Today I have an interview with Kevin Allen, Jr., creator of Trouble for Hire, which is a game about road warriors and is currently on Kickstarter! Road warriors are pretty cool, and Kevin was real cool about answering my questions. Check ’em out below!
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Tell me a little about Trouble for Hire. What excites you about it?
Trouble for Hire is a game that lets 3-6 friends create stylized, fast-paced, road adventure stories set in a trash-culture pastiche of the 1970’s(ish) American West. It’s kind of a reverse roleplaying game; There’s one character –a tough/cool Mexican wheelman– who the game focuses on, while distributing the responsibilities of a traditional GM between the other players. These roles shift throughout play, so everyone gets a chance to do everything in the course of a session. It’s rules light, plays a whole story in single session, and is chock full of really unique color.
What about all that has me excited? Well, beyond the general excitement of publishing a project that I’ve been working on for a little over half a decade, and getting to work with some of my absolute favorite artists, the thing that I’m most jazzed about is seeing what people create with the world I’m giving them. There’s so many games on the shelves, great ones even, but they’ve been telling the same kind of stories in the same kind of worlds for a long time now. Fantasy sword bros. Steampunk gutter thieves. Spaceship superhero armor dudes. I love those games; I play the hell out of those games, but I always wondered where were all the games about Jane Fonda and Warren Oates trying to smuggle 8 kilos of California Kush through Petrified Forest National Park? Trouble for Hire is THAT game. Getting to see the unique content that people make, to hear about their adventure stories: That’s what I’m excited about. I’ve assembled what I think is a really rich toy box, and I can’t wait for people to play with it.”
I love this idea of one player, many GMs. Tell me a little more about these roles that the GM style players have – what keeps them involved? How much control do they have?
Glad you’re as keen on the Roles as I am. They break up traditional GM duties and assign them out in themed abstract chunks. There’s a role for setting stuff, antagonist npcs, neutral npcs, the main character’s sidekick or allies, and a few more. There are roles that are optional, depending on if you want them in a particular story or not; one for supernatural stuff, one that introduces a second major character. There’s even an Editor role who doesn’t so much create content like the other roles do but remixes it (with things like flashbacks and insights) like a live dj scratching your story instead of records.
There were a couple design problems I was looking at when making trouble for hire that speak directly to this issue of control and how it engages your interest in the story and as a device of play. The big one was ‘how do you make a group roleplaying game about the strong silent loner?’ Wolverine is cool in comics, but when he comes to the gaming table he tends to fall flat. The answer I came to was character non-monogamy, allowing everyone at the table the chance to be Wolverine (or in this case, Mexican smuggler Ruben Carlos Ruiz). Once I resolved to have the main character change hands in play it made sense for the rest of the responsibilities to do so as well. Every role has tricks they can pull, situations they can create in the story, general abstract territories they each lord over. When you first start playing certain roles appear more useful or engaging than others (who would want to be unnamed background characters when you could be the big bad villain?) but you’ll quickly realize they all do cool tricks –tricks that the story is just begging you to pull off. They give you ideas for ways to tweak the narrative. Eventually you realize that the scene you’re playing would be greatly enriched by the addition of some unnamed background characters, perhaps the kind who will eventually turn into the big bad villain, but as yet their allegiances are unknown.
The roles offer players a great deal of control. They are more about enabling fun storytelling than putting boundaries on what you can and can’t do. There’s plenty of overlap between the roles and any big important game thing (like initiating challenges where dice get rolled, or advancing the turn rotation) are backed up across many players. It’s less you only get to play with this corner of the sandbox and more you can play with the whole sandbox, but you have to look at it through these particular tinted glasses.
Sweet line art by Amy Houser.
What’s gone into the design process, technique and testing wise, for Trouble for Hire over the time you’ve been working on it?
I started working on this game way back in 2010. For the first year the game shapeshifted around in different forms before settling into essentially what it is today. I’ve been testing and playing the game since then. Hundreds of hours. It’s the most extensive review I’ve ever given a project before publishing –not because there were unresolved issues, but because I was really enjoying playing the game and crafting the world. A creator’s intention is interesting to examine, but ultimately I believe that art (in this case a game) belongs to it’s audience. My opinion doesn’t matter at your gaming table, I’m not there to lord over you and dictate what’s kosher, so I’ve spent a lot of time with the text making sure it’s jam packed full of my voice and ideas.
