Emotion Maps as Design Tools

Hi all!

I wanted to write a bit today about a technique I’ve been using for a long time now to design games and conceptualize sessions and campaigns (even if I’m not running, I know how I want my character to feel, or how to advise people who are running). The technique is what I call an “emotion map.”

Emotion maps use word clouds to establish what emotions are the most important to put into a game, and what ones you want to avoid. I have a few different ones I’ve used – one for designing a game itself, one for session planning (for one-shots), and one for campaigns. I’ve put together some examples of them to walk you through!

The first thing I do is grab a piece of paper and pen (you could do this digitally, though!) and title whatever it is I’m working on. Here’s the starting page for Turn.

Look at all that beautiful blank space.

A title is important because it reminds you of what you’re looking for when you’re stumped. You want to have a relatively big space to write on, because it gives some room to breathe or scratch stuff out if you need to.

(ETA:)

Emotion maps are kind of like our solar system, where the words all have different sizes and go around a point just beside what we consider the center (our system circles a spot right off center of the sun). You can choose to put them closer or farther away based on importance as well as based on desired impact, or you can scatter them. I generally use the mapped out on importance with bigger things.

The words are intermixed to show that they can conflict and interfere with each other. You could list them or order them otherwise, but this visual representation works best for me and provides an organic representation of the emotions I want present in the game. (/ETA)

From here, I’ll write in a few words in larger text. Let’s start with four!

Companionship, conflicted, desire, hopeful.

The words here are the most prominent emotions. I want the characters in Turn to feel these things during the game the most. The words don’t have to be consistent (verbs, nouns, adverbs, adjectives, whatever), they just have to mean something and relate to emotions.

The words I chose are companionship, conflicted, desire, and hopeful. You can see how these things would tie into a game like Turn, which is about shapeshifters in small towns struggling between their two identities, wanting to satisfy the needs of both, in need of support from their fellow shapeshifters, and looking forward to finding balance. Right?

More words! In smaller text! Use one more than the prominent emotions, to create some interference.

Hunger, wonder, rejection, isolation, trust.

These are secondary emotions. These leap off of other emotions or are in deeper and less often found, but are still vital to the story. They’re smaller than the prominent emotions in size to show their lessened influence, but big enough to start interfering with the others. The words are hunger, wonder, rejection, isolation, and trust. For Turn, PCs might experience love or greed, or just actual human or animal needs. They could also marvel at the abilities they use and gain, but be denied from the societies they live within – leaving them alone. That’s why they need to rely on their fellow shifters.

Final words! Smallest! Now use two more than the first (so six!), to make the sheet like a minefield.

Satisfaction, confidence, powerlessness, fear, pain, loneliness.

These are avoided emotions. They are the emotions that can come from the experiences in the game that I want to have happen less, or not at all! They are the smallest because they can’t be forgotten but you don’t want to be reminded of what they really are until you look, because you don’t want to seek them out. The words are satisfaction, confidence, powerlessness, fear, pain, and loneliness.

Turn is about shapeshifters with significant power, so they shouldn’t ever feel like there’s nothing they can do. But, they shouldn’t ever feel like everything is done, or feel secure that they have everything under control. I don’t want players to struggle and feel like they’re in a bad state, and as much as there will be times when they are alone, I don’t want them without companionship (callback to the prominent emotions!) or someone to turn to (hey, trust!), components (from my translation) that when lacking produce loneliness.

Here are the notes I made on the sheet to give some context to the map:

Notes! I made them!

These notes are for a full game (obvs), but the point is that they’ll grow over time. You can expand the emotion map, adjust it as time goes on, and so on. You can also use the avoided emotions as reference for threats in the game – how do you have something bad happen without making someone afraid? These also will influence the core elements of my design.

The number of words is important because of where it places emphasis. You only have a few core emotions to focus on as the big ones, or else you’ll get exhausted trying to fill in every experience from just a top-level build. You have more of the secondary emotions so that there’s room to grow into them as the game develops. And you have even more avoided emotions to really highlight this is what I want to avoid, this is what will go away from the point of my game – when you know what you don’t want to do, it helps show what you do want to do.

You’ll notice in the final sheet that there are not just good emotions as prominent, nor are there only bad emotions as avoided.

