusing the people they arrest, or those they are just using, and many police are domestic abusers, too. Sexual harassment and assault is a regular part of our lives, and the current climate – one where so many bad actors are in power, in our government, many people have defended a pedophile. Either people want power or they just don’t give a shit about anyone else.

Members of government and various “elites” (rich people, celebrities, etc.) constantly abuse the power they already have, while people who feel they don’t have power – many geeks, those who are insecure, and so on – can hurt people in search of power. Our culture allows for people to more easily hurt women (trans and cis), queer people, and even men because we don’t criticize bad behavior even when we’re considering who among us should be a just enough person to police us, to be in respected, or to be considered a leader.

Why is it happening in these spaces?

Because we don’t do those things, for one. Many conventions lack harassment policies or behavior policies, though some are improving on that. The majority of game tables lack use of safety tools and many avoid the discussion of acceptable behavior in general, and this spills into small gaming communities.

People don’t call out behavior. We don’t stop hiring people when we find out they’re hurting people. We excuse people because of their social, political, or professional roles. We allow community members to continually be predatory towards underage players. We disrespect the autonomy and identities of marginalized community members.

The reality is that we don’t have established boundaries, and we don’t have rules. I imagine a lot of this is in the core of gamer/geekdom – we’re trying to break away from societal rules, we want to have our own worlds, it’s about escapism, etc. and so on. And I get it, right? Doing what you want is fun! Having control of your life and having fun is great. But this kind of culture, the acceptance of ignoring rules that protect people and the use of fiction to abuse people? Not cool, y’all.

This issue is not exclusive to gaming spaces, or even geek spaces. It’s everywhere. But it’s not that this behavior is common that is the issue. It’s that it keeps happening and far too often, no one says a word, even when someone asks for help. We turn away when people are in need because “they’re harmless,” or “they’re socially awkward,” or “they can’t be bad, they’re such a good [designer, gamer, friend, etc.],” or “we can’t kick them out, they’ve always been here.”

We need to step up.

 

US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

This post was supported by the community on ko-fi.com/thoughty. 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.

Harassment in Indie Games: Part 2 – What

Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing

Harassment in Indie Games: Part 2 – What

This is the second post (post one) in a series about sexual harassment and assault in indie RPGs, larps, and spaces. I put out a survey to ask people about their experiences. This post is going to cover What (what is being done as a harmful act, what the result of the harm is, and what we are doing right now).

As I said before, this has not been an easy task for me or, especially, for the people who shared their stories. I am incredibly grateful to the people who responded. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.
Follow the cut for the post.

WHAT

What is being done to harm people?

There are actually a ton of things that are happening. Sometimes, reading through these was really hard because of the things people have done. To protect the emotional safety of my readers, I’m going to be vague with some of these things, and other things may be paraphrased to protect the respondents. Others I may have to discuss in more detail, so I will try to provide adequate warnings.

It is important to note that some of the responses features things that were done to players’ characters either by someone exercising power, trying to break the in-character/out-of-character boundary and violate the responding player, or out of general disregard for agency and autonomy. Even in more casual games, our characters can be an avatar for us, and insisting that our characters are raped, sexually objectified, violated, or otherwise often appears to be just a way to mimic doing that to us as players. Responses included people openly hitting on them, pursuing relationships after they were turned down, and so on, even beyond fictional scenarios.

One respondent spoke about an experience in a group of queer women,

I played in a group limited to queer women, because they claimed men were toxic and dangerous, and it ended up being the worst experience of my life. One player was forced against her wishes to roleplay naked mud wrestling. Tons of sexual comments were made in and out of game, despite me making it clear that I was uncomfortable, especially because I am a sex-averse asexual. We had a female character who slept with anything that moved and had a bra of holding… exactly the sort of character the DM claimed was offensive when men played it, but somehow it was ok for a woman?

People being inappropriate at the table is a pretty common issue, and players, even from marginalized groups, ignoring intersectional identities while pursuing their own enjoyment isn’t acceptable or okay.