What non-game media did you watch or read (or rewatch and reread!) to get ideas, flavor, and style from for Trouble for Hire?
This game was very much born in a cauldron of simmering influences, the biggest being post-western films of the 70’s. By post-western (and I go into this topic a bit more in-depth in the game text) I’m talking about a movement/realization in the latter half of the 20th century that the noble story of the western hero (read: white cowboy) was perhaps not as noble as it once seamed. Or perhaps the vicissitudes of modern life had rendered the romance of a “wild west” irrelevant. Either way, filmmakers started examining the role of the loner hero and a conflicted national identity. Sometimes that influence was serious (i.e.: Vanishing Point) and sometimes less so (anything with Burt Reynolds hassling Jackie Gleason). I present a pretty robust “appendix N” in the game, including a number of inspirations that might not normally be found in a gaming context. I took a lot from the paintings of Rosson Crow and Wes Lang, the photography of Neil Krug, and a musical combination of old school outlaw country, stoner metal, and Mexican narco ballads.
What are some key moments of play you’ve seen that just really exemplify Trouble for Hire as a game and experience?
There are three flagship adventures included in the game that represent kind of the purest expression of the setting and it’s themes (there’s a bunch of other adventures included too, that deviate from and play with those themes). The one included in the preview document –“Hollywood Brad Freeman’s Special Delivery”– is an adventure that centers on delivering a mystery box to a biker gang and the tribulations that occur along the way. I never declare what’s in the box, that’s for players to discover at the table. It’s always the first question I ask when I hear from people who played the game. What was in the box? Best answers: A solid gold phallus from an ancient Aztec temple; a sex tape featuring president Jimmy Carter; and thousands of poisonous scorpions. I’m really proud to have made a game where those are all totally reasonable and fantastic solutions. I can’t wait to see what else people put in my mystery box and what they get out of Trouble for Hire.
More gorgeous line art by Amy Houser.
— Thanks so much to Kevin for answering my questions and sharing about Trouble for Hire, and thanks to Nathan Paoletta for hooking up the interview! Please take a minute to check out Trouble for Hire on Kickstarter today, and share this post around!
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Of the Woods is a collection of six single-player lonely games. A lonely game is a game of questions to tell haunting, introspective, and quiet stories. The original game by Brie Sheldon, Locked Away, inspired the subsequent games by Kimberley Lam, Moyra Turkington, Meera Barry, Chris Bennett, and Adam McConnaughey, the last of which involves a tarot card mechanic. When you play a lonely game, you tell a story no one else has told – to keep locked away, or to share with others who are lonely, too.
Proceeds from the sales will go entirely to The Trevor Project (www.thetrevorproject.org/) to support LGBTQIA+ youth.
Hi all! Paul Stefko (Patreon) from Nothing Ventured Games is a good friend of mine, a fantastic designer, and a fellow blogger! He also is a bangin’ GM and ran Shadowrun: Anarchy for +John W. Sheldon and me a little while ago. I had a great time! Since I don’t typically run games, and Paul knows a lotabout being a GM and how GM mechanics worked, I asked him to do a brief guest blog. I hope you enjoy it! —
This pic is so wonderfully Paul, I can’t even.
I picked up the Prototype edition of Shadowrun Anarchy on the last day of Gen Con 2016. I was intrigued by the idea of a slimmed down, narrative-focused take on the Shadowrun setting. And the price was certainly right at $5. (In fact, it was the last $5 of my discretionary “ooh, shiny” money.)
I had chosen to pass on Shadowrun 5th Edition because it wasn’t really different enough from the 4th Edition I had already invested a lot in. Anarchy certainly was different, but not so much that it felt like a complete disconnect from Shadowrun’s past. It had familiar features like dice pools, Edge, and karma, and of course all the orcs and trolls and magic of the Sixth World.
But at its core, Shadowrun Anarchy is still an implementation of Catalyst’s Cue system, which is far more narrative than the stalwartly traditional mainline Shadowrun. What would it be like at the table? The Cue system features round-robin narration, a currency of plot points to let players shift outcomes in their favor, and a pared down adventure set-up called Contract Briefs.