Not all bad, not all good.

It’s important to know that in long term games, you’ll have good stuff and bad stuff, and when designing a game, you have to factor in all of those possibilities and figure out the big thing: if your players are going to have a negative experience – and they will! – what kind do you want it to be?

I also have in the following gifs the pages of the one-shot session of Shadowrun: Anarchy I conceptualized, and a three-session long-play of Monsterhearts.

Shadowrun: Anarchy Session – Prominent: Excitement, pressured, powerful, motivation.
Secondary: Vindication, amusement, failure, anxiety (should have had 5).
Avoided: Frustrated, anger, disappointment, boredom, lost, vengeful.
Giphy Link

As noted in the gif and caption, I missed one in the secondary emotions, but I think the point still sits! This has a similar structure of fewer prominent emotions to more avoided emotions. The reasoning for this is that in a shorter game like a one-shot, you only have time to hit a few emotional peaks on purpose, but the secondary emotions might come in along with them or be good to throw in as additional bites. But you really want to avoid the emotions you focus on avoiding.

Here are my notes on the one-shot:

One-shot notes!

I noted here that this kind of structure is for one shots or single sessions, if you don’t plan out full campaigns or play an episodic game. It also has notes about having fewer positive emotions on it – if you look at the list, almost all of the avoided emotions are negative. This is totally okay! There are still some negative emotions in the secondary and prominent ones, but the point here is that hey, it’s a one shot of a bombastic game, and I super don’t want my players to get bummed out or bored.

The final Shadowrun: Anarchy one-shot emotion map:

Punchy!

Next, I did one of my more complicated emotion maps that I’ve used for both plotting game stuff, but also fiction! It’s for a three-session Monsterhearts game.

This one is very complicated! giphy link

I’ll summarize each one of these real quick –

Session 1:
Prominent – mistrust, curiosity, panic.
Secondary – suspicion, frustration.
Avoided – safety.

Session 2:
Prominent – comfort, pain, wonder.
Secondary – confidence, understanding.
Avoided – happiness.

Session 3:
Prominent – resolve, assurance, trust.
Secondary – gratitude, obsession.
Avoided – hopeful.

I feel terrible for the players in this game, honestly. Anyway, as you can see, there are some varying emotions all through the sessions, some that reflect off of each other, and some that conflict. This is good! You don’t want the same emotions every session, though you can have them evolve (no safety to finding comfort to building trust and having gratitude, suspicion to understanding to obsession).

My notes on the Monsterhearts emotion map:

In the Monsterhearts sessions, you have more prominent emotions and fewer avoided ones! Why change this? First off, you’re working with a full arc of story – this isn’t encompassing a potential of many stories or a single run in a one-shot, it’s a story told to complete emotional arcs for PCs. You could do something like this for a single session of Monsterhearts or similar games if you intend to go through a full experience, but if it’s a piece of time instead of a range, it’s not as useful.

I also think that it depends on the type of game. Shadowrun, for example, can have emotion in it, but it typically has fewer, focused emotions. Monsterhearts is a game about teenagers and sex and horror, so it runs the whole range of complicated emotions, especially in long play. And you want to welcome all sorts of emotions – it is less common to say “Oh, I don’t want the ghoul to feel that right now” because you really want to see what happens when a ghoul feels, say, absolution, or joy!

The final Monsterhearts long-play emotion map:

I am really bad at sizes of words. I’ll work on it. 🙂

You can go inside out, or outside in, with how many words you use. Just be super cognizant of what you’re saying with that construction!

Remember:

  • Too many prominent emotions can wear people out in shorter games.
  • Fewer overarching prominent emotions for designing full games is better because you can’t predict every session.
  • If the game is super emotionally intense, go wild with the desired emotions, but make sure to avoid emotions that really spoil the essence of the game.

I hope you find the emotion map technique useful! It’s been really valuable for me as a designer, as a creator in general, and as a player. I think it looks at games from the perspective that matters to me as a designer and player, where things feel. I might not be super great at math or anything, but I know feelings pretty damn well.

Have fun!

Yay!
giphy link


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Five or So Questions on Tales of the Warrior Princesses

Today I have an interview with Brennan Taylor and John Carimando from Galileo Games on the new setting and adventures, Tales of the Warrior Princesses, which is currently on Kickstarter! Brennan and John are on top of the project, so I’ve asked them about the game and what they’re bringing together to make it happen.