Most of the responses for both fictional and real life interaction included some variety of verbal violation. Some of this was unwanted flirting, some of it was derogatory language or categorical dismissal (women aren’t “real developers” language by Mike Mearls on Twitter, regarding a panel at Gen Con 2016 – reported by two of my survey respondents), or threats of rape or violence through verbal means. Beyond these verbal violations, others went farther into groping and physical threats.

— Content warning for sexual harassment and assault —

A respondent spoke about going on a radio show that was held at a con while wearing a dress. When they went in, they said “…the DJ groped my breast and laughed about it on the air. … There were several people, mostly men, in the room. They laughed, especially when I got upset and left. They should not have laughed.

— End content warning for sexual harassment and assault —

A respondent talked about how a man they knew offered a comfortable space in a hotel room at a con, knowing the respondent had back problems.

— Content warning for physical threat but not rape or invasive assault —

The issue was, however:

What I didn’t find out until I got there was that the bed that was available was his bed. A double sofa bed. I should have left, but felt too awkward. From there, things escalated way past what I was comfortable with. He didn’t rape me, but I don’t know how many hours I spent trapped with his arm wrapped around me while he spooned me from behind and I prayed that nothing more would happen.

— End content warning for physical threat but not rape or invasive assault —

Physical threats like these are a serious issue, and this is not the only instance of deception for unwanted physical intimacy I saw. This is about control in so many ways, and one of the ways it appears is in where these things happen. I will note that I also received response outside of the survey (for greater privacy) about instances of domestic violence, and how it impacted the individual’s ability to participate in the gaming community. One thing abusers can do is try to groom others into being their victim, and as someone who was a target for this in the gaming community, I can tell you that domestic abuse doesn’t stop with their partner.

What is the result of this harm?

The immediate harm done in these situations is enough reason to make changes. However, it goes even further than that. It is rare that harm from sexual harassment and assault ends with the initial incident, something I am aware of as a survivor who has to be treated for PTSD from sexual assault piled onto childhood trauma. Below are some of the responses to the question of what has happened as a result of the harm.

— Content warning for discussion of results of trauma after sexual assault and harassment. —

– I had to have a year of therapy to stop having panic attacks, and even now I don’t fucking trust men who are too nice to me at cons.

– I fear my career in this industry may suddenly end without warning if it hasn’t already due to the level of influence this small abusive group has within the industry. [referring to coordinated online harassment]

– I never again felt safe at a con, and as soon as I could, I made sure I never went to one again.

– …I have been diagnosed with panic disorder. I cannot see a [person who resembles the bad actor] without becoming hyper vigilant. I cannot see the type of car he drove or smell coffee (something he brewed all the time at his house) without getting anxious. I have managed to only be able visit conventions he might be at twice in the past 10+ years and both times I rushed around and never felt comfortable.

– This happened very early on after I came out, it had a very serious impact on how I perceived my body and my sexuality at the time. The fact that he was never questioned on this made it feel like maybe I was wrong for not feeling fine with this, that I should have been fine with this kind of attention. The fact that he was very clear about his sexuality also caused a lot of trauma for me about people only being able to see me as a man in sexual situations which I am still having trouble with 2 years after this all happened. [The respondent here is a trans woman talking about an openly gay man who harassed her in and out of character. Transmisogyny is a significant issue!]

– …For me, personally, it made me less trusting of a community that I thought was better. It made me not able to participate in a live-action game the next day, because I was hyper sensitive to people swinging boffer swords near me. It solidified my feeling that I would never be able to participate in boffer combat, an opinion I have formed due to many such incidents in the gaming community. It distanced me, once again, from a community that I feel I could contribute positively to. [referencing threats of real-life violence related to participation in a boffer larp, including the bad actor negging the respondent.]

– I’m more cautious about where I go at parties in general, but especially at cons. I don’t leave younger friends to wander around on their own– I look out for them, whether it’s at a convention or a work event.

