A New Masculinity: The Men of Wolfenstein: The New Order

I want to talk about so many things in the realm of Wolfenstein and how it portrays masculine characters, but I want to talk first about the characters themselves. We’ve addressed how Wolfenstein: The New Order talks about masculinity through the main character William “B.J.” Blazkowicz, and how it functions in genre. Now I want to address some of the other characters that are in the game and how they are presented (I may not address all your faves, sorry).

This is part of a series on masculinity and the game Wolfenstein: A New Order. The series focuses exclusively on Wolfenstein: A New Order and the characters within it, though it does reference the backstories of characters that may not be revealed until later games in that series. Much of the specific details here were sourced in the Wolfenstein Wiki.

Content warning: Nazis, hate crimes, domestic abuse (parent-child, spousal), violence, homophobia, racism, ableism, eugenics, torture, suicide, animal cruelty

SPOILERS for Wolfenstein: The New Order and elements of Wolfenstein: The New Colossus.


I want to talk about so many things in the realm of Wolfenstein and how it portrays masculine characters, but I want to talk first about the characters themselves. We’ve addressed how Wolfenstein: The New Order talks about masculinity through the main character William “B.J.” Blazkowicz, and how it functions in genre. Now I want to address some of the other characters that are in the game and how they are presented (I may not address all your faves, sorry). I also played the Wyatt timeline, one of the most vital decisions in the game, so I won’t address Fergus or his timeline much (playing thru again hasn’t been possible with my cognitive issues). I’ll likely address characters like Caroline, Frau Engel, and Anya in a separate article, because that’s a very different matter. 

Note: I may not discuss Sigrun, Frau Engel’s daughter, from The New Colossus in detail due to how her experiences are related to my own trauma, and since she is from a later game. We’ll see!

First up, we’ll address the Resistance. Note that I don’t think that these characters are without flaws, but I want to appreciate their good characteristics. 

Max Hass from Wolfenstein: The New Order, a large white man with a visible brain injury in suspenders and a thermal shirt, sitting on a bed. Image from user joumur on Steam.
Max Hass from Wolfenstein: The New Order. Image from user joumur on Steam.

I want to talk about Max Hass with a desperation. Max is a pacifist, and was born with a brain injury and abandoned as a child. I love Max for a lot of reasons, but I will note that he experiences the stereotype of many mentally disabled folks in that he is physically minimally vulnerable, very strong, and speaks simplistically – only saying his name. This portrayal is obviously from a challenging perspective and can be harmful. However, the character is well-loved, heroic, shown to be mostly capable except for his own traumatic responses, and while he is shown to be childlike, he is distinctly masculine in his presentation. 

Max is flawed in his presentation in regards to ability, though he is definitely fitting a trope. But he’s portrayed as a masculine character in a youthful way, which is something we rarely see in war games. Childlike natures are often presented as juvenile, rather than something understandable that people respect and support, like when B.J. helps recover Max’s lost toys as part of an achievement and story thread. Max Hass is an example of a character that could have been done better, but to me his inclusion was valuable – it’s okay to be disabled, to perhaps be childlike, regardless of the reasons behind those things. You can still be loved, still be a boy at heart. These are things we often strip from disabled masculine people, so it mattered to me.

Next to Max, we don’t go so far to find Klaus Kreutz, who is the one who recovered Max from behind a dumpster after losing his own disabled child to the Nazis eugenics. He was originally a Nazi soldier, and after losing his son and his wife in a tragic encounter, grew to deeply hate the Nazis and their ideology. He turned against the Nazis and became a member of the Resistance, and while he encountered initial conflict with B.J., they eventually become colleagues that respect each other. This encounter is shown in The New Order, and is important because in many instances, we frame Nazis or fascists as not real men or even men who change sides as not real men because they’re disloyal or because Real Men don’t do violence, and this is a flawed and messed up concept. In the game, they don’t portray the situation as such, instead focusing on the Nazi atrocities and whether Klaus might harbor any Nazi beliefs. 

Klaus is shown as caring, and loving towards Max. He is without a doubt portrayed as a masculine character with a past of violence, but now he instead cares for Max as if he was his own child, and doesn’t question giving his life for the resistance. He embodies heroic qualities and paternal qualities we associate with adoptive fathers. Doing this to someone who left Nazi service and showing that people can change is a vital element of the storytelling in The New Order.

Wyatt from Wolfenstein: The New Order, a white man in fatigues in a black and white closeup. Image from user Joey Stick on Steam.
Wyatt from Wolfenstein: The New Order. Image from user Joey Stick on Steam.

The flip of the coin is Probst Wyatt II, a dedicated and initially idealistic soldier who served alongside B.J. and in one timeline of the game, he is the character saved from the terrifying Deathshead, a villain who tortures the characters quite horrifically. Wyatt experiences post-traumatic stress disorder from the war and depression after the suicide of his mother. He is one of the few genuine portrayals of mental illness in a masculine character I’ve seen in AAA games where the illness is recognized and respected. Wyatt is given space to struggle through his illnesses and not forced to participate in further war, and granted space within the Resistance compound to recover and rest. 