I got a chance to put Anarchy through its paces late last year. I met with a couple friends, and over Chinese food, we made their characters and played through a complete adventure — the Street Sweeper brief from the Anarchy rulebook — in about three and a half hours. I certainly couldn’t complain about speed!
The session was fun, and the rules acquitted themselves well enough, but there were a few places where I felt the system rub up against its own rough edges. By default, Anarchy plays out as a series of “narrations” — each player has a chance to describe how the scene progresses until their character performs some action that requires a roll. All the GM does is set the scene’s initial conditions and play NPCs (including rolling for them in opposition to the player’s action, when appropriate).
This style of narration requires the players to be both comfortable with and adept at framing their own scenes and setting themselves up for interesting opposition. My players were fairly comfortable with this paradigm, but I still noted they were not really pushing the scenes very far or very hard. At the time, I chalked this up to being unfamiliar with the mechanics beyond just the narration system, but I think now that I was relying too much on the back-and-forth of a traditional GM role. They were asking questions and looking to me for the answers rather than just declaring what happened next, and I was too quick to jump in with additional scene details.
This is probably going to be the biggest source of friction for most gamers, as the rest of Anarchy is actually a pretty standard set of action resolution rules. Once you get to a point in the scene where the outcome of an interesting action is in doubt, the way you roll the dice and count successes is going to feel familiar to most gamers. But getting to that point is the more interesting and less obvious part, and unfortunately, even the full Anarchy rules don’t give a lot of advice on how to manage your narrations.
Still, I had a lot of fun running, the players had fun playing, and we decided to give it another try. The second session went just as well, but again, I felt like I was running it too “trad” precisely because the rules didn’t provide enough direction to run it any other way. When I get Anarchy back to the table again, I definitely plan to push harder in the direction of player narration, encouraging the players to drive the scenes ahead even farther before with get down to resolving an action.
I think the key to Anarchy is in its name: it wants a little less authority and a little more freedom to push boundaries. I’m looking forward to finding out what that feels like. —
Thanks so much Paul for sharing your thoughts and experiences with Shadowrun: Anarchy as a GM! Check out Paul’s blog and Patreon for games, design talk, and more!
Patreon proceeds for this post will be distributed to Paul for his contribution to the blog. Thanks for your support!
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Today I have an interview about the game Axon Punk: Overdrive, which is currently on Kickstarter. Colin Kyle , the lead designer, answered some of my questions about this cyberpunk, hip hop game set in 2085 megacities! Check them out below.
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Tell me a little about Axon Punk: Overdrive. What excites you about it?
Axon Punk: Overdrive is a tabletop Roleplaying Game that combines classic cyberpunk with hip hop. The game has a very collaborative, improvisational feel like Cowboy Bebop and Samurai Champloo, but set in the megacities of 2085. In addition to being futuristic badasses, players together create a Community of locations and fellow city dwellers that they live in during the game. Based on the choices the players make, their Community will produce missions, give rewards, and evolve over time – or it could be consumed by the chaos and anarchy caused by futuristic corporate oppression.
I am so excited about Axon Punk for many reasons. The top thing I’d say is that I get to work with so many interesting and different people. I originally began the game with my brother two years ago for fun and to help us get through some tough times, calling ourselves the Wrong Brothers. When we decided to get really serious about the game, we reached out for help. One of the key people that responded to us was Keisha Howard, who is the leader and founder of the Sugar Gamers and is working on a similar cyberpunk game called Project Violatea. Because of our shared love of games, sci-fi, music, storytelling, and many other things, Keisha began collaborating with us to refine, polish, and share Axon Punk with the world. Since Keisha joined the project, we’ve expanded the team to include a huge range of people – artists, musicians, writers, game designers, and people too hip for labels – that all add their own perspectives to the game. Managing a team of almost a dozen people across the continent, split primarily between Chicago, IL, and Dallas, TX, has had its challenges but it is absolutely worth it. Because we have this team and explicitly incorporate ideas from different perspectives in the game, we are putting together something that is exciting, authentic, immersive, and greater that I ever hoped it could be.