Tell me a little about Tales of the Warrior Princesses. What excites you about it?

Brennan: Tales of the Warrior Princesses is a Kickstarter for a setting and adventures taking fairy tale princesses and turning them into the active heroes of their own stories. We’re funding two books, Warrior Princesses in the Realm of Everafter, a setting book that includes character sheets for all the princesses and details their world, and Tales of the Warrior Princesses, a book of 11 adventures, each focusing on one of the princesses as the star of an adventure going up against the enemies in her realm.
What excites me about this project is taking these characters and turning them into role-playing game heroes. The person who conceived the project, John Carimando, is really passionate and excited about this, and he is committed to making sure that the Tales and any future projects are written by women. He’s been very generous with his concept, putting it out there for other writers to take and really make their own. I love seeing these new stories come in and the great creativity that’s being applied. I think this project is going to create something great for parents with kids looking to get them into role-playing, and because we are using 5th edition, it’s got a broad appeal to people in the hobby that I usually don’t reach with my very indie-focused games.

Sorry to ramble a bit, but there are a lot of things I’m excited about on this project.

Where did Tales of the Warrior Princesses come from? What are the inspirations and motivations for the adventures and settings?


John Carimando: I drew a picture of the Little Mermaid as a ranger. That inspired me to run a set of adventures for Nerdnyc’s Gotham Gaming Group using some of the Disney’s versions of Snow White, Cinderella, and Ariel. The players liked the idea and playing the characters. I want to make beautiful things, this gave me an opportunity to draw, paint, and design great artwork. Also, I like the idea of flipping the gender paradigm for protagonists and who they rescue. The majority of heroes of legend are women, they are sought out for their insight, and save a prince or two.

How does Tales… interact with the 5th ed. mechanics and structure?
John: Each Warrior Princess is a different D&D class. When you combine popular media (cartoons and movies), their original stories (Grimm, myth, etc.), and their archetypal depiction in the game, the class and character choice makes more sense. Mechanically, playing with the different WPs keeps from too much ability overlap. We also created new backgrounds, class archetypes, and feats to add to a DM’s collection. I am also trying to design a little outside the established norms for D&D.

Who have you brought on for the project, and what kind of themes and fun bits of story do you think they’re really bringing to the forefront?


John: The overarching themes are sorority, friendship, and adventure. The Warrior Princesses are depicted more as freedom-fighters than royalty (even though, some have noble backgrounds). The island they live on is called Avalon, and hold council at a round table under a silver dome, obvious references to Knights of the Round Table.
The writers get to expand the game universe and get to showcase their style of adventure. The consistent structural each Tale is different content wise and in presentation.

Brennan:
We have a team of really talented writers working on all the new material for the Kickstarter. It’s a real dream-team for this project. We brought in an author for each princess so that each one has a special perspective and feel. As we continue to develop adventures and other material for the world we want to keep working with these same creators.
Danielle Ackley-McPhail: Snow White
Jacqueline Bryk: Scheherazade
Elsa S. Henry: Moira
James Mendez Hodes: Hua Mulan
Betsy Isaacson: Cinderella
Kira Magrann: Briar Rose
Darcy Ross & Rebekah McFarland: Josephine
Willow Palecek: Rapunzel
Ishki Ricard: Yokopa
Beth Rimmels: Belle
Monica Speca: Thalassa


D&D Fifth ed. has some complexity, and it can be difficult to keep kids on rails. How are you making the game appealing for kids?

Brennan: The themes and language in the writing is not just for adults. The appeal of Warrior Princesses pretty well crosses age ranges. Setting up the stories so that the princesses are active and engaged heroes in their stories, fighting storybook monsters, captures a timeless feeling for the books. For parents who want to play with their kids, we recommend ages twelve and up, but parents running games for younger kids could easily scale back imagery that they feel could be troublesome, like undead.

Thanks so much to Brennan and John for answering my questions! Since I only found out about the Kickstarter right before it ends (go back  now if you’re excited!), I didn’t get to talk to all of the creators. Here’s to hoping we can hear from them soon! Check out Tales of the Warrior Princesses on Kickstarter here!