— Content warning for discussion of results of trauma after sexual assault and harassment. —

A number of respondents explained that the events they experienced made them uncomfortable attending events, playing games, or being around people who were involved in this community. Many, as these quotes show, have experienced panic, anxiety, fear, and the mental and physical impacts of those experiences. It is clear that these traumatic experiences are significantly impacting people in games.

What are we doing right now?

Frankly, in a lot of cases we’re doing shit diddly. By which I mean: many people responded with statements that no one helped them. When I asked “What did those involved do to help with the situation or protect you, as a victim?” I heard a lot of variations on that theme:

Not a damn thing. [from two different respondents! One was in regard to online harassment, which is a significant trend – the lack of action for online harassment was well-noted as at times being worse than face-to-face.]

– The groper in question was with other people helping him. I was too shocked to do anything at the time. Afterwards I didn’t bother. It was Gencon. Gencon doesn’t give a shit.

One respondent explained that they were told the offender was “mostly harmless” when the respondent asked for someone to be removed from a group for repeatedly pursuing underaged people. The responses continue:

– My attacker tried to come to dinner with me and some friends. I panicked and told a second make friend he had to tell my attacker he couldn’t come. A third male friend showed me pictures of his kid and chatted about inconsequential shit while I cried while second male friend talked to attacker to tell him to fuck off. We went to dinner and I pretended to be normal and failed. At some point I told second male friend what happened, and he told me what happened was sexual and not okay, which I hadn’t realized before that.

– I questioned this at the time and was ignored. [in response to a GM allowing players to “roll for sex” after declaring a player’s cleric PC was part of a faith that practiced “ritual prostitution.”]

– Nothing. They blamed me for being a girl, saying I shouldn’t have acted/dressed/been that way if I didn’t want the attention. I stopped turning them in after a while because it brought up all of my shame from earlier assaults. [when the respondent raised questions over adult men pressuring younger women (including the respondent) for nudes and oral sex.]

— Content note for mention of statutory rape –

– …No one cared that a 25 year old was sleeping with a 15 year old. The two people I told he had forced me (I told them I had been uncomfortable with continuing to do stuff) within a week or so of it happening (two members of the gaming group we were in) did not care.
— End content note for mention of statutory rape –

– The other people in this community didn’t really do anything, a few times one person was like “Oh he seems to be going a little far” but never did anything about it. [in response to an adult gay man harassing an underage trans girl.]

– Nothing. I was seated with a large group of people, of mixed gender. But they were the employees of the person harassing me. He is an indie game publisher. I’m sure they felt pressure to assume that nothing was wrong, or, if they could see what was happening, to ignore it. Although I know some of them casually (online), none of them has ever said anything to me about this incident afterwards.

Finally,

– Absolutely nothing.

US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

 

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

 


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

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Harassment in Indie Games: Who, What, Where, Why, and HOW Part 1

Harassment in Indie Games: Who, What, Where, Why, and HOW
Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing

Part 2, Part 3, and Part 4.

Part 1 – Introduction, and Who

Recently I put out a survey to ask people about their experiences with harassment and assault in indie rpgs and larps, as well as spaces around them like conventions. I wanted to gain some context to talk about it.

The purpose of this blog series is to talk about:

  • Who: who is being impacted, who is taking harmful action,
  • What: what is being done as a harmful act, what the result of the harm is, and what we are doing right now,
  • Where: where the events are happening,
  • Why: why is this happening right now, why do people do this, why it’s happening where it is, and,
  • How: How we can respond to it, how to avoid it in the future.

This has not been an easy task for me or, especially, for the people who shared their stories. I am incredibly grateful to the people who responded. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.

The first thing about this, which I knew beforehand would happen, is that I didn’t receive piles of responses. While people are fine with speaking about their experiences in closed spaces, or in places where they could easily delete their posts, etc. I am not sharing the exact numbers of people publicly because I don’t want to increase any risk to people who have shared. I also want to point out that what I’m sharing here is pieces of the responses. I had to select carefully because it was, even with the responses I got, a ton of dense and very important information.