I cannot describe how much Wyatt’s story impacted me. I am so very used to seeing symptoms of mental illness hidden in games, washed over or described as supernatural or unreal. They’re often shamed, or dismissed as unmanly or unmasculine and masculine people who struggle with mental illness are emasculated and lose their agency. They’re shamed if they take space to deal with or struggle with their trauma. How many moments ask you to “Man Up”? Doesn’t Wolfenstein itself use a frankly shitty difficulty level imagery with B.J. in baby clothes if you choose the easier difficulty? (Don’t think I’ve forgotten it, I think about it every day.) Wyatt’s struggle is vital and important, and the way the rest of the characters treat it is even more important for any type of character, but definitely a masculine one.

Note: From what I know, Wyatt copes with addiction in an attempt to help his illness in The New Colossus, but does recover after some challenges. I think this is also an important story, and hope to play through it someday.

J, one of my favorite characters, is one of the few Black characters featured in The New Order (aside from Bombate, who I adore) and is the survivor of a hate crime by United States white supremacists. He is a guitarist and initially, as mentioned in the previous article, finds conflict with B.J. because he tells B.J. that in the U.S., white people (and implicitly, I think, the military) were the Nazis. J is so important to the story that it disappoints me not all players might fully engage with his story and his scenes, since they aren’t mandatory, but he opens B.J.’s mind literally and figuratively by playing music and giving B.J. drugs that cause him to hallucinate, but also reflect on his thoughts about Black Americans and about the role of white U.S. citizens in the oppression of Black people. It’s a beautiful scene.

J from Wolfenstein: The New Order, a black man playing a guitar. Image from user eg0rikTM on Steam.
J from Wolfenstein: The New Order. Image from user eg0rikTM on Steam.

J himself is portrayed in many ways like Jimi Hendrix, who he appears to be based on – natural hair, colorful clothing styled like 60s and 70s funk fashion (as much as can be managed in the war). He does not fit the white concept of masculinity, and that’s important. He could be seen by some to be flamboyant, but instead he is presented as expressing himself. He could have been presented as hyper masculine and robust in a racist stereotype, but instead he is thin, scarred, but still resilient. I could say a lot more about J, but I would want to hear more from Black players on his masculine portrayal, and on that of Bombate. 

Bombate is a Resistance fighter and I know that in The New Colossus he is portrayed somewhat as a womanizer, cheating on one character with another. However, in The New Order, he’s steadfast and tells stories of his experiences at the hands of the Nazis. Bombate traveled north from his home in Southwest Africa (Namibia) to face the Nazis head on, and after two years was put into a forced labor camp. He has been through immense trauma, but it never once is designed in The New Order for you to feel any disrespect for him for the way he processes that trauma or to see him as anything other than heroic. 

He is framed as masculine, and is not dismissed as a threat to the Nazis. Bombate is an immediate powerful ally for the player as B.J., respected and trusted. It is refreshing to see a character presented so simply as someone just and who did the right thing, even if they suffered, and not have the whole story be how they are now weak because of their trauma (but not presenting them as unrealistically powerful, either). Especially for masculine characters, I feel like this is underrepresented.

This video on Whiteness and Judaism in Wolfenstein does a much better job than I could discussing the subject.

The final Resistance character I want to address is Set Roth. Set is one of the only Jewish characters we interact with, aside from B.J., and the highest profile masculine Jewish character whose identity is relevant. While there are absolutely concerns about the portrayal of Judaism in Wolfenstein, I was happy to see a Jewish character at all since past games kind of blurred over that beyond the main character (whose identity wasn’t really addressed). As far as masculinity goes, Set is presented as an elderly man, but still virile, still brilliant, and would by many be stereotyped as a wise old man (never failing to lose that vibe of men-are-smarter-than-women). However, he works alongside Caroline as an equal, and never once places value on masculinity of himself or others over that of the mission or the women in the game. 

Set is unusual in that his gender and presentation is not so overt and this may be a case of how we tend to de-gender or minimalize the genders or presentation of people who aren’t the standard issue white person, but it also may be related to the fact that he is older and we desexualize and de-gender the elderly in a similar way we do some young children. However, as I have limited exposure to masculine Jewish culture, I could also be witnessing my own bias in action – and this is something I would love to hear more Jewish perspectives on. I am far from an expert, I’m just sharing what I experience and witness. 


And now, a note on the other side of the conflict. We won’t dwell long on them, for obvious reasons. Note that none of my allowances for the possibilities of characters having trauma or reasons for their actions means that I excuse their actions or that I think anything they do is okay. Just for clarity! There are absolutely more masculine characters in the Nazi side, but I don’t want to give too much attention to them – they are mostly hypermasculine, toxic, and cruel characters.

B.J. Blazkowicz from Max Hass from Wolfenstein: The New Order, a white man saying "Breathe in, count to four. Breathe out, count to four." Image from user joumur on Steam.
We’re not sharing pictures of Nazis here. Take a breath, let’s get through this together. Image from user joumur on Steam.

Hans “Bubi” Winkle is the 15+ years junior companion of Frau Engel. His presentation is harder to address, because at first you might think that he was effeminate as a way to mock the unmanliness of Nazis or frame them as subservient to women, making women the enemy. But this… did not play out for me in the end. Hans (I refer to him by his name, not what he’s called by Engel) is absolutely a villain. He is absolutely a masculine character, but frankly he’s not the kind of masculine United States citizens are used to. German masculinity, from what I’ve witnessed being there and knowing a number of Germans, is not the same as U.S. masculinity. Hans is still within the range of masculinity in his dress, many of his mannerisms, and even his toxic masculinity of killing for the woman he loves. Engel is his “everything,” and for that, he wells with cruelty and indulges her atrocious acts.

