Five or So Questions on Let Me Take a Selfie

This interview turns Five Or So Questions upside-down, with the usual interviewer as the guest! Jason Morningstar of Bully Pulpit Games talks to Daedalum Analog Productions’ Brie Sheldon about their new collection of games, Let Me Take a Selfie.


Cover by John W. Sheldon, 2017

Can you tell me about the genesis of this collection? What prompted you to make a series of games focused around this particular tool, and what was your process for discovery and creation?

I take a lot of selfies, like a really lot. They mean a lot to me! Cell cameras are a vital advance in modern communication and our ability to share our identities and emotions with people around the world, even if we don’t speak the same language. Part of it is also just that I like trying new ways of telling stories and exploring game experiences.

I love dice but it’s fun to take different mechanics from weird things we do. In Literally, I Can’t, one of the games in the collection, you use the MASH (mansion, apartment, shack, house) game that I played as a kid to build characters. That is the kind of thing I want to explore in games!

I also design in response to things. I saw a few games using phone cameras that I felt didn’t do what I wanted. I have had to learn a lot about selfies and myself to use this technology, and needed to apply it to games to get the experiences I wanted.

To make games, I honestly just took selfies. A lot. And I remembered how selfies have been relevant to my life. They are instrumental in my long distance relationships, and a part of how I feel connected to others, but also are ways that I know I can appear to not measure up to expectations or fade into the background if I’m not interesting enough. All of that came through in the collection! Every game has my heart in it, somehow, just with some “how to break it” instructions included!

Using mobile technology as a play aid and intermediary is such an interesting area to explore. Obviously this offered enormous design inspiration, but I’m wondering what challenges it also presented. Does it complicate aspects of design or play?

It certainly does! There are a lot of elements that are challenging. The first, one I’m very aware of, is that not everyone can afford a cell phone with a camera. I hated this, because it’s a reality I wish I could fight, but to make games with this element I had to accept that loss. I am trying to figure out a way to make up for it, but my own financial status isn’t awesome either.

Second, not everyone likes to take selfies, and not everyone even really knows how to take them (there’s not really a wrong way, though, honestly). When I playtested Who Made Me Smile? at Big Bad Con this year, most of my table was people who either didn’t take selfies, or didn’t take them often, and most people approached it with some anxiety. Thankfully, we talked about it and I encouraged them and it went great! I don’t know how it’ll go with others, though.

Third and final so I don’t write ten paragraphs, privacy and safety are huge concerns. For some of the games you’ll pass your phone to other players or share your phone number, for others you’re alone outside, and for some games you’re dealing with emotionally trying things. All of these have their own measures. For sharing contact information and phones I tried to give strong reminders about respecting safety and deleting the other players’ numbers unless they permit otherwise, and I also require that people hide NSFW pictures and content to avoid any consent violation. Being alone during game is risky, so I ask that people have an emergency check-in contact – and I also ask that for the emotionally intense games to help people get support. I also recommend Script Change for all of the games.

It’s all complicated, I think, but it is worth it, I think.

I love the way this collection blends analog and digital and subverts expectations. The four group games imply that the participants will be together physically rather than distributed, and I wonder if you could talk about this choice.

One of the most troubling things I’ve seen with selfies, and one of my secret goals to target with the games, is the negative perception of taking selfies in front of other people. People regularly shame young people for taking selfies in public, and mock tourists who get selfie sticks to take pictures in front of huge landmarks. We don’t mock people who have strangers take their pictures, or people who take pictures of other things or other people. Only people who dare recognize their own existence in public. I struggle, personally, with embarrassment over this – and I wanted to poke at it and prod it to see if I could fix that a little. In the games, you have to take selfies in front of people – sometimes making weird expressions or while feeling complicated feelings. I want to normalize that.

I want to normalize being in an airport crying before you head home after leaving a loved one and taking a selfie to say goodbye to them, or to let the person you’re coming home to see that you’re struggling, but okay. I want to normalize sharing your joy publicly by taking a picture of your smiling face to send to faraway friends. And I want to let that start with an environment that pretends you’re far away from each other, which is where the games make it possible. In Literally, I Can’t you have to take “competent”-looking selfies while all together for play – it’s a challenge against the anxiety and stigma.

