Hey all! Today’s Quick Shot is with Kate Jeanne about Winter Harvest, which is currently on Kickstarter for Zine Quest 2! It sounds really interesting and reminds me of some tales from my childhood!
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What is Winter Harvest, both as a product and as your vision?
Winter Harvest is a small roleplaying game set in a small world. Players are woodland animals using the power of memories, food & community to thrive as the seasons turn. The game runs 4 sessions based on the seasons. Session 4 concludes the game with a real-life (and in-game) Midwinter Feast. Goals of Winter Harvest are to focus on domestic life within an inter-connected community, and to have each table develop custom lore for their home through invoking oral history that will be recorded by the Librarian. It should feel horizontal because no player “keeps” the role of facilitator/Storyteller, it rotates each session. The physical product will be a 20-30 page, black-and-white handmade zine with custom ink art of adorable animals at work and play, publishing around October 2020.
This sounds great – I love food, and I love woodland creatures! How did you develop the perfect mood for play to help encourage the interconnected nature the narrative demands?
Before jumping into play, a group beginning Winter Harvest will make two types of choices that set the stage for feeling that they are part of a close-knit and inter-reliant community. First, each player developing a character card will choose two professional skills. For example, if I were making a rabbit gardener character, I might choose skills like physical endurance and herbal knowledge. Any time I use my skills from my gardening job to confront a challenge, I’ll get bonuses to help the group resolve problems.
Defining what characters do day-to-day instantly sets the stage for relationships–my gardener character probably knows the cook quite well, for instance. Second, the table will have to reach a consensus on the key features that define their home in the Burrow, which sets the stage for understanding that protecting and caring for your shared space is essential to everyone’s wellbeing. Throughout play, these choices will interact with narrative decisions, including when players confront challenges stemming within the Burrow that have social causes and consequences each session.
A rotating facilitator role is so great. What does Winter Harvest do to help support the facilitators and bind together their unique perspectives?
Mechanically, regardless of a facilitator’s style or experience level, each will be physically writing in the same book as players invoke stories & legends to have a connected record evolve (which is why the role is also called The Librarian). Players can revisit stories that were invoked in past seasons to get powerful bonuses without spending a limited resource, which adds incentives to have past themes and stories brought up several times as the game progresses.
There’s no obligation for every person at the table to take a turn as facilitator, and hopefully taking on this role will feel voluntary and exciting rather than intimidating. Since Winter Harvest is a compact and quite simple game, it should not be time-consuming for facilitators to become familiar with the whole text. Running it requires no memorization or math. I’m very interested in thinking further about how the game can be designed to ensure that facilitators feel well-supported throughout!
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Thanks so much to Kate for the interview! I hope you all enjoyed it and that you’ll check out Winter Harvest on Kickstarter today!