Edit for definition: I was asked to give a definition to indie games by a reader. The definition I offer here is just mine and what I used.

I allowed respondents to define it by their own awareness since it is a flexible term, but what I was looking for is primarily independent and small publishers (so as small as a single person, but not really bigger than Margaret Weis Productions) focused on tabletop RPGs and larp, and the spaces where those games are played and promoted (even within larger events, like Gen Con and Origins).

I was made very aware of my own circle of influence during this project, and I know that I actually ended up having to play the dodging game with people who I know have done harmful things.

Full Disclosure

Three of these posts are paid posts on my Patreon (Patreon.com/briecs), and I’m accepting support and donations through PayPal (PayPal.me/briecs) as I normally do. The final post proceeds will go to RAINN (Rape, Abuse and Incest Network).
 
Additionally, I want to give full disclosure for my perspective. I have been:

— Content warning for list of traumatic experiences related to sexual violence —

  • assaulted,
  • drugged and assaulted (to what degree, I actually am not sure…because I was drugged),
  • harassed, stalked, groped, and negged*,
  • recipient of erotic fanfiction about myself and the person in my inbox without permission and also when I was too afraid to say no because the person might kill themselves,
  • hit on and solicited by men at least 5 years my senior up to 40 years even when I was underage, from known ages,
  • recipient of rape (including explicit description) and death threats (of the “raped-to-death” variety) by strangers and by people I knew,
  • emotionally manipulated into sex, and,
  • body shamed in the context of a sexual relationship.

[*Negging is when someone insults you to lower your self esteem so they can give compliments and influence the individual towards them. It is popular with pick-up artists and it’s bullshit.]

— End content warning for list of traumatic experiences related to sexual violence —

A fair amount of this stuff occurred in game communities, others in adjacent geek communities. I have been sexualized by older people since I was at least 5 (yes, I’m sure of that), online and face-to-face active verbal and physical harassment started in my teens, and so on. I also know personally of two domestic abusers in the community, a few men who have harassed or assaulted people, and multiple people who I wouldn’t want to be alone with because of their behavior, and not all of these identities are known or public.

This context is so people understand, yes, I am biased. I am biased against people doing bad acts. I don’t think bad acts only happen to women or that only men commit it, or anything like that, and I do fully believe that in most cases people can change and stop doing bad things, and try to do better things. That takes work, though, so with no apologies and no change, people remain in a bad spot with me.

I also believe victims. If it turns out someone has been falsifying things, that’s pretty shitty, yes. Most of the time, though, victims are more likely to keep the secret forever than risk the stigma and vilification that most victims experience. Victims are not treated with respect in most situations, and it can be downright dangerous to speak out against people who hurt them.

SO, with that in mind, let’s get started. Follow the cut!

Note: Quotes from the survey may be cropped or have sections excluded to remove names of individuals involved in the situation or to reduce the length of the post – I am doing everything I can to maintain the voice of the respondents and this post is reviewed by the respondents for their approval.

WHO

Who is being impacted?


The survey was open to basically any gender, and I received a majority of responses from cis women (less than 50%, but the whole of theirs was larger than any other category), but also from trans women, nonbinary people, genderfluid people, and men. It is pretty well known that cis women are often recipients of sexual harassment and violence, but it is important to me to note that people were being impacted across the gender spectrum. This is not only a “[cis] women’s issue” – it’s an everyone issue.

Keeping in mind that cis men, trans men, and masc people overall are even more unlikely to report their abuse because of the stigma that comes with it, I’m not surprised that I received few reports from those individuals – less than ⅕ of the responses were from them, in part because a couple who responded are being counted as responses from women because some men reported on behalf of their partners. Still, it’s important to note that men did respond – in part because of a comment I got that stuck out to me.

When I asked what could be done to support victims, they responded “I have no idea. Criminalize men?”