What themes of cyberpunk and hip hop are you aiming to bring together in Axon Punk, and how do they conflict and come together?
In our minds, cyberpunk and hip hop share many core themes that we wanted to highlight. Hip hop was born from the counter-culture of the ‘60s, ‘70s and ‘80s, just like cyberpunk. Hip hop ravenously incorporates new and experimental technology (turn-tables, synthesizers, beat machines, etc.) like few other genres of music. Hip hop artists often include science-fiction and social/political elements in their songs and imagery. Examples of artists and groups that incorporate major sci-fi/cyberpunk themes in their music include Janelle Monáe, Saul Williams, Erykah Badu, Afrika Bambaataa, Deltron 3030, Hieroglyphics, MF Doom, Missy Elliot, and OutKast.
One of the foundational themes of hip hop that we wanted to stress above almost all else is the sense of community and connectedness. Hip hop frequently focuses on uplifting people and bringing them together to survive inequality, poverty, and systemic oppression. While cyberpunk absolutely supports the “us vs. them” themes in hip hop, cyberpunk stories often follow disillusioned loners who are isolated by technology and society. We deliberately inverted that trope and built a world where you can only hope to survive by working in groups and depending on your neighbors. Focusing so much on the communities in the megacities in which the characters live gives our cyberpunk a great grassroots feel that players really connect with. In Axon Punk, your motivation during play is to help your neighbors, build your community, and try to change conditions in the megacities for the better.
What are the base mechanics in Axon Punk like, and how do they support the themes?
We built our own home-brew system for Axon Punk because we wanted every component of the game to tie into the desired theme and experience. For example, because cyberpunk and hip hop are so innovative, imaginative, and unorthodox, we incorporated rules to allow players to improvise actions, locations, technology, Non-Player Characters, and other narrative elements of the game. We will never make rules for ever situation and, in fact, we want our players pushing the boundaries of the game to discover new things and tell the stories they really want to tell. We also actively encourage players to collaborate during play and have a mechanic called “Rhythm” that lets players work together and cover each other’s backs.
The United Church of Tupac
To really bring out the hip hop feeling, the game is extremely focused on the community in the megacity in which the Player Characters live. To survive in the dystopian future full of corporate excess and oppression, people band together into communities that exchange goods, services, and generally look out for the members of the group (collectively called “the family”). At the beginning of a campaign of Axon Punk, after players make their characters, they would then follow rules to collectively and organically make up the Community in which their team of cyberpunk deviants lives. Over time, the group’s Community will evolve over time, producing missions, rewards, and challenges, based on the choices made by the players. The Community creation process is one of our absolute favorite parts of the game, but we have a pre-made Community full of Locations that GMs can use to run quick one-shot games or easily start out a campaign. Some of the starting locations include “The United Church of Tupac,” which uses rap music from turn of the twenty-first century as prayers, hymns, and meditations for those oppressed by the megacorporations, and “Cindy’s,” which is a dance hall built in an old paint factory and filed from floor to ceiling with ever changing murals painted by its patrons (heavily inspired by Janelle Monae).
What inspired you to combine hip hop and classic cyberpunk?
I had been into hip hop and cyberpunk independently since my teens. My older brother and design partner, Cameron, was one of the people responsible for introducing me to both genres. To pinpoint it as much as possible for me personally, the inspiration for the combination was first sparked for me one night in 2010 when my girlfriend at the time took me to a Janelle Monáe concert. Janelle Monáe’s music was such a perfect blend of futurism, heart, joy, and all-around, unapologetic badassness that I wanted to wrap myself up in her world and live forever. The end product of Axon Punk is quite different from the universe in Janelle Monae’s Metropolis Saga albums, but her music is absolutely a core inspiration (Janelle, if you want to make a game, hit me up).
We were also heavily inspired by the work of Saul Williams, who blends hip hop, poetry, and cyberpunk into beautiful, raw, and socially progressive music. Deltron 3030 and the Gorillaz were also hugely influential. From a visual and thematic viewpoint, we drew immense inspiration from the anime series Samurai Champloo, which expertly mashes up feudal Japan with hip hop, and Cowboy Bebop, which combines space bounty hunters with jazz.