It is important not to forget the masculine characters who are not what we stereotype as masculine. It’s important to address toxicity and the cultural context of the characters we see in media, regardless of whether it sounds good. The relationship between Frau Engel and Hans is toxic, especially when you factor in her abusive nature to her own family, and Frau Engel’s own favoring of time-typical masculine behaviors and dress, and masculine people over feminine people in her life. You note in the game that Hans plays up his ditzy boytoy attitude when around Engel, but becomes more brutal and masculine when apart from her. Hans stays in his position of power by following her rule, which is his failing as a human as much as it is clearly a method of survival. He is the passionately loyal lover and companion – willing to do anything to maintain his status, especially since his past life as an unsuccessful prison guard would never be worth going back to in comparison. 

Wilhelm Strasse, a.k.a. Deathshead, the initial villain of the game, is a polar opposite of Hans. He’s immensely powerful, and while he does fall in the end thanks to B.J., he’s held up as the epitome of Nazi brilliance and cruelty. However, it becomes very obvious throughout play that his eugenics and white supremacy (and male supremacy, if his cadre is any indication) is flawed. The dog brains he puts in robots still maintain habits of regular dogs, his creations suffer in pain, and his pride is what leads to his fall. 

He is absolutely portrayed as a masculine character in the same way that other Nazi generals and authorities have been portrayed in propaganda, like the doctors who performed atrocities. Their maleness, their masculine nature, is supposed to be what makes them so brilliant, so dispassionate and willing to be cruel and cold in the pursuit of science. It is a vile concept, but it is clear in the game that the Resistance and those opposing the obviously villainous Nazis don’t buy it. He is a villain in part because of this perverted toxic ideal of pristine and perfect masculinity. Instead, the characters embrace the imperfect masculinity of characters like Max, J, and B.J.

The Wolfenstein title card with B.J. swimming through water shirtless. Image from Moby Games database.
Image from Moby Games database.

That’s part two of this detailed series on how masculinity is designed in Wolfenstein: The New Order. Design includes how characters are written, how they interact, and how they are presented, beyond the mechanics or rules in the game. I hope to explore more of this topic in future installations of this series, and I appreciate your time as I pick apart my feelings on the game. Please consider supporting me occasionally or monthly on ko-fi.com/thoughty as I do more posts like this!

A New Masculinity

I spent a lot of time thinking about the middle name I wanted after I decided to depart from my birth name fully when it came to my legal name, and it got me thinking about Wolfenstein: The New Order…Real people should not be punished with the weight of anyone’s ideals as their expectation…

Buckle in folks, it’s a long one, and the start of a series! This one is personal AND professional, pursuing an understanding of some complex theory and experiences. I am excited for it, so please join me in that excitement!

Content Warnings for this and the following posts, adding new ones as necessary and bolding the relevant ones for today: gender identity, gender dysphoria, disability, mental illness, Nazis, childhood trauma, physical trauma, death, war, violence, hate crimes (mentioned), racism (mentioned), anti-Semitism, domestic abuse (spousal & parent/child), animal harm (mention), legal struggles for trans persons, social isolation.

Beau in a jean jacket, black shirt, and jean jacket with a shoulder brace. Their hair is blue and silver, cut short on top and shaved on the sides, and they're wearing glasses. The image is double exposed over an older photo of Beau. Image by Beau Sheldon, 2020.
2016 feels like a lifetime ago, with a lot learned and lost in the process. I found some light in B.J. Blazkowicz. Where is yours?

For the longest time, I thought I’d keep my birth name nickname as part of my legal name. While my full legal name has forever been a bane to me, I have seen myself for a long time as The Brie. But that’s it, right? The Brie. It’s a title, not a name that suits me, or that represents who I am. It represents some of what I create, but I am not Brie. I’m Beau.

Brie Beau Sheldon. Still The Brie, still Brie Beau in creation, but not Brie.

I spent a lot of time thinking about the middle name I wanted after I decided to depart from my birth name fully when it came to my legal name, and it got me thinking about Wolfenstein: The New Order. How the designers at Machine Games remade William “B.J.” Joseph Blazkowicz had a huge impact on me, and I had one more element: I wanted my initials to be B.J.

I came out in 2016 while I was playing The New Order off and on. I loved the game passionately, and it was mostly because of B.J. (For the purposes of this post and those related to it, we’ll stick with The New Order. The New Colossus has a lot more to dig into, and I’m not ready for it – and I don’t have a new body on the way, either.)

A screenshot promotional image from the early Wolfenstein games showing a Nazi swastika flag in a stone walled grey space and a hand with a gun pointing toward an enemy soldier carrying a weapon. There is a blue UI with information on the floor, score, lives, health, ammo, and an image of both the weapon and B.J. Blazkowicz.
There is not much subtlety here. Image: id Software/Apogee Software

B.J. started out in games as a one-dimensional angry Nazi killing white guy. He finishes The New Order as a poetic Jewish man in love with the woman who helped him recover from a severe injury and gave his life for his belief that everyone deserves to be free who lets other people be free. That’s quite a turnaround.