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Thoughty: Talking Companions Tale with Laura Simpson

Check out my interview with Laura Simpson on Companions’ Tale, currently on Kickstarter!


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Town Beginnings in Turn

So +John W. Sheldon wrote a little about the Town Building rules* for my shapeshifter game, Turn, which I discussed recently. I wanted to include a brief rundown and some pictures of a sample town I built today! The pics are a little rough because they’re on a glass table with dry erase, but eh. Anyway!

The start of the town is this:

  • The name
  • The type of town (there’s a list to choose from)
  • The population
    and
  • The square miles of the town proper

Each town type comes with some themes, like tradition or poverty or something like that. Starting out from the town center, you can add themes, locations, events, and bloodlines. From those, you can add further locations, bloodlines, and events.

In the pictures, you’ll see I built the following town:

Westin
Industrial
Pop. 2000
Sq. Mi. 3

(You can tell it’s a low population town but it’s waaaay spread out.)

The options for themes for industrial towns include (but aren’t limited to) poverty, resentment, wealth, tradition, and waste. I added those!

I attached some locations, too, like the Mill, and Main Street, and from resentment, the Church.

Then I added the bloodlines, which are the families in the town, like the Blakes (tied to the Church), the Coopers (tied to Poverty), Tuckers (tied to Main St.), Westins (tied to the Mill), and the Lewis family (tied to wealth). These don’t all have to connect, but I did it for fun. 

Now there’s a whole town! It doesn’t represent locations, but you can see how different things might fit together and where trouble might start.

Hope you enjoy this glimpse!

*He’s written more posts, too!


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Submit for March’s Creators in Need Post

Hi All,

Since I think this post is needed, I’ll be trying (for the time being) to post a monthly Creators in Need post on briecs.com. (Today’s is at briecs.com/2017/02/creators-in-need.html – check it out!)

This is a form to submit to for creators in need. It is open until March 5, 2017 (midnight EST) to allow me time to prepare the post to be up the following week.

Please share widely! 


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Creators in Need

To be added to next month’s list please respond to this survey by March 5, 2017, midnight, EST.

I recently posted on Google+ asking that game-related creators in hardship respond to my post with their various product sales pages or portfolios. I got quite a few responses, which is both great (lots of people to share about!) and bad (lots of hardship!).

I didn’t ask people why they needed help, but did say if they wanted to include information they could provide it. Please don’t judge people for not providing reasoning, or assume there is none. Some of us keep our hurts private. There is no particular order except those who responded first.

If you like the work of any of the people who I’ve shared information about below, and you have some money to spare, please take some time to support them! 

I will note: this is extremely guy heavy. If you are frustrated I did not include enough women and NB people in hardship, please keep in mind that I am not scouring the internet for these things. I need people to self identify their work and their needs for everything I do on this blog. I try to keep an eye out, but there is only so much I can do. I may be doing this on a more regular basis, so please look out for the next post. Also feel free to reshare this with your own links!

Josh T. Jordan – Ginger Goat Games, Freelance
Josh is trying to pay off medical bills for family (wife and kids).
DriveThru RPG
LinkedIn

Tod Foley – Project Ubi
Tod Foley wants to hire artists for UbiquiCity.
Patreon

Craig Judd – Editor, Layout Artist, Graphic Designer, Manga Artist
Craig is working to meet needs and pay bills.
Portfolio Site

Brandon Williams – Arcanum Syndicate (Creator of Demon Gate)
Brandon is looking for collaboration as well as to bring in more talent for projects.
Arcanum Syndicate site


Michael McKensie – Graphic Artist
Michael is looking to move to games and graphic arts full time.
Portfolio Site

Lissi Leuterio – Animator, Storyboard Artist, and Illustrator (primarily 2D FX + boards)
Lissi is currently job hunting, and doing sporadic commissions work.
Tumblr
Patreon
Vimeo

Tom McGrenery – Writer and Editor
Tom notes “bills to pay and mouths to feed.” 
Portfolio Site

Max “Drunken Dwarf” Havic – Writer, Designer (Galaxy Incorporated)
Max has an upcoming Kickstarter.
DriveThru RPG

Chris Kentlea – RPG-Related Designer
Chris notes “always in need of a little help.”
Facebook

David Schirduan – Game Designer 
David is looking to catch up on medical bills.
Schirduans Site
If you enjoy David’s free work, please send a thank you or PayPal what you’d like to davidschirduan@gmail.com.