How did you playtest and work on the game early on to develop the concepts?
My brother and I split the playtests primarily between the two of us, using two different approaches. I took the game to as many conventions around Chicago as I could and ran one-shot after one-shot with groups of different, new players (I took Axon Punk to 9 conventions in the last 2 years). At the same time, my brother in Dallas got together a group of friends, musicians, game designers, and other lovable weirdos to run a long campaign where they played almost every other week for over 6 months.
Splitting the development process between these two approaches was quite challenging. We had to rework many parts of the game repeatedly until we found the right balance that worked for both styles of play. As difficult as it was, this development process was extremely beneficial and we would not have created such a robust, immersive, and authentic game without it.
For example, constantly running games for new people at cons forced me to have very streamlined rules and play materials. I wanted a big hip hop influence in the game from the beginning, but running at cons limited my ability to dig into the flavor and setting during a game and things started off pretty generic cyberpunk publicly. Having the campaign playtest, on the other hand, let us stew over ideas and playtest things that I was not comfortable exposing to random people at a con. The world that we developed in that at-home campaign is what ultimately lead to the final setting and rules of Axon Punk. It took a lot of deliberation to take our personal campaign setting, which was full of hip hop influence, and make it the default world for the game (as opposed to something more generic or “crowd friendly”). But, because we had this successful campaign where we were able to flesh out ideas for things like “The United Church of Tupac” for months at a time, we had the confidence to really embrace and push the hip hop influence in the game publicly. We started asking for help, adding team members like the Sugar Gamers, refining the rules, playtesting at cons using the hip hop inspired communities in the game, and haven’t looked back for one moment since.
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Thanks so much to Colin for answering my questions about Axon Punk: Overdrive! Please take a minute to check out the Kickstarter if the interview piqued your interest, and share the interview with anyone you think might like it!
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This interview is part of a series of interviews sponsored by Magic Vacuum Design Studio. Hi all! Today I have an interview with Cam Banks on the current Cortex Prime project! Cam shares about the stretch-goal selection process, setting up the Kickstarter, and why he is choosing to make Cortex Prime! (Note: there’s a disclosure at the bottom of this post.)
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Tell me a little about Cortex Prime. What excites you about it? Cortex Plus was my first ground-up system build for any published game. I’d messed around with rules from other games before, but when I went to develop Leverage and Smallville for MWP with the two design teams on those projects, I came with a desire to create the games I really wanted to play. So I stripped the Cortex System down to the bare bones and rebuilt it. Each time we designed a new Cortex Plus game, we took that same approach, trying to capture what was great about the license and adapt these rules to it. Now that the rights are back with me thanks to my MWP agreement, and I’m looking ahead to new games and the community creator program, I’m really keen to take what I’ve learned in the past ten years and incorporate all of those lessons into a singular, modular set of rules that anyone can tinker with.
It has all the things I like most: lots of dice of different sizes, descriptive and thematic traits, a game currency of points to spend to make things interesting, and a focus on letting the player choose when and how to screw up or to look awesome.
What are you bringing into Cortex Prime that’s different than Cortex Plus?
Cortex Plus was really something like four or even five different games all under the same system umbrella. Smallville, Leverage, Marvel Heroic, Firefly, and Dragon Brigade were different games even if some of the mechanics were common among them all. With Cortex Prime, there’s now just one game system but with a bunch of options. I want to make it a single unified toolkit, which it hasn’t been before, even with the Cortex Plus Hacker’s Guide.
How did you determine what content you’ll be focusing on in the main book, and what to include as stretch goals? The stretch goals were where I was hoping a lot of settings and genre mashups would go, with expanded rules and developed archetypes or pathways mechanics or even just their own traits specific to the settings. In the Cortex Prime Game Handbook there’s a lot of advice and guidance for implementing genres using Cortex Prime, but I don’t have the space to do every possible combination of ideas. I want to see cool worlds by creators who aren’t me, and make those as integral to the experience of this game as anything else I do.