I was struggling, I suppose, for people who represented what I saw in masculinity. While I am nonbinary, I don’t struggle as much with expressing and representing that part of my identity because of its flexibility. Masculinity is more of a challenge, but is just as important. In real life, I have quite a few men and nonbinary masc people that I respect massively and appreciate for their masculinity. But, I learned a long time ago not to base my ideals on real people – real people should not be punished with the weight of anyone’s ideals as their expectation, and that’s what happens. So I was hunting.

Beau with green and grey hair in a black and grey hoodie tee entering a doorway lit in green while carrying a blue-lit sword.
In many ways, I’m always hunting. Image: John W. Sheldon, 2020.

I was also hurting. I felt so left out of the community, I had entered two new jobs where I felt alienated and afraid, I had started a Master’s program where I was weird and strange to everyone I met, and I was still struggling with my mental and physical health, as well as various life stuff. I needed someone to restore my faith in me, in what I believed, even if it was fictional – to me, that it could be conceived by others was enough.

As I played the game, I realized slowly that B.J. was the masculinity I see. He is a flawed man, but he is also a man who has been harmed (in some ways, he reflects his original creator (domestic abuse & chronic illness warning)- strange after all these years!). No one is perfect, and he does not subscribe to the idea that the decisions need to be made by or controlled by cis straight white men. His leaders are women and disabled women. He defers to his wife Anya after they escape from his hospice and get married, her leading the way in the bedroom and also being his guiding light in the field. Caroline, a brilliant leader and amputee with a prosthetic, is his most trusted colleague and the person who is in charge of his life.

In his interactions with J, the Black guitarist who survived a U.S. Nazi attack, he works to overcome the ingrained racism he was raised with. He works side by side with disabled veterans and civilians, people of all ages and backgrounds, and even reformed Nazis. While yes, B.J. may initiate a first interaction with someone who violates his worldview in a shitty way, he apologizes, he backs down, he defers to the marginalized, and he tries to change.

B.J. and J meet with a harsh conflict, but bond when B.J. accepts J’s offer to open his mind and his perspective changes. I recommend not watching past the three minute mark, as things get dark but loud for J at the hands of the villains. Video sourced through SnackPackedd’s YouTube.

And yes, I will be frank – B.J.’s poetic waxing in my noise-cancelling earbuds wooed me to a degree, and I do think he’s a huge hunk of himbo. But when I cried at the end of The New Order, it was not just because the story itself ended. It’s because my time with B.J. had ended, this space of time where a man who does great violence because violence is called for and because he is the right one to do it awkwardly looks like a puppy when his wife kisses him, and overcomes some extreme suffering at the hands of many different people.

He does harm to himself to rip away the marks of Nazism, and takes acid with J to see a new reality, and makes the hard decisions, and dies and lives and breathes freedom and hope. B.J. feels ultra-masculine because he does violence and he speaks harshly, but in reality he is soft and he hurts and fears but keeps going as that ultra-masculine presentation because he is the right one to do it.

To me, we represent the best masculinity not so differently from femininity, aside from weird invisible things I can’t explain. It’s the kind of guy who if you ask him, he will beat down every bully that’s ever threatened you, no matter how big or endless, but he would be so much happier to lay back on green grass while a dog or his kids bound around him and wait for his lover to say “Please do” before he does. That’s B.J. We got that from Blazko, the person who looked like an angry Lego® Man was his avatar.

An avatar of old school dirty blonde square head B.J. Blazkowicz next to a 100% health meter.
Can you imagine a Wolfenstein Lego® movie? Yikes. Image: id Software/Apogee Software (cropped).

I want to examine this in more detail as time passes, with a series of posts, talking about gender, game design, and much more. I will be clear: I do not think B.J. is a perfect person in any incarnation. I don’t think The New Order is perfect, either. But I think there’s a lot of richness there, and I think it’s important to break things down when they latch onto my heart. I hope you’ll join me as I dig deep and try to share ideas for tabletop and video game design both by looking at what The New Order, and B.J., do right and wrong.

I did find a middle name, by the way. It’s Jágr, which is a Czech name in honor of my commitment to Thomas, who blushes sometimes when I say sweet things to him, and pronounced like Jaeger, because it’s the Czech version of Jaeger and Jaeger means hunter. I think it’s undeniable that just like B.J., I am a hunter and always have been – of love, of hope, of joy, of answers, of freedom, and of those who seek to take freedom away.

A split screenshot of Anya, a woman wearing a headset, on the top and B.J., wearing his jacket and gear, on the bottom. They are discussing his next move.
We do what we must because we must. Image: Bethesda via MobyGames.

I’ve pressed submit on the request to have my name change prepared by a legal professional 15 minutes ago. It’s going to be expensive ($160 for legal help, $160 for the courts, ~$200+ for putting my name in the papers for protest), but I can’t wait to be realized as myself.

B.J. was 32 at the beginning of the first story told in games. I turn 33 in two months. It’s time for a change, and some growth. I have so much hunting to do.

Beau Jágr Sheldon.
That’s me.

Five or So Questions on Visigoths vs. Mall Goths

Hi all! I’ve got an awesome interview with Lucian Kahn today about Visigoths vs. Mall Goths, which is currently on Kickstarter! It sounds super cool and I’m personally looking forward to playing it at Big Bad Con. Check out Lucian’s responses below!

Tell me a little about Visigoths vs. Mall Goths. What excites you about it?