It’s also important with Don’t Look at Me, a two-player selfie game in the collection about my personal experiences in a long-term relationship with my husband while he was deployed in Iraq. The purpose of being together, but not facing each other and only able to see each other through selfies, is to create the emotional tension of knowing the person is there, feeling them just out of touch, and not being able to see them except through these constrained circumstances. John and I were, and are, very close, and I always felt like he was with me, but I couldn’t touch him, I couldn’t look at him face to face – everything was through lenses and bytes. I cry every time I think about the game because I know that tension, and it was important to me to make sure that the people playing it could experience it too. In Now You Don’t, it’s important to be around other people to create that experience of physical closeness and emotional ignorance. Surrounded by a crowd, but invisible – almost palpable.

Your games push back against a popular narrative that selfies are trivial narcissism. I feel like these games make selfies tools of meaningful expression, communication, and inquiry. What would you say to someone hostile to, or uncomfortable with, selfies?

Well, honestly, first I’d ask them how they feel about Van Gogh’s self portraits. Maybe those are narcissistic, too, I guess, but I don’t think that would be the majority opinion. I could direct them to the interview I did alongside a professional fine artist where I talk about the use of selfies as a grounding element in life, and where the artist (Robert Daley) says that selfies are simply modern portraiture. 

Video by John W. Sheldon
For me, there’s the first aspect of selfies as being about identity and recognizing your own existence, validating who you are, making you feel whole. Then, there’s the second part: it’s just art. Photography is art, most people agree, and so are the oil painting portraits of people throughout history, including those like Van Gogh’s that are self-portraits. 
I don’t see what is different about using a modern camera to take a self portrait, aside from it being more accessible to people of all backgrounds (excepting those of very low income who have trouble accessing this tech). It removes the boundary of needing an extensive education in technique to paint yourself! Instead you take pictures in a moment, and learn with every photo how to change the angle, how to adjust lighting, how to open your eyes wider or raise your eyebrow to convey emotion, and how to show you, who you are or even who you want to be. It’s magical, to me. I would just have to tell them that much: selfies are about showing who you are to whoever you want, and they are an artistic expression that’s more easily accessible than many of those before.

You write in your introduction how important selfies are to you as a way to present yourself to the world in images you control. Do you see ways to incorporate either selfies as artifacts or mobile phones and their liberating ability to document a person’s personal vision more generally in other games, old or new?

I would love to see some larger scale larps use selfies for storytelling – specifically, in larps where there are mystery elements or similar things that they could use a selfie to identify a character not in a scene, and distribute it to players. This would be excellent for games where there’s reason to be suspicious of specific individuals. Using selfies that you either take in costume or alter to represent your character in game would, I think, bring a level of personal identification with the character that isn’t often had. It also lets you record the experience of a game from the viewpoint you choose – you frame the moment, not anyone else. 

Doing selfie diaries for very emotional or intense games could be exciting – much like The Story of My Face in the collection, combining your words with a visual representation can make experiences feel more vivid. When I did test plays of The Story of My Face for the photos in the book, I really had fun in part because when I looked back at the pictures, I could remember the spooky story I was telling myself. Mid-game selfie logging, much like taking pictures of character sheets or game materials, can help keep memories rich and more easily recoverable. And that latter part, with taking pictures of game material – using phones to document game materials is really awesome because you can refer back to it easily. I also like using texting for “secret” communication in game or for sharing codes – the day someone makes an Unknown Armies-style horror game that uses text messages, selfies, and cell pictures to tell the story and guide players is the day I am pretty sure we win at games.
(by Brie)


Thanks for your time, Brie!

I hope you all enjoyed it and that you’ll share this interview and the DriveThruRPG link with all your friends!
[From Brie: Thank you to Jason so much for this, it was a really fun experience and I’m so glad to talk more about LMTAS!]


Note: All images except the cover are by Brie Sheldon and excerpted from the collection used to write and layout LMTAS, and the cover is a compilation of Brie’s photos with a super nice layout by John W. Sheldon.


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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

 

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Five or So Questions on WINTERHORN

Today I have a great interview with Jason Morningstar about his fascinating new project, WINTERHORN, which has information on the Bully Pulpit site and is also on DriveThruRPG. This game sounds really cool and also really important. I hope you enjoy what Jason says below!

Really nice layout and design for the materials!

Tell me a little about WINTERHORN. What excites you about it?