Mad Martian One – Game Design (Ice Kingdoms)
Mad Martian are releasing content for Ice Kingdoms and looking to raise awareness. 
LuLu
CreateSpace
DriveThru RPG
Facebook

Ashton McAllan – Game Designer (The Republic)
Ashton’s using games as supplemental income and to support an out of work partner.
The Republic Site
DMs Guild

Moses Wildermuth – Editor, Creator (Gold & Glory, Ice Kingdoms, Mutazoids)
Moses has experienced a reduction in the income that allowed design work on the side.
Patreon


David Berg – Game Designer (Within My Clutches)
David is looking for financial support during some life stresses.
Shrike Design

Gennifer Bone – Artist
Gennifer is moving and aiming to reduce debts. 
Patreon
Blog

Thank you to everyone who has read, and to those who shared their needs! Speaking up is a hard thing to do, but a good one. I hope you all have the opportunity to check out the sites and projects above, and enjoy what you find – and support the creators while you do!

Please share this widely! 


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Five or So Questions with Anna Kreider and Andrew Medeiros on The Watch

Today I have an interview with Anna Kreider and Andrew Medeiros on their new game, The Watch! It’s now on Kickstarter and Anna and Andrew wanted to tell you all about it. Check out the interview below!

Tell me a little about The Watch. What excites you about it?

Anna: The Watch is a low-fantasy PBTA game about women and femmes/non-binary femmes who are fighting to retake their homeland from the Shadow – a darkly sorcerous threat that has the power to possess men and use them for its own violent ends. So much has already been lost to the Shadow – land, loved ones, and traditions. But their people have come together, forming a new fighting force from those able to resist the Shadow, which they call the Watch.

As for what excites me about it, that’s a tough call… Probably the thing I find most exciting, though, is the fact that The Watch creates stories that typically are reserved for male protagonists. When I was younger, the stories that I craved (and wasn’t able to find) were stories about women who fight, so it’s super great having created a game that tells the stories that I wanted to hear. And it’s even better to see other people get just as excited about the chance to play out these stories!

Andrew: I’ve always loved military dramas, I grew up with them and they really excite me. The chance to co-design a game like The Watch that aims to capture the feel and tone of those stories has been a real delight; and taking the ‘band-of-brother’ trope and inverting it to include people who are usually excluded from the genre makes me very very happy.

What have you done with the PbtA system to fit the themes and play expectations of The Watch?

Andrew: First off, we went with a ‘less is more approach’ for The Watch; streamlining the harm mechanics and simplifying weapons and gear, this let’s us focus on who the characters are, not what they are. We’ve also added in new mechanics to reflect the hardships of war and the stressors therein: Jaded and Weariness. Jaded makes your characters better and more experienced soldiers but comes at the cost of burn-out down the road (not unlike Corruption from my earlier game: Urban Shadows), and Weariness is short term fatigue and stress that, if left unchecked, can lead to your character doing or saying something hurtful that they’ll later regret. Basically, war is hard on people, and we have lots of ways to show that pressure.

Have you done anything with character relationship mechanics, and if so, what have you done and how are you integrating it into the fiction and the rest of the mechanics?

Andrew: Yep, we designed a new relationship mechanic called Camaraderie for the game. Camaraderie is earned as points with other characters (and NPCs). It isn’t a representation of how good of friends you are, but simply how much potential you have to be so. When you’re in need of help with a roll, you need to look to your comrades for aid, and the Camaraderie you have with others is what let’s them help you out. In essence, the more good will you’ve stored up with others, the more potential there will be for them to help you in meaningful ways in the future. Many of the basic moves play with this new system of currency, allowing you to spend or earn it in unique ways.

With a focus on telling stories about fighting divorced from a primarily masculine point of view, how do you frame violence in the game?

Anna: As Drew mentioned, we streamlined the harm mechanics and simplified how dealing and taking harm works – and generally I find that the number of mechanics you have supporting a given outcome (like violence), the more players tend to engage with that outcome.