Men are significantly noted as the bad actors here, but cis and trans men are impacted by harassment from women as well as others, and this kind of commentary discourages them from being able to acknowledge the harm done to them (by any gender, including other men). I want to make sure we don’t ignore other individuals who are causing harm (including women against women, and so on), and ensure we’re listening to all survivors.

I didn’t ask for participant ages, which I may change if I revisit this, but about a third of the people who responded talked directly about underage people (themselves or others) being harmed by sexually-charged behaviors, whether it was sexual assault or harassment, or manipulation and controlling behavior. Emotional abuse is a factor here across the board, and it really impacts younger people.

One person who responded said that they received a lot more harassment when they were younger, but now nearing age 50, they receive less – but it hasn’t stopped.

I did not include race or disability on the survey, which may be considered if I ever pursue a future survey. I left those out to ease people’s entry into responding and reduce the risk of identification by outsiders who read my article. I hope that’s understandable!

Who is causing harm?

It is unfortunate here that many of the respondents did note that the person who harmed them was a man. However, not everyone mentioned the gender of the person (I didn’t ask in case people wanted to share multiple experiences, which they did), and there were women reported as being the bad actor. People of all genders were noted as bystanders, as well, which was disappointing.

The bad actors skewed adult – almost all of the responses were grown adults, but teenagers were mentioned as some of the offenders, as well. This is important to note because of the age power differential, as well as the spaces where these things happen.

Importantly, not all of these were heterosexual interactions, or done by straight people. One instance has a confluence of issues:

I had a game master/member of a community that I was a part of harass me multiple times over the 2 years I was around in said community. The individual was a cis man who identified as gay, even though I am a woman and was identifying as a lesbian at that time he would constantly make sexual jokes about me. He pretty constantly made these jokes and also would offhandedly talk about wanting to have sex with me/wanting to see me nude even though I identify as a woman AND I was underage at this point (He was in his late 20s). [from a trans woman]

This includes the underage issue, the gender issue, tacks on transmisogyny, and also frames this as within a community. More on spaces soon, but in the next post, I want to talk about what’s being done.


US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

edited 12/1/2017 correcting language re: cis women/women/trans women in paragraph after figure, ditto for cis men/men/trans men. Sorry for the errors!


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.

Turn RPG Beta Playtest – Updated November 18 2017

Hi all!

While I’m doing active playtests on my own, I wanted to share the beta document I’ve prepared for Turn. It will be updated as the main private document is updated, but has quite a bit of information together now! If you read or play it, please let me know and share any of your feedback via the contact form.

photo by John W. Sheldon

What is Turn?

Turn is a story-based roleplaying game about shapeshifters in small towns who must try to go through life balancing the needs of their Human and Beast identities, while pursuing the goals that will make them happy and content. The game is primarily focused on social interaction and storytelling. The mechanics are d6 dice-based and have structured actions using low-number ability penalties and bonuses. Turn may approach some difficult emotional experiences and it’s advised to be used with the Script Change content tool, included at the end of this document.

EDIT: The Turn Beta is no longer available but you can find the game at any of these links:

https://www.indiepressrevolution.com/xcart/Turn.html

https://briebeau.itch.io/Turn

https://www.drivethrurpg.com/product/281964/Turn?manufacturers_id=10592


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.

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Convention Playtester Tips

With Metatopia upcoming, I wanted to talk a little about something I truly enjoy: playtesting.

Metatopia is a convention in New Jersey, USA run by Double Exposure. It is my favorite convention. I get to see a lot of my friends, which is great, and the atmosphere is completely bursting with creativity. I also get to playtest games, most of the time.

What is playtesting?

Playtesting is when a designer or designers gather together people to test out their game by playing it or reading it and talking about it. Typically the latter is referred to as a focus group. There are alpha playtests where the game is in very early stages, betas where it’s in a relatively playable state, and so on. There are also high test playtests, which are really intense, typically made up of experience designers as players, and focused on getting the game to its best state.

Why playtest?