WINTERHORN is a live action game for 5-8 players about how governments degrade and destroy activist groups. The thing that excites me most about WINTERHORN is that it might actually be useful. I’m an American and I feel like my country is in genuine danger right now. WINTERHORN arose from a pretty intense internal conversation about what I could do about it. What skills could I bring to bear? How could I amplify my voice and offer tools to resist a worst case that is pretty fucking bad? I looked to history as a guide – what happens when authoritarians come to power? 
The playbook is well worn and it is being methodically repeated. I thought about how important resistance and dissent are, and the many tools governments have to suppress them. I read further on the Stasi, on COINTELPRO, on the Soviet Union and its successor states, and from that came the germ of the game – play the “bad guys” to learn how to be a better “good guy” in real life. Of course it isn’t that simple, but through the game you’ll absorb a dozen different ways activists get interfered with, and maybe that will spur some conversations about encryption, operational security, or hardening groups you care about against disinformation or worse. The game itself is fun and interesting, and it isn’t at all didactic, but I feel like you really have a chance to embody these government operatives, which gives you both perspective and maybe even empathy. And you come away with these awful techniques on your mind. Every time I see the game hit the radar of some little Reddit anarchist cell or humanities academic I get excited. 

What were elements of your research that stood out most regarding the emotional factors of power, control, and resistance that had the most influence on WINTERHORN?

I’ve read pretty deeply on the Stasi (Staatssicherheitsdienst, the security apparatus of the former East Germany) in the last few years, which was influential (The agencies you work for in WINTERHORN are mirrors of the organizational hierarchy of the Stasi). But I’d say the most influential elements were pulled from American history. FBI and Chicago police collusion leading to the death of Fred Hampton made a powerful impression, for example. If you are familiar with his killing and pursue a violent path in WINTERHORN you will see its unsubtle echoes.


How do you, in this game specifically, represent the “bad guys” in the game without making them into soulless monsters? 

In the full-on larp version of WINTERHORN the characters are tangled in bureaucracy and divided into two factions that roundly dislike each other (The Ministry of State Security and the People’s Police). Each character has a professional and emotional attachment to a partner, and each has some affinity or soft spot that might color their choices. One likes the deeply stupid but brave, for example, and another likes the elderly. So there’s enough meat on those bones to slightly humanize them, even if they are doing fundamentally inhuman things. In the more edu-game version of WINTERHORN, you are making the same decisions ina much more abstracted way, and there’s none of this nuance but many more inputs from participants.

Why did you choose to present WINTERHORN in the format you have, a live action game with a card deck, as opposed to any other, and what value do you think it brings to the experience?

I wanted the game to be flexible and accessible, because I wanted it to be used outside of “normal” roleplaying contexts – in other words, outside of the living rooms and convention hideaways of super intense gamers. I also wanted the game’s information to be smoothly and organically transmitted in play rather than through a didactic lesson. In my experience live action play is great for this – you embody a character, and that’s a dial I, as the designer, can set low or high – and being physically engaged really aids in retention. WINTERHORN is dead simple and that was also a design goal. From the beginning I wanted to make sure that you could sit down and play it, even if you weren’t a huge nerd who knew what a larp was. Cards are a great way to share and transmit information. To be honest the game grew a little bit and now requires printed material as well, but I’m totally OK with that. I’m really proud of the handouts and what they communicate.

WINTERHORN sounds like the kind of game that could use workshopping, debriefing, support mechanics, or other methods to help players engage with the material safely and deal with the harsh realities that they may uncover. Which of these do you use? If none, why?

You begin with some light workshopping, and the game guides you through it. There are six player-level roles in the game – Orientation, Time, Case Board, Dynamics, Paperwork and Debrief. Orientation presents the game world and your goals, as well as introducing you to the game’s safety tools and touch boundaries. Dynamics’ sole responsibility is to make sure all the players are engaged and having a good, productive time. Debrief leads a directed post-game discussion where you check in as players and segue into talking about how the game’s content reflects real life, if you want. Time, Case Board and Paperwork all have in-game responsibilities. For larp nerds, the safety tools are Cut, Largo/Brake, and The Door Is Always Open. In play it is surprisingly chill – essentially WINTERHORN is a committee larp played around a table staring at a case board covered in photos, which makes it pretty accessible if you’ve ever seen a detective show.
Thanks so much to Jason for this great interview! I hope you all enjoyed it and that you’ll share this interview, the WINTERHORN link, and the DriveThruRPG link with all your friends!


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On “Boys”

This is a diversion from games but related to my typical work and my current look into masculinity with Posers, and is as-of-now an unpaid post.

