Five or So Questions on A Town Called Malice

Today I’ve got an interview with David Kizzia from Monkeyfun Studios about A Town Called Malice, which is currently on Kickstarter. I love the idea of Nordic Noir and wanted to hear more about it, so check it out!

three copies of A Town Called Malice against a brick wall, the cover depicting a person walking away from bloodstained snow in a red winter coat and black pants, towards pine trees.

Tell me a little about A Town Called Malice. What excites you about it?

Nordic Noir is a great genre. It refers to more than just an international import, it’s an approach to ensemble-style drama where characters of different backgrounds all deal with the same dramatic tension equally. The BBS series “Broadchurch” is a great example where everyone in the same small town comes to terms with a murder over multiple episodes, and the first run of “Twin Peaks” is the same way. From a game mechanics perspective, it’s something I hadn’t done before – my previously credits used the Powered by the Apocalypse engine. It’s excite to explore a new style of gameplay.

What are the characteristics of Nordic Noir and how do they show up in A Town Called Malice?

Nordic Noir is more character-driven, I find the tragedy or crime to be solved becomes a prism to show the internal conflicts the characters are experiencing. Both the original and US version of “The Killing” show how multiple backgrounds are affected by a terrible death and as the series progresses, we as an audience see the story go deeper beyond just the basic “Whodunnit” type of mystery. By going with a story game format, (as opposed to something more stat driven), it emphasized the relationships the player were building within the narrative. That seemed more of the portrayal of the genre.

How do you ensure the players are comfortable, while still unsettling them as appropriate, in a Nordic Noir game?

We of course make sure to highlight appropriate safety measures and basic responsibility when dealing with both the horror and relationship elements. Because the players cooperate in building the narrative, they also lead the drama to the levels that best suit their gameplay tastes.

A black and white drawing of a body in a trench coat, pants, and boots collapsed in a puddle. The text beside it reads "No one's coming. It's up to us."

What are the characters like and how are characters built for the game?

Characters are guided by several things – Each role has a Personal Goal which should influence the player’s actions. These guidelines are intended to be neutral to how the player feels they’re best served. The Personal Goal of the “Criminal” role for example, is to “Gain the Advantage”. This can be interpreted by the player, and can be either a good or a bad trait depending on the situation. Gaining the advantage can be interpreted into helping the Law in solving the bigger problems of the Town for example.

Characters are also developed by the relationships they have with the other players at the table, through the use of Heit and Kult dice. These dice are placed in between the players at the table, representing the immediate relationship around them. Both players have input into that relationship, so a relationship can be a mixture of both good and bad feelings. This allows the players to expand on the overall narrative and determine what they need to personally overcome in order to succeed.

If players wanted to play the game and get the most out of it, how would you suggest they prepare for it?

I have really enjoyed watching players going deeper than they normally would’ve in say, a straightforward dungeon crawl. I think people will enjoy it most when they focus on the relationship aspects as much as trying to overcome the supernatural threats to the Town – what does your character feel? What do they need? How can they overcome these things together? It’s a really different focus for me as a creator, and I’m glad to see people get excited about the prospects of what Malice can be.

And for fun, what would you suggest as the ideal murder?

Wait. Who talked to you? I wasn’t there, no matter what you’ve heard! (laughs)

The header image for "a town called MALICE" with a person in dark clothes walking alongside an empty road in a snowy region, towards dark trees in the background.

Thanks so much to David for the interview! I hope you all enjoyed it and that you’ll check out A Town Called Malice on Kickstarter today!