But also, perhaps more importantly, with any PBTA game, the basic moves are what define what sort of actions the PCs will be taking, and thus what the major story beats in any campaign will be. And while we have a basic move to Prevent Bloodshed, we don’t have a basic move to inflict violence, and that really informs how players approach the issue of violence in general. And something we do have are moves based around building and strengthening relationships with the people around you.

Additionally, The Watch borrows from the structure of Night Witches, which has two distinct phases of play, each with its own moves and system. There are missions, in which characters engage in the military campaign against the Shadow’s forces, and “normal” play, which is more normal PBTA-style play. So on your missions, you’re going out and engaging in violence against Shadow forces, but when you come back to “normal” play, that’s when you’re falling back on the structure informed by the basic moves, which de-center violence in favor of other modes of interpersonal relations.

So violence is still very much a part of the game. But it’s framed very much as a necessary evil, in fighting for your existence against the Shadow, and when it’s engaged in outside of a mission, there are mechanics that specifically call that out as toxic and socially maladaptive.

What elements of The Watch do you hope will come out when people play it?

Anna: Obviously, given the premise of the game, there’s a level of gender commentary that is baked into the game, and I’m really happy about how excited some people have been to engage with that. But even if that’s not your thing, it’s really great seeing people telling stories with wonderfully diverse casts of women and nonbinary people about the struggle against injustice. And I hope that people will get as excited about the diversity of weird, wonderful, and diverse characters that get created as I do.

Thanks so much to Anna and Andrew for the interview! Check out The Watch on Kickstarter now if it sounds your style!


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Turn, Two Character Sheets, One Identity

John has been encouraging me to write about my new game I’m working on, Turn. Turn has been a project long simmering, but I’ve only recently begun putting down words for it, with John’s help. I wanted to talk a little about the relationship between the two aspects of the characters.

Turn is a game about shapeshifters in rural towns who experience the struggle between their human side and the call of their beast, trying to maintain the balance between the two and keep their identities hidden. Turn itself is not about external threats like hunters or other shifters coming to town. It is about internal threats, personal struggles, and achieving the goals you have as a human and a beast.

Each player starts with two sheets, one human role and one beast archetype. As players advance and gain more archetypes for their beast side, they can change out that sheet. I’d like to talk about two of the sheets we worked on last night, the Late Bloomer role and the Raven archetype.

The Late Bloomer

You were, and had always been, normal. You had a life as a human that was outright mundane, and it was satisfying. There were days when you looked out the window and felt a stirring in your heart, but that was all, until your beast burst forth. Now, you look at the world with new eyes, and struggle to find your footing while you straddle both worlds, wondering which side will slip first.

The Raven

Ravens are clever, omnivorous birds who are messengers of forewarning and can solve problems many beasts would find a challenge. Their ability to fly is valuable, but their keen intellect and sharp beak serve just as great a purpose.

The Late Bloomer can use their social status they have from their longer, uninterrupted human experience to influence NPC’s who are suspicious of fellow shifters to be less concerned. The Raven has a variety of powers, but I want to focus on a power called Ruffling Feathers. With Ruffling Feathers, they can spur dissent – distract others, make them angry or upset, etc. It’s really a shit-stirring power.

When a shifter is in their human form, they can draw power from relevant beast powers to influence their situation. A character playing the Late Bloomer, who would know a lot about how people behave and what makes them tick, could cause quite a ruckus drawing from an ability like Ruffling Feathers.

For each role and archetype there are a number of goals for shifters to achieve to progress. While some goals may be conveniently aligned, for the most part, these will be competing goals to contrast the powers and backgrounds that do fit together well. These conflicting priorities will hopefully result in hard choices with fruitful results.

This is just a simple examination of how the archetypes and roles interact in Turn, and as the design progresses, there will be more aspects to look at.


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Five or So Questions with Storybrewers Games on Alas for the Awful Sea

Today I have an interview with the creators of Alas for the Awful Sea, a PbtA game currently on Kickstarter noted as being about “why people hate, and what they fear.” I imagine you can see why I was excited to interview them! Hayley Gordon and Veronica Hendro (Vee) from Storybrewers Games answered my questions below!



Tell me a little about Alas for the Awful Sea. What excites you about it?