Mike Rugnetta wrote two posts on the subject of the McElroy Brothers and the use of the term “boy.” I found it by a shared Twitter thread by @RowanGayle who I don’t know but said some cool stuff. And reading these things brought me to tears, because I want to talk about why I, personally, consider myself a boy…and why I don’t agree that boy must be or necessarily is gender neutral.

My coming out story is freely available on the internet so I’ll just say simply: for technical terms I use genderfluid nonbinary-masculine to define myself, but casually I refer to myself as a boy. It started jokingly, but then I felt it more significantly that the word fit me better than anything else, and it ties into these things that Mike and RowanGayle are saying. It is not necessarily about gender, but it is about identity, and it interweaves with gender for me.

When I first became a viewer of the various McElroy properties, Griffin’s voice really stuck with me (as a synesthete, to me it is the exact color and feeling of slipping on a banana peel, which makes me giggle). I liked how he talked about the characters they made on Monster Factory, and his enthusiasm. I also appreciated the not-entirely-but-pretty-damn-wholesome vibe the McElroys have thus far been some of the least problematic internet entities I’ve seen (along with Rugnetta and Mikey Neumann), and fuck if I didn’t feel the positivity and enthusiasm pouring out into the world from their media. Even when things were at the point where they could be problematic, they didn’t go there, or if they did, they apologized. That is important to me, so much, and that’s part of what “boy” is to me because of how it reflects in both the speakers and the subjects who are just trying their damn best – not necessarily good, but trying to be, always trying to be.

I see boy as inherently trying. Trying to be better, which is a common refrain for me, be better, and to be what you want to be. Hopeful is not something I am, but something I think translates well to boy-ness, and I don’t talk about how much I want to be hopeful, but I do want that, and I know that’s part of why I cling to boy. In the times Griffin used it in Monster Factory, it stuck in my head as this loving “our boy can do anything!” vibe and I loved that these boys, these no-middle-sliders boys who fumbled were still seemingly loved even though they’re characters in a damn video game. I have struggled so much with feeling okay with who I am, but every time I heard “boy” it poked a little at me, and I finally just let it in. Griffin doesn’t know me and neither do any of these other internet people but boy, boy stuck with me.

There is a playful, loving, hopeful, enthusiastic vibe in the idea of these boys that try so fuckin’ hard to just do the thing and to just be boys. That’s what I love about it, I think.

I’m not a man and have no desire to be, but the soft masculinity that sits in boy suits me. It’s not about men or women, and I think here is the flaw. Not everyone has to be a boy, and it is evident to me by the McElroy use of it that it is not necessarily gendered man or woman, but instead likely an androgynous space where some boys could be – it feels that it could be a soft masculine, but it doesn’t have to be.

My complication with the analysis thus far is more that we are only considering man, woman, and agender identities. It isn’t destroying the gender binary to take gender away entirely – expanding gender and understanding the complexities and variances of gender identity is what destroying the gender binary is.

What is a person who has a gender that is not necessarily binary but it does exist?

I dunno, I guess what I’m trying to say is, when Griffin used boy, it gave me a simple word for what I am. And that’s pretty cool, whatever people end up saying it is later.


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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!

 


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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!

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

Five or So Questions on Potlach

I had a great interview with the creators of Potlach: A Game about East Coast Salish Economics! The researchers and creators of Potlach, The N.D.N. Players, are Jeanette Bushnell, PhD; Jonathan S. Tomhave, PhD; and Tylor Prather. We talked about the origins of the game and the meanings that are held in the cards and language of the game. Check out the interview below!

Picture of the Potlach cards on a table – lovely artwork!
Tell me a little about Potlach: A Card Game About Coast Salish Economics. What excites you about it?
Potlach: A Card Game About Coast Salish Economics is a strategic, educational card game based on indigenous philosophies. It is designed to meet K-12 educational standards for teaching about native history, economics, culture, and government. Potlatch was developed as a community effort with local elders and language experts. The game is written in both English and Lushootseed, an indigenous language of the Salish Sea region. Game mechanics are based on sharing resources to
meet other players’ needs for food, materials, technology, and knowledge.

What excites me about our game is that as you play it, you get a shift in your thinking towards valuing sharing within a community rather than accumulating as an individual. Or, as one of our early game testers wrote, “A big change in thinking from other games. I started out thinking about what I was getting and by the end it was more important the way I was sharing.”

Players at a table playing Potlach with great enthusiasm!

What was the impetus for making Potlach into a game?