A more business-related question – how did you plan the Kickstarter backer levels, rewards, and so on? I used a Kickstarter budget spreadsheet shared by my colleague Jeff Tidball (http://www.jefftidball.com/posts/budget-game-projects-well) and my own past experience managing Kickstarters and producing games at Atlas and MWP. I knew what I wanted to offer and kept it relatively simple. No dice, no T-shirts, nothing that I couldn’t put into a box and ship out at an affordable rate. I wanted to pay additional creators (and myself) a top standard rate, and fairly compensate artists and layout. In the end I found that I could manage the whole thing for $30K and that stretch goals were roughly $10K each, so that helped me come up with the various pledge levels and stretch goal numbers.
Where do you find inspiration for a genre-flexible game? How do you keep it rich without tying it to just one setting?
So much depends on trusting that players are able to put down some fairly straightforward and essential ideas for their character. Cortex has always used narrative and descriptive terms for things, and that’s where a lot of the flavor of a genre lives. The rest comes from knowing what rules best suit a genre and making sure those are part of the toolkit available to players and GMs.
What is your biggest hope for Cortex Prime and the Kickstarter itself, beyond funding and sales? I hope that the creator community takes off, now that there’s going to be a definitive and straightforward set of rules to use in making new games. I’m hoping that Cortex Prime games scratch an itch for somebody, either a gamer or a designer, who then feels encouraged to use it. I also hope that lots of designers get the chance to create their own stuff who wouldn’t otherwise have that opportunity or a community that includes them. —
Full disclosure: I’m a stretch goal for Cortex Prime (my Solarpunk setting I discussed in Episode 4 of Designer & Devourer!) and hope to do a continued series with my fellow designers. The interviews are funded, but still include my full dedication to getting good information about the projects for my readers!
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Today I have a great interview with the creators of The Quick, a Nordic noir ghost story RPG! It sounded really cool to me when I found it scrolling through Kickstarter, where it’s currently up, so I had to ask them some questions. Ville Takanen, Petri Leinonen, and Teemu Rantanen were a joy to interview. Check out the answers below!
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Tell me a little about The Quick. What excites you about it? Ville: The Quick started as a twisted lovechild of the Girl with a Dragon Tattoo, True Detective and my earlier experiments with the New Weird. It was supposed to be a quick one-off experiment with those building blocks without any greater plans, but the first demo game we had turned out to be a massive success. The Quick let us combine the low-key – or almost magic realism like – touch on the supernatural seen on some of the newer Scandinavian new weird and the brutal storytelling of the new wave of Nordic detective stories.
Teemu: To me, the atmosphere of Nordic Noir has always held a feeling of unseen forces and threats under the surface. What we are doing is manifesting these originally psychological themes in both more concrete and at the same time more symbolic form to the setting. In this way Nordic Noir and Ghost Stories are a perfect match, and I’m loving working to combine them into this cool setting. (Yeah, when I watched the Millenium-trilogy, I was just waiting for it to turn into a supernatural horror movie)
Petri: I’m a game mechanics kind of guy, so I’m really excited to be creating something like this that takes these Story Game elements and combines them with a more traditional kind of a system. The end result, that I’m really excited about, is the nice coherent engine that drives the character stories forward in a way that fits our genre mashup extremely well.
What mechanics will we see in play the most often?
Petri: Our base mechanic is pretty simple and revolves around the players having their characters accomplish what they set out to do if they really want to do it, the question always being more about what price they’re willing to pay for it. This base is supplemented by player moves (we’ve dipped a bit into the Powered by the Apocalypse pool, even if we’re not doing a PbtA game) that enforce the genre expectations -by making things like violence always a messy option or the closing a gate to a major Echo a very dangerous thing to do.
On the GM side, the most prominent mechanic probably is the Threat Track, which creates mechanical momentum to the story elements the players spend their effort investigating, pushing the story always forward.
How have you developed the setting for The Quick? What have you done to make it rich?
Teemu: I think that the genre-aware approach has worked well on for us: The starting point has been a sort of mix between urban horror and magical realism. From that point, we started to think ‘Ok, so what central themes of Nordic Noir does this embody?’. And then begun building the game around these things. We feel we ended up with something cool, clearly matching the distinct feeling we want the setting to have. This genre-aim has also enriched the material, often taking it to complete new directions from where we have started.
What are the character types in the game? How do they integrate with the base mechanics?