Visigoths vs. Mall Goths is a tabletop roleplaying game and dating sim about the conflicts and romances among the warriors who sacked ancient Rome and 20th century spooky teens, set in a shopping mall in a Los Angeles suburb in 1996. There are a lot of bisexuals.

The plot structure of Visigoths vs. Mall Goths resembles an open-world videogame RPG. Designed for either one-shot or campaign play, each adventure episode offers several quests that you may choose to pursue (or ignore), and the mall setting is packed with many strange retro marvels to discover. Or you can just replay the game over and over to kiss all the kissable clerks.

Imagine a surreal combo of The Craft, Empire Records, Bill & Ted’s Excellent Adventure, and Clueless. In addition to all that, I’m thrilled to be working with an incredible array of artists and writers on this project. The famous, talented, and extremely nice Robin Eisenberg has done an incredible job on the cover. We’ve got illustrations by Lluis Abadias Garcia, who did all the art for the Retroverse D&D 5e expansion. Vee Hendro, the graphic designer for Good Society, is doing the graphic design. We’ve got guest adventure modules by a very cool bunch of game designers, including Liz Gorinsky from Goth Court, and Maja Bäckvall who was the runes expert on Civilization VI and God of War. I could go on. The artists on this project rule.

A Latex-wearing goth with red and black hair, eyeliner, shoulder length gloves, big boots, a sleeveless shirt, and pants with cutouts that show off pentagrams stands over a Visigoth in red, golden, and steel armor with long golden hair with their foot on the Visigoth's chest.

What are some of the challenges and more exciting aspects of combining ancient Visigoths and 90s mall goths?

The only real design challenge I faced in the goth-on-goth arena was figuring out exactly how disoriented I wanted to make these time-traveling Visigoths. This could have gone very Encino Man, but I didn’t really want the game to be about ancient warriors staring in awe at escalators, so it took some work to get the narrative framing right, where the Visigoths are historically displaced but we’re assuming they’ve somehow learned English and know what a computer is. Fortunately, this game is completely surreal and absurd anyway, so this extremely fast learning process doesn’t have to be plausible to buy into the premise and have fun.

Part of what’s exciting for me about throwing together these 2 types of goths is that they’re both outsiders. The Visigoths are outsiders for 2 reasons: first and most obviously because they’ve been displaced from their original historical context and dumped into a ‘90s mall, but they were also oppressed outsiders in Roman culture before the time travel. The Mall Goths are also outsiders in 2 directions: they’re too weird to fit into mainstream teen culture, but they’re also both too young to get into goth clubs and too commercial to be accepted by the avant garde. So the scenario I’ve set up pits these 2 groups against each other, but both groups are outsiders within the context of the mall and the suburbs. This makes for a weird and fascinating array of potential social dynamics that the players can mess around with.

It’s weird to think of it, but a 90s game is now a period piece! What’s it like writing a near-history piece and how did you make the game feel totally 90s?

I was a bisexual grunge-rock teen in Los Angeles in the 90s and started goth clubbing as soon as I turned 18, so the aesthetics of this game are very close to my heart and my personal experience. Honestly, this entire design process has been extremely heartwarming, partially because I’ve gotten to indulge my nostalgia, but also because the past year of playtesting at cons and stuff has brought me into so many cute conversations with other people who still carry a torch for 90s counterculture. People who were there at the time will find a lot of Easter Eggs that refer to real stuff that was going on back then, and at the same time, I’ve made the world vivid enough that it’s still fun for younger players or people who weren’t in the USA at the time, etc. I don’t want to give too many spoilers, but the mall has a salon for humans and pets called Gerbil Essences.

Gerbil Essences is amazing! It sounds like you had a lot of fun with the project. What was it like in playtesting – how did the design choices you made come to fruition with different diverse groups?  

I playtested this game for over a year, which is a long time for me, and it definitely evolved a lot over that time. One constantly recurring theme was the balance between structure and freedom in the game rules. I wanted this game to accommodate the needs of some very different types of players, from Dungeons & Dragons fans, to indie storygamers, to LARPers, to total newcomers. Based on player feedback in the past few months, I think I’ve struck a fun balance that lets a lot of different people enjoy the game.

How are the Visigoths and Mall Goths represented mechanically in the game, and how do their mechanics interact with each other?

There are 3 types of Visigoths (Conqueror, Charlatan, and Runecaster) and 3 types of Mall Goths (Theatre Tech, Witch, and Cyber Pet). Each character type comes with 3 skills that get bonuses on dice rolls. For example, the Theatre Tech has bonuses to costumes, pyrotechnics, and rappelling. They also each have a special skill they can use once per day without rolling dice. For example, the Cyber Pet can put on cute animal ears for a half-price discount at any store. 

But the most important mechanic is probably Embarrassing Traits. Each character has 1 or 2 of these, and the options are different for Visigoths and Mall Goths. For example, one Visigoth embarrassing trait option is “Fear of Animals,” which gets especially dicey if you’re a Conqueror with the “control animals” skill, and another is “Allergic to Metal,” which sucks if you’re wearing chainmail. The way these work is that you can embarrass yourself to make your friend look cool in comparison or draw attention away from them, giving one of your fellow Visigoths or Mall Goths a bonus to their roll. 

Finally, while most games only track physical damage, Visigoths vs Mall Goths only tracks emotional damage. That’s right, physical combat only has emo outcomes — and if you get too emotionally overwhelmed, you can’t fight anymore until you talk about your feelings with a friend!

