I have an interview today with L A Wilga and James Lader on the new roleplaying game Sundown, which is currently on Kickstarter! It sounds like a really interesting new game and I’m excited for it. Check out the interview below, and the Kickstarter too!
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Tell me a little about Sundown. What excites you about it?
L A: So, Sundown is a rules light tabletop roleplaying game. It’s set in a pre-industrial frontier where, instead of magic, we have “science.” Science is the intersection of two things. Wonders: inventions that just make everyone’s life easier, and changing: the art of taking someone and reshaping their flesh. In fewer words, engineering and biology
There are two main facets to the game: surviving the wild, with fauna just as changed and dangerous as the folk, and surviving the politics, with a power struggle in every town and a populace that needs you but doesn’t want you.
I certainly get excited to face down giant winged frogs and angry murderbirds, my pink undershave flowing in the wind, but I find catharsis in the politics. You have to navigate finding work, getting paid, finding a place to stay, making friends, and avoiding the authorities as someone disdained by most of society. It’s an experience I think most in our queer rpg community will recognize.
It’s kind of like a cyberpunk game with the punk aesthetic, the politics, and the transhumanism, but if you took away its technology and sent it to the West Marches.
J L: I’m really excited about how much control you have over your body in Sundown. Changes are probably my favorite part of our game, because as a trans man, being able to reshape your body on a whim is the ultimate fantasy. And I’m sure other people think that’s super cool too.
The other thing I’m excited about is intentionally including politics in the premise. Social strife is the lifeblood of this game, where more of the people are monsters than the fiends. I really like that the direction of your career can be toppling the ruling class in Cragsmouth, or becoming a thief-assassin who saves themselves at all costs. You make your way through Sundown by surviving how best you can, and it really mirrors to me how to navigate a world where a lot of the power isn’t yours.
You talk about the Changing. How does Changing work, and are there any special benefits or consequences from it?
L A: This is a good question, because people tend to assume that you just drink a potion and seconds later you have claws or something.
Changes are made by a scientist specialized in changing, and in a laboratory devoted to changing. You get stuffed into an egg-like pod with the changing agents and a medium called lungwater that keeps you alive for the weeks or months your changes take. Breaking down flesh and building it back up takes a lot of time and energy. When you break out of your egg, you’re ravenously hungry, everything is too bright, and you just want to go back to sleep.
Changing agents are derived from plants and animals out in the wild that have already been observed to do… something to people. Indigoji turns your skin purple, for instance. Modern changes were discovered by blending random assortments together and logging the resulting effect on humans, not all of them consenting test subjects.
J L: Changing is arduous. It really does mirror the transition process in the real world, but it’s less limited. It’s expensive to get access to changes. Special equipment and making sure you don’t die in stasis isn’t cheap. The time cost, too, matters. And some changes can stress your body. It’s not a perfect science, and you can end up with additional things that identify you as a changeling, like black nails when you asked for super strength.
We also did name the pods where Changes happen eggs. That’s not a very subtle metaphor I think. If people know you’re a changeling, too, they’ll treat you very different. The best reaction you can expect in most of Sundown is mild disdain, which is very real. So if people know you’re a changeling, that alone is a consequence.
How do your identities as queer and trans (or queer/trans identities in general) reflect in the broader world beyond the Changing? Do they relate to Wonders, or even to the politics?
L A: We didn’t really use wonders to say anything about queerness or transness, they’re kinda just neat things, like goggles that let you see at night. We definitely do intend, though, for guns to be a symbol of the class war. Did we mention there’s guns? They’re more like railguns than gunpowder guns. They use a fictional material called floatstone.
There is this wonder called pitch, though. It’s a black syrup thing that’s injected, and it knits your body back together after some nasty injuries. The catch, though, is if you use too much, you run the risk of becoming a pitchblood. Basically, your blood is replaced with pitch. You lose twenty years off your life, but you’re near invincible. I think some folk can sympathize with that sort of deal-with-the-devil transformation?
Beau’s Note: This specific one reminds me of my own experiences with lithium as someone with bipolar disorder, to be honest.
L A, continued: The politics is really where our queerness comes through. For one, if you have any sort of visible change, which includes things like colored hair, over half of the people in Sundown won’t really want anything to do with you. Not to mention you’re already othered because of your profession. The isolationists of Sundown really don’t like outsiders doing their work for them. Too bad they need drifters like you for things like translation, bounty hunting, and trailblazing.
J L: Definitely. The otherism experienced in Sundown based on being a drifter is pretty much a direct metaphor for how it feels to be disdained and desired. Very much as a queer person it’s easy to feel consumed and discarded at the earliest opportunity, and since you’re a travelling contractor, it’s even more direct.
I think, honestly, the other parts of the system also show some of the good parts of being queer, too. When you create your character, for example, your character is rooted in the people at your table. One of the traits that embodies who you are is defined by your relationship to another character at the table. Drifters often are building an intentional community, a network of people who know where the good work is, who you should work with on what jobs, where it’s safe to travel, and sharing stories of your best exploits. I think that really reflects how queer and trans folx band together to keep each other safe and loved in a world that is otherwise hostile to them.
How are things like changing and wonders, and those politics you discuss, mechanized or formalized in the game?
J L: So all of these things involve infamy, which is the currency we use in Sundown. Infamy isn’t coin, though, it’s a representation of your influence in the area, and how well people know you. The more infamy you have garnered, the more leverage you have. Political action that earns infamy takes place during heats, the jobs drifters take on every month. You might slay fiends, debate a public official, steal from a guild, or lead an uprising.
Getting wonders and changes requires you to spend your infamy to obtain them. Some wonders are special and rare enough to use your downtime between heats as well as your infamy to obtain them. Changes always take downtime, and usually cost infamy.
One of the neat things about infamy is that you only have so much influence you can gain, and once you use that leverage, it’s gone. You have to think carefully about what you want to achieve and use that influence wisely.
L A: Ok so James mentioned heats. That’s basically an adventure, and downtime is the time between them. We intend for downtime to be played kind of like play-by-post between sessions
When you make improvements to your character that involve big investments of time, like learning a new skill or rebuilding your fleshy prison, you do that during your downtime. Spending your infamy on changes is just one of the things you can spend your downtime on.
J L:Downtime is when most of your character improvements can happen, so you have to choose really carefully what you want to spend your time on between jobs. Sundown is a hard place to be and choosing to better your traits or gain cat ears can be life or death. It’s really tricky because you can also only get so many things before not having any more infamy to gain.
What have you done with the game to support players in exploring these relatively serious subjects, including consent and safety mechanics and other aspects of your design?
J L: One of the first sections of the book is a consent tool we developed based on our stress mechanic. Stress is sort of a measure of your character’s health, and it worked really well to measure how safe a topic was for the players.
We also reinforce throughout the book to be mindful of others at the table, to use additional safety and consent tools you might be more familiar with, and to check in with your fellow players.
These are really hard topics and not everyone wants certain themes in the game, and we went out of our way to remind people to check in, and check often.
L A: Regarding serious subjects, I wrote from my own experience as a poor queer person, and I think the queerphobia and classism and Sundown really reflect that
For the experiences I haven’t lived, we took on two non-white sensitivity editors. Their input was invaluable for fleshing out the cultures that have made their way to Sundown in a respectful manner.
Even though I’m disabled too, James has far more lived experience in that regard. The section on disabled drifters in the intro section is entirely his doing.
Every time there’s a “make sure you check in with your fellow players” regarding a marginalized identity, all four of us had a hand in it.
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Awesome! Thank you to L A and James for the interview! I hope that you enjoyed it and that you’ll check out Sundown on Kickstarter today!