Petri: We drew the character concepts or types from the stereotypes of Nordic Noir fiction and then gave them a spin so that they fit the ghost-hunter stories we’re creating. The seven concepts vary from the very mundane ones that can still play a bit of a Scully to our Mulders, to those concepts that make it clear from the start that there’s something strange happening. The concepts, ordered by their strangeness, are called Spook, Seeker, Old Soul, Bloodbound, Touched, Channel and Rogue Ops.
The concepts provide another layer for the character, giving them a perspective on the world. The system doesn’t have stats or skills, so instead of giving the character something like +1 to shooting or +5 to agility, each concept gives the character a power that will make things easier, and a flaw that pushes the characters to work as one of the Quick.
How has working on English and Finnish texts alike influenced your experience as designers and gamers? Do you find that it influences your design at all?
Ville: I actually find it easier to write in English. The Role-playing and Story Games lingo has in many cases originated from the American gaming community: being able to use the original terms instead of bickering on how it should be translated to Finnish helps us a lot when it comes to writing the game text.
What is (for each of you) your favorite thing you’ve worked on in The Quick?
Petri: The Touched character concept is something I’ve really enjoyed working on. Probably because it’s been a long road to get to this point. We knew from the start it was something we needed to have it in the game, but it’s taken numerous iterations to get to this stage where it sings with both the mundane and the supernatural side of things (they can detect things from the Echoes others can’t). And still, represent a very classic archetype from the Scandinavian Noir stories (the person who is trying to get in touch of something they’ve lost by immersing themselves in the mystery).
Ville: Aside from the whole book? The track tech we are developing must be my favorite part. I was introduced to the ideas behind the tech by Petri’s PtbA hack “New Horizons/H+,” and I instantly knew they were the missing part we needed to have for the Quick. The threat tracks create an elegant mechanics for the storyteller to run mystery games, the way I had tried to run White Wolf games as a teenager. And the Harm track which puts the player in control of the character’s downward spiral, giving us a neat way to model the character’s kinda anti-“hero’s journey” found in many of Nordic Noir stories.
Teemu:The favorite thing I have worked on would probably be the Rogue Ops character concept. One thing that has really worked well in this project has been the way we have taken turns in writing items, each writer bringing their own perspective and ideas to the text and then passing it on. The Rogue Ops sort of started as an outside-the-box character idea I played in one of the early playtests. Since then every time someone developed it further, it was enriched in the process, so that when I returned to work on it there was so much better and versatile foundations to build on than there would have been if it would have just stayed with one writer.
And of course, I do find the idea of company men sneaking to save the world behind the backs of their corporate employers charming. It’s sort of like an environmental activist with the day job in the oil industry.
When it comes to the stories that will be told, what elements of the game do you hope will resonate with players?
Ville: The combination of Nordic detective story and new weird is a new and fresh take on the urban fantasy genre. The harsh and realistic take on violence, the bleak view of society and the low-fi supernatural create a unique platform to tell player stories.
We feel the way we have modeled the genre limitations, and possibilities to the game engine will help players to bring the things we love about the game to life.
For me, I hope that the main themes of the game, and way the Quick focuses around this with the player concepts and the moves provided by the engine, will resonate with players and let them create new and exciting stories of complex characters and scary ghost stories.
— Thanks to Ville, Petri, and Teemu for their responses! I hope y’all enjoyed the interview and that you’ll check out The Quick on Kickstarter, and share with your fellows!
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This is a post about my current project, Turn, which is a game about shapeshifters in small towns. See more posts about Turn on the Thoughty Turn tag.
There are a number of mechanics I’ve been working with to make Turn the game I want it to be, but one of the most vital components of the game is a mechanic called exposure. Exposure is what happens when a shapeshifter’s identity is made evident to an NPC or the town itself. It is, in essence, more dangerous than any physical damage a shifter could take (which is why damage isn’t really A Thing in Turn), but also potentially very fruitful.
You start off with a character that people know, that people have impressions of. Everyone knows everyone in small towns. When you act unusual? People notice, especially the closer they are to you.
Who are you? Who do people think you are?