The cover of Lucian Kahn's Visigoths vs. Mall Goths, subtitled " a tabletop roleplaying game and dating sim." On the cover the background is a deep purple in varying tones showing mall store fronts. In the foreground, a Visigoth with light blue skin and pink hair in an ornamented helmet and scaled armor in blue and gold wears a fuschia cape and holds a sword while staring down a goth with short curly blue hair and light purple hair and a spiked choker, who is wearing a fishnet shirt under a vampire smiley face crop top and a belted skirt.

Thanks so much to Lucian for the interview! I hope you all enjoyed it and that you’ll check out Visigoths vs. Mall Goths on Kickstarter today!

Quick Shot on Vintage RPG

I recently found an Instagram account called @vintagerpg, thanks to being tagged in by John. I was immediately enthused by it, excited to see all of the different games showcased there. There’s not a lot of interestingly showcased and easily accessible game material history/curation, and the creator, Stu Horvath, shares a lot of great information about the games shown on Vintage RPG. Stu was willing to answer a few questions of mine – check them out!

What inspired you to start your Instagram? What makes you excited to post?

My friend Ken (@zombiegentleman on Instagram) prodded me to start @VintageRPG. Over the last couple years, my collection went from respectable to Serious and, coupled with the fact that my brain somehow got packed with RPG history, it just seemed like a no-brainer to find a way to share it. Instagram seemed like the place to do that.

The excitement, that’s changed and evolved a bit over the course of the feed’s (shockingly short) existence. I’ve written about tabletop RPGs in the course of my career, so at the start it was mostly just an extension of that, maybe in the service of some nebulous larger project. A lot of the early entries seem like notes for a book, or something along those lines. Still do, I guess. As the feed drew more and more followers (it blows my mind that so many people are following me – I truly expected a couple hundred folks and for the whole thing to fizzle after a few months), I’d be lying if I said that watching the Likes accrue didn’t give my lizard brain some primitive satisfaction. 
I spend a few happy minutes every day rooting for new posts to break my top ten most liked. Lately, though, I’ve been enjoying puzzling out what folks will respond to and it is always a surprise. I run a criticism site called Unwinnable and we long ago closed the comments sections because they were so toxic. The experience with @VintageRPG has been the complete opposite: almost entirely positive, an outpouring of enthusiasm and personal stories. When communication works on social media, its a hell of a drug.

How do you curate the games, and where do you find backup information for them?

Curation is improvisational. A lot of it comes down to my whims – what I feel like photographing and writing about on a given week. A lot of it is context. I try to not do too much of any one thing in consecutive weeks. If I’m bored, I’ll do something from totally left field, like covers of fiction books that inspired games. A lot of it is just plain editorial instinct, too. I try to work four to five weeks ahead to give myself some ability to address what I think my followers want to see. Big name games, like D&D (a mainstay) and some of the big licenses like Star Wars and Middle Earth Roleplaying get a lot of attention and demand a lot of interaction, so I try to cool things down after a big week with more obscure games I am passionately interested in but probably won’t generate a ton of comments, like the modern indie I covered last week.

I’ve been reading, reading about and playing RPGs practically my entire life, so a lot of what I’m writing is stuff I’ve internalized or my critical impressions of art or mechanics or theme or what have you. I have a near complete run of Dragon Magazine that has contributed greatly to my historical knowledge, as has Shannon Applecline’s four-volume history of the industry, Designers & Dungeons. If I’m in a bind, I hit up RPG.net or just reach out to the creator in question – a lot of RPG designers are pretty accessible online these days. If all else fails, I guess – and if I get it wrong, someone who knows better points it out in the comments, which is always pretty great.

What are a few of the coolest things you have discovered while running the account? What’s something that just really blew you away with how unusual or interesting it was?

I am going to answer this two different ways, if you don’t mind.

One of the most surprising things was actually discovered by my pal and DM, @JohnMiserable. We had played through a series of classic modules – Against the Slavers and Against the Giants – and, using Vintage RPG, I publicly guilted him into finishing up the drow modules after a long hiatus. In one session, he noticed something in Bill Willingham’s art for the D&D module D1-2: Descent into the Depths of the Earth and it just blew all our minds.

[The following Instagram embed includes art from the aforementioned module, captioned: OK, check this out – don’t flip to the second image yet. This is an illustration from D1-2 – Descent into the Depths of the Earth by Bill Willingham. I posted it a few weeks back. We’re playing it in a 5E conversion now and our DM, @JohnMiserable, spotted something super cool in there. Can you see it? OK, you can flip to the second image now. Captain America’s shield and Iron Man’s helmet, in a drow chest, decorated with what some might call Spider-Man eyes. What the hell did the drow do to the Avengers?!”]

Second, a few months ago, I scored a copy of something I have been searching for a long time: the 1983 Imperial Toys catalog. I love it because Imperial Toys sold knock-off D&D toys and just, you know, totally ripped off the art for the cover in a way only a Hong Kong toy manufacturer in the 80s could. It is delightful in every singe way. So I love it for that, but I also love it because no else does. Most people probably have no clue this exists or how weird it is. That I was able to find something so disposable as a dime store distribution catalog feels important to me in a way I suspect few people would understand. And that’s OK! That’s why I’m here, doing my thing.