The impetus to make a game based on indigenous philosophy came after a couple years of analyzing games for our podcasts. For indigenous scholars like ourselves who study systemic oppressions (and live them), analyzing and playing game after game that reproduced these oppression got tedious. One aspect in particular was individual accumulation – a concept often associated with capitalism. So, one night, Tylor said he’d always wanted to develop a board game and we started working on one that used concepts and values from indigenous economic systems rather than those from capitalism. Eventually we decided on looking at the very specific system local to us (Salish Sea region) that redistributed wealth.

The word potlatch comes from Nuu-chah-nulth who live in what is now British Columbia, Canada. The word was altered via the commerce language knows as Chinook Jargon that was used throughout Washington and British Columbia after Europeans settled in the area. Potlach is not a Lushootseed word but has become commonly used to describe events associated with wealth distribution actions.

The “above waterfall” card with the number 3 in a primary color at each corner, and the card name in English and Lushootseed. The style is really easily understood, which I love.

How do the basic mechanics work?

The deck has two types of cards – Resource Cards and House Cards.

Each player has one House Card that indicates the size of their extended family dwelling. Historically, the largest known house was Old Man House at Suquamish, WA. (Link to press release from 2014 about this dwelling.) Our House Cards are sized as having 3, 4, 5, or 6 fires that indicate the amount of resource needs for the people in the house.

Every player is dealt six resource cards of various types and sizes. Players take turns Gifting their Resources to meet the house needs of other players.

With the cards representing resources that are being given gifts, how do players understand the meaning and importance of those concepts – is it through language, symbols, or how the cards can be used, or something else?

Primarily our game is about a sharing-based economic system so what players tend to notice the most is that the play moves them to strategizing ways to insure that every players has all their needs met rather than one player accumulating more of anything.

The game can actually be played without understanding the meaning and concepts of the various cards. The cards are all color-coded and numbered to facilitate play. That said, each card has a picture and the name of the item in both English and Lushootseed (the local indigenous language).

Based on our own experiences of attending potlatches (or giveaways) in Washington, Alaska, and British Columbia we developed four types of giftable resources. Then we talked to some local elders and language experts and finalized the types of resources as: food, gathered materials, crafted technologies, and teachings.

Ideally, players will look at and read the cards while playing. We are working on a Teacher’s Guide to facilitate more teaching about local resources. With the success of the Kickstarter Campaign, we will have some funds to make a podcast with a native Lushootseed speaker so players can hear what the Lushootseed words sound like.

The “clam” card with the number 4 in red at the corner, and the card name in English and Lushootseed.

What are the important parts of the gifting and, to me, ethical caring that are demonstrated in Potlach – to you and from your world perspective?

Our game is about an economic system that very pragmatically assures that all members of society respectfully have their needs met so that they can continue being active and valued participants. From our world perspective, in which all things are interconnected and impact each other in highly complex and nuanced ways, it would be illogical to do anything else. Keeping the system in balance is the ultimate goal.

Gifting is the word we use to represent the reciprocal distribution and redistribution of available resources. The societies that have used this system are highly complex and have many ancillary systems in place.

The N.D.N. Players logo!

Thank you so much to Jeanette, Jonathan, and Tylor for the interview! I hope you all liked the interview and that you’ll check out Potlach: A Card Game About East Salish Economics on Kickstarter today!


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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!

 


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.

12 RPGs for the 12th Month – Day 2

These are actually questions not days but I like day so whatever.

(Image includes a list of 12 questions for 12 RPGs for the 12th month.)

Following my previous post about the meme where I answered question 1, here’s my response to question 2.

“Which genre tropes that come up in an RPG of your choice do you love, and never get tired of? Why do you love them?”

One of my favorite RPGs is Shadowrun (3rd Edition), and a few of the tropes that happen in SR3 that I love are the dramatic hyper-action scenes, the shifting of perspectives between a focused decker or rigger and the combat- and magic-aligned characters, and the resistance.

The first is just fun as hell. I have played a few characters who were into hyper-action, hyper-violent style play and they were fun as hell. One was an elf archer who had some body mods to inject combat drugs into his system (He was modeled on Iggy Pop for looks, and named after a coworker, Sorin). He survived a force 6 fireball without even using all of his drugs (though just barely), jumped between two skyscrapers to grab on with his gecko grip and continue fighting, blew up an entire compound (and the plot) with the grenade gun the GM unwisely allowed him to obtain, and avoided death somehow – in part because I forgot to calculate in his armor, and then we realized he had survived. 🙂 I also had a phys adept satyr who had a gaes of dancing to use her adept powers, and she dual wielded Dikote vibro swords. She jumped through a window before every fight. I’m serious. She also had a tendency to decapitate people… a lot.