Exposure isn’t necessarily bad. There are risks – if the whole town finds out you’re a shapeshifter and doesn’t like you or you’ve hurt someone, admittedly torches and pitchforks may be in your future. However, if someone you love slowly discovers you’re secretly an otter part-time, they might be willing to accept you.
Shifters mark their exposure track when they use their abilities outside of their current form – like when someone who is in human form uses their beast abilities, or when someone in beast form uses their human abilities. Some beasts have flexibility in this, like trash pandas raccoons who can casually escape exposure:
In Plain Sight – You never generate exposure for being seen in beast form if there are no witnesses to your transformation.
…or those who have animal groups (herds, romps, flocks) who can avoid exposure to humans while in animal form – but risk exposure to their group:
Otters have romps!
Each instance of exposure is either marked positive or negative. Each space on the track has room for a + or -, and when the exposure is assigned, the players will mark appropriate to the experience. Eventually, they’ll reach the end of the track, and add up their positives and negatives – and from that, determine the path they’ll take when they resolve the exposure.
If they ignore resolving NPC exposure for too long, it can overflow into the town – gossip is a bitch – and lead to further complications. Every town has themes and bloodlines that interconnect, and events that can be dark, or happy, or simply mysterious. What rumors led to those events? Did someone get hurt because a shifter just didn’t “act right” and someone saw them slip-up? In small towns, deviance is always noticed.
“We don’t talk about that.” – 13 deaths.
The exposure mechanic is really important to the experience in Turn and I’m hoping that, as play happens, it will be as fruitful as I want it to be. Fingers crossed that when it’s revealed to more players, I get a positive result!
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This week we cover upcoming interviews about The Quick and Cortex Prime, and my past and current work with Cortex products, as well as how to make sun tea!
My stretch goal at $45k – Solarpunk! A post-scarcity setting where powerful corporate interests seek to destabilize the fruits of progress and the heroes try to stop them – it’s not about what you don’t have, it’s about keeping what you do.
Put 4 to 8 tea bags into a clean 2 quart or gallon glass container (4 teabags for a 2 quart container, 8 tea bags for a gallon container). Fill with water and cap. Place outside where the sunlight can strike the container for about 3 to 5 hours. Move the container if necessary to keep it in the sun. When the tea has reached its desired strength, remove from sun and put it in the refrigerator.
I add sugar and lemons, too! Lemons you add while it’s in the sun, and sugar you mix in while it’s still warm before refrigeration so it dissolves. Sugar is mostly to preference, anywhere from a half cup to a whole cup, in my experience. (Some people who LOVE sweet tea put in two cups!)
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This week we talk about upcoming interviews, my little game Off Target, and one of my dad’s favorite cookie recipes. The kind of annotated read of the game starts at 6:08 and the recipe section begins at 12:30. Designer & Devourer Episode 3 on Patreon Kevin Allen, Jr. on Trouble for Hire (not on KS yet)
Playlist of muzak, played in the background with random control of the volume. Include at least one song played twice in a row (“Call Me Maybe” is great for this).
Roles
Four players are the cognizant, and control the mind.
Four players are the present, and control the body.
Setting
Players are people shopping at a Target [or equivalent shopping venue] for five things on their list. Each character will experience the dissociation of their mind from their body. When the parts of the character separate, the players will risk failure.
Play
There are ten things in the store as options to buy, and only five of them are on the characters’ lists. Characters must buy exactly those five items. When they enter the store, cognizant players flip a coin. On a heads, the character buys the first item on their list. On a tails, they miss it. After flipping, the cognizant steps one step back, away from the present. They must verbally communicate to the present no matter how far away they are, or how many people are shouting.
As they travel through the store, the players should converse about their day (in character or out). As each character finds an item, the cognizant will flip the coin to see if they buy it and take a step back. The present will pick up the item if appropriate. If the coin is ever dropped, the present will drop an item at random.
Play continues for no more than 15 flips. At the end, the cognizant tears up the list entirely and throws it away. The cognizant and the present come together and look at the items, to see if they matched their list to their remembrance.
Even if they did, they have no means to confirm.
– end –
It’s recommended to use the Script Change tools to ensure all players enjoy the game. It’s highly recommended to have a Wrap Meeting to go over the events of the game and decompress.
This post was supported by the community on patreon.com/briecs. Tell your friends!