[The following Instagram embed includes images from the 1983 Imperial Toys catalog, including a Pegasus and two-headed dragons, and the caption: “This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. 

The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves.”]

This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. ¶ I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. ¶ The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. ¶ Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. ¶ It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves. ¶ #DnD #DungeonsAndDragons #ADnD #DandD #AdvancedDungeonsAndDragons #TSR #RPG #TabletopRPG #roleplayinggame #dragonsanddaggers #ImperialToys #ClashoftheTitans #HeMan #fiveanddime #BenFranklin #MonsterManual #DavidCSutherlandIII
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Thanks so much to Stu for the interview! I hope you’ll all check out @vintagerpg on Instagram

Do you have a favorite pre-2000s game cover or piece of game art? Share it on Instagram, G+, or Twitter and tag it #myvintagerpg. 
Feel free to tag me in, too – I’d love to see what you love!


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Five or So Questions on Faerie Fire

Hi all! Today I have an interview with Shannon Campbell from Astrolago Press about the new bestiary currently on Kickstarter, Faerie Fire, which is compatible with Dungeons & Dragons 5th Edition. Shannon is the creator alongside Dillon MacPherson and Malcolm Wilson. The Kickstarter runs until the morning of February 7, 2018. Check out Shannon’s answers below!

The Conglomadog by Kory Bing
Tell me a little about Faerie Fire. What excites you about it?
Faerie Fire is a collaboration between myself and two of my gamemasters: Dillon MacPherson and Malcolm Wilson. The three of us are friends and colleagues and we’re all very passionate about tabletop gaming–we’re active homebrewers, Dillon and Malcolm especially. 
There’s loads of things that excite me tremendously about Faerie Fire: the fact that it’s full of items and creatures that the three of us have enjoyed so much in our own campaigns, and now we get to share them with everyone; the list of incredible illustrators that I’m so grateful to have had the chance to work with; and the fact that it’s entirely up to our own creative vision what goes in the book. AND THE AESTHETIC IS KEY. I’m super stoked to get to work on such a vibrant, colourful project. We wanted to make a really wild book that felt a little bit sexy, a little bit dangerous–but at the same time super inclusive.

What was the inspiration for Faerie Fire, and how did you start compiling and creating all of this content together?

To start, a lot of it was homebrew we had developed for our own campaig
ns. Dillon and Malcolm have known each other for a decade and as they were both game designers and avid game masters, they were constantly developing and exchanging new content. They’d always wanted to make a tabletop compendium of their own, and the success in recent years of similar projects spurred them on. I’m a writer and narrative designer in video games but I’ve also had experience as an editor on various print publications–including Bones of the Coast, a Kickstarter-funded comics anthology I helmed in 2016, and The Underground: A Sam & Fuzzy RPG, a tabletop system & setting I edited a couple of years ago.

Right away it seemed clear to me that we should do something aggressive and bold–that it wasn’t enough to just produce content that was the same flavour as the vanilla stuff already widely available. We were spending a lot of time in the fairy realm in a campaign that Malcolm was GMing and it seemed like there was a lot of content there to explore and develop–and it quickly became clear that anything we made for the Wilds would be anything but vanilla.

Pox and Pilfer by Amy T. Falcone
Why did you choose to use 5e as your base? Is any of the material flexible to use in other systems, even just the flavor?

Dillon and Malcolm have been playing for 10 years but I only came onto tabletop games with D&D 4th edition, which I played for about a year before 5e came out. After that I went through a handful of systems–but I kept coming back to 5e. I like long-form storytelling and character-driven stories, and 5e is just the right combination of intuitive and versatile–and it’s so, so homebrew friendly. Pretty much every 5e campaign I played ended up having homebrew added before too long: custom player races and classes, new magic items, weird hybrid monsters–and everyone I played with was always happy to go off book. 5e feels like a robust and elegant toolset.

One of the things we’d really like to do with Faerie Fire is make it Fate-compliant as well (I’m a huge fan of Fate Accelerated)–whether this is done as a stretch goal, or as a side hobby over the next year, is hard to say. We think that the style and aesthetic of Faerie Fire would readily fit into a lot of systems and worlds–though the mechanics would obviously need to be adapted a little. And, of course, the fast-paced, glamorous, brilliant setting of Faerie Fire would make it a perfect fit for one of my favourite impromptu systems: All Outta Bubblegum.

How did you choose artists for the project to capture the aesthetic you were looking for? What was your search like?
I come from a comics background, and for five years I ran a curated comics festival called VanCAF that put me in touch with a large network of artists, so I quickly compiled a shortlist of talent that I thought would be a great fit for the project. We had an open submissions process, as well, where artists could pitch monster ideas for us to collaborate on–but in the end we only selected a handful of artists that way.

The vision was for Faerie Fire to be vivid and stylish and bold and glamourous, but I also wanted it to be non-binary and queer. It seemed to me that if we approached it as an art book as well as a supplemental, then it might provide an opportunity for people who have otherwise felt excluded from gaming to discover how incredible these worlds could be. To that end, we wanted to collaborate with diverse creators. My own connections were very LGTBQ+ representative, and feeds like @sffpocartists on Twitter and the #drawingwhileblack and #latinxartists hashtags provided a bounty of skill & talent that made it incredibly easy to discover new names I might not have been introduced to otherwise.