Vee: Alas for the Awful Sea is a tabletop RPG about politics, folklore, and the human heart set in a rural 19th century UK town desperate to survive. You can read more about it on Kickstarter and our website. What excites me about it is the game’s focus on a grey moral landscape. The setting focuses on the toughness of daily life and the choices people make in order to survive.
Hayley: Damn it Vee, that’s also what excites me most! But I also get excited about the narrative focus of the game, and the way the Apocalypse World system allows us to zoom in on small moments, and ask questions of the world.

What were your goals for integrating setting and theme in Alas for the Awful Sea? What do you want to see mirrored between emotion and fiction?
Hayley: I was lucky, the setting and theme integrated itself! The themes in Alas really arose from what was happening historically at the time. Poverty, crime, and political turmoil characterised the rural experience in 1800s UK, especially in Wales, Scotland and Ireland. We’ve really tried to tease that out by incorporating conflicts as part of our recommended process for creating a story in the world of Alas. Emotionally, my aim is for players to experience the difficult and desperation these themes present, and the experience of navigating that. So the emotion sort of arises from the fiction directly.
Vee: I agree, and I’ll just add from my perspective of the art direction and design side of things that for me, what we wanted to achieve with the integration of setting and theme is encapsulated in the cover illustration of the book. The muted colours of the setting reflects and amplifies the internal struggles of the woman which is a strong theme in our book.
What have you done with Powered by the Apocalypse mechanics to make the game fit the game concept?
Hayley: The basic moves have remained fairly similar, although we have updated them to fit the theme and tone of the game. Mechanically, the theme comes through in Alas’ character sheets and custom moves. We were really excited to hit a stretch goal in the Kickstarter recently that will allow us to add “descriptors” – attributes like clansman and lover which will come with their own unique bond and custom moves. These have the potential to marry the theme and mechanics of the game even further. 
Vee: But I think, beyond the mechanics of the game and to the way stories are told in Alas, we changed the way an ‘adventure’ is plotted out. We adapted the idea of ‘fronts’ into ‘encounter families.’ Each family is centred around a central piece of the fiction, such as a person or place, but also a central conflict. Within the family sit individual encounters that GMs can draw on when they feel it is most appropriate.
What have you done for research for the setting and concept?
Hayley: I read a lot of history around the period, including 3rd party sources, but also journals which I found really useful for understanding the concerns of the time. My most exciting find however was a book of folktales published in the 19th century called The Wind and the Waves. The author had lived in the Hebrides, and had recorded many of the folktales in the form of stories that were told to him. He also writes in this amazing and very moving poetic style. If I could capture a small fraction of that pathos in Alas I would be stoked.
What are some of the stories you think can be told with Alas for the Awful Sea?
Hayley: At its heart, Alas is for telling stories about conflict between ideologies, and the tough choices this creates. It’s best for telling very personal stories with lots at stake to the individuals within them. It’s not great at telling the stories of heroes triumphing over evil, or of battles and large scale conflicts.
Vee: In terms of the specifics, the kind of things you might see include sea voyages, the ecosystems of small towns and rural areas, attempts to seek out or defend from the supernatural, conflicts between families or between the rich and the poor. But I’m sure those GMing Alas will invent amazing stories and ideas we never could have dreamed of!
Hayley: It’s more about the emotions and drive behind the story than exactly where it’s set and what happens with Alas I think.
Thanks so much to Hayley and Vee for doing this interview! Make sure to check out Alas for the Awful Sea on Kickstarter now if this piqued your interest, and share the interview with your friends!

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March 4 Fundraiser for Planned Parenthood by Bret Gillan

Hi All!

I just wanted to make a quick post to share info about an upcoming fundraiser by a friend of mine, Bret Gillan on March 4, 2017. Bret will be doing a 24 hour stream of games chosen by his supporters and donations will be going to Planned Parenthood.

While I have not made many explicitly political posts on Thoughty in quite a while, with our current political climate, I will no longer keep quiet about who I support – and Planned Parenthood is one of those groups I do.

I would really appreciate if you’d check out Bret’s fundraiser link, consider donating, and hopefully watch his YouTube stream on March 4, 2017 in support of Planned Parenthood, and all those who benefit from the organization.

Thanks so much to Bret for making this happen!

<3


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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.