You don’t have to playtest a game. Honestly! You can make a game and put it out there without playtesting it even once. I’ve done this a number of times and there’s nothing wrong with it. However, the reality is that most of the time your games will be far more refined if you playtest them. You get more input, find more of the squeaky wheels to oil, and have different perspectives. It’s useful!

How do you playtest?

There are articles out there that can walk you through playtesting from the designer or game master perspective. What I’m more interested about is how to be a playtester. After all, it’s my favorite part of games.

I am not the strongest roleplayer, nor do I understand probability basically at all. However, I can get the way games work – I can tell when something meshes well with a setting or idea, and I can help people work through what they are trying to say or do. I also can see patterns of behavior caused by mechanics. These are, thankfully, useful to playtesting.

Below I have some suggestions on what to do if you find yourself at a playtesting table. Hope you find them valuable!

  • Listen to the designer and how they describe the game and its genre, setting, and expectations. Don’t talk over them or interject your opinion. Let them set the scene. Let them have some space to share their ideas and their concerns, and ensure they know you are listening (active listening is helpful – here is an additional link with the note that obviously, not all people interact the same and eye contact is not required to be an active listener!). Don’t allow others to step over them if they look like they are uncomfortable about speaking up – speak up for them. A simple “Hey, what were you saying?” in the direction of the designer can make a difference. Keep in mind that steamrolling (people talking over others from perceived authority or privilege) can damage a playtest just as much as the designer just giving up and walking out.
  • Use all of the resources at your disposal. If there are mechanics presented, make excuses to use them in line with what happens in the game or focus group. If there are tools on the table – index cards, tokens, cards, dice – make sure you understand what they are for and make sure you at least try to introduce them to the action.
  • Ask questions. Always ask questions. If you don’t understand something, ask for clarification. If you don’t know what the designer wants from the situation, ask for their guidance. If you want to take an action and you haven’t already been given permission as part of a scene, ask to permission. If you see something missing, ask if it should be there, and if it should, how you can help introduce it, and if not, why not. If you suspect something is going to go against the theme of the game, ask why it’s done that way. Always, always ask questions – don’t assume, no matter how much of an expert you think you are.
  • Show enthusiasm and give positive feedback. Don’t jump around and yell, but do respond with positive feedback if you like something, give clear reasoning behind your reasons for liking what is happening, and so on. Be unafraid to smile and give encouragement to the designer, and ensure that at the end of the session, even if it was a hard one, you thank them for providing the game for playtest. You’re helping them, but there’s no point in playtesters if there’s no game. It’s a symbiotic relationship, for good and ill!
  • Be honest, but kind and respectful. If you think a game sucks, don’t lie and pretend it was great, but don’t be a moldy muffin about it. Use “I” statements if you want to give negative feedback, and feel free to pair them with questions (“I had trouble understanding why we would use a d6 instead of 2d6 for a game Powered by the Apocalypse, could you talk about that a little?” “I felt like I didn’t have a lot of agency in the game because of the strict character roles. Is this a permanent feature of the game, and if so, why?”). You can always tell a designer what you don’t like – after all, playtesting is about making the game better, not pretending it’s perfect. Just be kind.
  • If something goes sideways with the other players, let the designer know either privately or, depending on immediacy, at the table. If something goes badly with the designer or with other players, let con staff wherever you are know as soon as you can. My major highlights here would be bigoted or hateful behavior, harassment, inappropriate content (18+ with under 18 individuals in the playtest, etc.), and so on. If something is truly upsetting, definitely feel free to leave, but make sure you communicate the issues to people who can make efforts to prevent it happening to other people. We can only make improvements if we know about the problems!

In all, there are a lot of things that playtesters can do to improve a convention playtest and help to get strong results. Sometimes it’s hard because the games can be early in development, or possibly have flawed premises. That sucks, for sure, but we can all work together to make games better, and make our environments better for creating better games and playing better games. If you want to be a part of that, take a chance sometime to participate in a playtest and see if it’s for you. I hope that someday we’ll share a table!


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Brie is Bad at Video Games Alien: Isolation Episode 1