The second sometimes requires a specific set of people, but I love when the GM and table can do shifted perspectives between a decker or rigger who’s plugged into the matrix doing combat or hacking or whatever, then swap out into the hallway or the courtyard where there’s like a fucking armored troll shooting a machine gun at guards and a dwarf shooting fireballs at everyone else and everyone’s freaking out about timing because they gotta get out of here to make the drop.

And the last is the general theme of resistance. Not all SR3 games I’ve seen go towards actually fighting the good fight, but I love when they do. My satyr character up there, she actually ended up setting up an underground railroad-like situation to protect ghouls who were being rounded up and killed by local megacorp police. We helped recover a church that had been attacked and protect the parishioners. We took down a bunch of corrupt police, corp, and government people in various games, too – always fighting to protect the ones who needed it. That’s something that matters to me.

Thanks for reading!


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12 RPGs for the 12th Month – Day 1

(Image includes a list of  questions for 12 RPGs for the 12th Month)

These questions set up by Paul Mitchener (sourced from a private post) are pretty cool and I’m hoping I can keep up with them over the next few weeks.

The first question is:

“You’re running an RPG to introduce new players to the RPG hobby this month. Which game and genre do you choose, and why?”

To be honest, I’d poll the players for their preference in genre and level of complexity. If you have someone who prefers Shadowrun level of complexity in rules to Archipelago, they might be super bored, and the opposite might be super frustrated. My go to intro games, though, were I to GM:

Personal favorite:
Turn because the rules aren’t super complicated, it’s mostly real life stuff, and it’s also shown to be very fun. http://www.briecs.com/2017/06/turn-rpg-beta-playtest.html

Storytelling:
The Quiet Year because it is easily understood and manages to produce a rich experience every time. https://buriedwithoutceremony.com/the-quiet-year

Cyberpunk:
Shadowrun: Anarchy would be my top option here, but with my personal house rules. I’d have to brush up on the rules but it’s got some great shadowruns included, the rules aren’t wildly confusing, and it’s super thematic with a fun setting. http://www.drivethrurpg.com/product/194759/Shadowrun-Anarchy

(My reviews: http://www.briecs.com/2016/08/shadowrun-anarchy-gen-con-prototype-review.html & http://www.briecs.com/2016/10/shadowrun-anarchy-review.html

Cosmic Horror:
Lovecraftesque has a really interesting storytelling/roleplaying structure with the way you tell one character’s story, and it can be super spooky. http://blackarmada.com/lovecraftesque/

(My interview: http://www.briecs.com/2015/09/five-or-so-questions-with-annison-and-fox-lovecraftesque.html)

Horror:
Bluebeard’s Bride is one of the scariest, most fascinating games I’ve ever played. Feminine horror is not only interesting but a learning experience for everyone at the table. This would be the “heavy” option for a safe game group. http://www.drivethrurpg.com/product/224782/Bluebeards-Bride

(My interview: http://www.briecs.com/2016/11/five-or-so-questions-with-marissa-kelly-on-bluebeards-bride.html)

Dread would be the option for people I’m less familiar with, or for a lighter game. It always has a good record of fun and startling for me, and there’s such suspense! http://www.drivethrurpg.com/product/83854/Dread

Urban Fantasy:
Urban Shadows is fun, and it has a lot of interesting bits and pieces in it. It’s one of my favorite games to play with new people because while you can go deep and dark with it, you can also stay in a safe place and still have a great time. http://www.drivethrurpg.com/product/153464/Urban-Shadows

My interview: http://www.briecs.com/2014/06/five-or-so-questions-with-andrew.html

Fantasy:
Companion’s Tale is a really lovely game telling experiences of the companions of a hero. I honestly don’t think I’ve played through a game but I know it’s mechanics are easily understood enough that it would be a gorgeous way to learn a new game together! https://companions-tale.backerkit.com/hosted_preorders (preorders)

My interview: https://www.youtube.com/watch?v=Gk15TWXQOTc

High-RP:
Archipelago in any of its forms would be an awesome way to just let people have a low-mechanics, high-roleplay experience and go all out with whatever setting we want. Definitely a good option. http://www.drivethrurpg.com/product/147623/Archipelago

So that’s my options! 🙂 Feel free to join in responding on your blog or social media or respond in the comments!


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