Tell me a little about the design process. How did you flesh out the creatures? What did you do to make sure everything was consistent thematically and mechanically?

The design process was a little bit different from artist to artist–some artists preferred to be assigned a creature, in which case they’d give us some requests (flowers! or feathers!) and tell us what they hated to draw, and we’d build them a custom creature that played to their strengths. Other artists had their own idea for a creature, so we’d get them to run it by us and then cross-reference it to all the other monsters going into the book to make sure that it was unique. We’d send back design notes, if necessary, but otherwise we wanted to give the artists as much autonomy as possible.

Making sure that each monster is unique involves, basically, a lot of spreadsheets. We have cross-references for creature type, whether they’re humanoid or not, sentient or not–whether they have damage resistances or vulnerabilities, whether they can be used as a familiar or a mount. The book runs the whole gamut. Dillon and Malcolm design the stat blocks between the two of them and each of them reviews the other’s work–I come in at the last to give the final review, whip up the lore, and make sure everything looks hunky dory from there. As the art comes in we review it and, if there’s anything that doesn’t quite sync up with the lore & stats we’ve developed, or if the artist has surprised us with something we weren’t quite expecting, we’ll tweak the written content one last time to make sure it gets the most out of the art and doesn’t introduce any confusing inconsistencies.

The book is designed around the a chaotic Fairy plane, home of the fey. While not all the creatures originated there, they’ve all been affected by it, and that shapes their powers and design. We’ve also introduced the Plane of the Living Light, a neon-inspired plane that kind of bumps up against the Wilds–those with special sensitivities can see into it, and certain creatures can channel its living energy through them. Everything in the book, therefore, has been touched by one of these two things: either chaotic fey magics, or the pulsing, energizing Living Light.

Because the aesthetic ranges from the cyberpunky Neon Noir to the fun colours and friendly animals of certain beloved 90s stationery, there’s a wide range of creatures: some are monstrous, some are sexy, some are friendly–some are just plain weird. Each and every one of them is an original creation.

To finish off, what are a few of your favorite items and creatures in the text, and why?

My favourite probably comes down to two or three different creatures: there’s the Kapny (which is going to be drawn by Jemma Salume), dryad-like creatures that live in the husks of trees burned by wildfire; I’m also a huge fan of the Cawillopard (drawn by Desirae Salmark), a tall, giraffe-like creature whose head can’t be seen for the weeping willow branches that trail down its neck; it has a symbiotic relationship with glittering spiders that live in its branches. When you’re under its expansive canopy, the spiders make it look like the night sky shining above you. Pretty! But also creepy, depending on your particular phobia. And, lastly, I’m a big fan of our “cover girl”, Sepal: she’s the warden of the fey prison, where all the prisoners are transformed into flowers and shrubs for the duration of their imprisonment. She keeps a disciplined, well-manicured garden, and she’s a fierce and cunning member of the fairy nobility; though she mostly prefers to stay out of the various squabbles and underhanded politics of the court, it’d be pretty stupid to underestimate her–she literally grows her own army. Yuko Ota drew Sepal for the cover of the book and the interior illustration of her, as well.

Jesse Turner is drawing all our items as we speak and each time he turns in a new one, it’s even more fantastic than the last. I’m most looking forward to seeing the finished art for the Comet’s Tail: a magical flail that looks something like a glowing comet, and allows the wielder to cast Minute Meteor. 

The Wayfarer by Jesse Turner

Thanks so much to Shannon for the interview! I hope you all enjoyed it and will check out Faerie Fire, a 5e supplemental on Kickstarter – don’t miss out, the Kickstarter ends February 7!


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Boy Band: The Game

Hi All! Got an idea today, so I wrote it down. Check out Boy Band: The Game, which will get a fancier version at some point, but until then, get ya grabby hands on it.

Boy Band: The Game


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Five or So Questions with Hannah Shaffer on Damn the Man, Save the Music!

Today I have an interview with Hannah Shaffer on her game Damn the Man, Save the Music! which is currently on Kickstarter kicking ass. Damn the Man, Save the Music! is an exciting, thoughtful, 90s-music-filled game and I hope you all love hearing what Hannah has to say.

Cover by Evan Rowland

Tell me a little about Damn the Man, Save the Music. What excites you about it?

Damn the Man, Save the Music! is a game about a bunch of weirdo outcasts trying to save their ’90s record store from collapse. It’s inspired by one of my favorite movies, Empire Records, which everyone should go watch right now. What excites me about Damn the Man is that it uses ’90s nostalgia as a way to explore the best parts of ’90s media while challenging the worst parts.

I watch a lot of ’90s movies, and while I love their structure (like where did action-romance movies go? Why aren’t those getting made anymore?), it was a weird time for minority representation. Queer characters started to appear in ’90s movies, but they were often there just to add a bit of edgy humor. And you’d find people of color in most ’90s comedies, but their roles were at best “token” and at worst, the same deal, there for stereotyped jokes. Empire Records is a movie that celebrates the music of its time, but the only reference it makes to hip hop is in a line that disses rap and makes a homophobic joke at the same time.

I love Damn the Man because it provides this opportunity to play out a ’90s movie but better. It asks people to think about what ’90s nostalgia is all about, and to explore that nostalgia with a critical eye—without even realizing that’s what you’re doing.

In-progress art by Evan Rowland
What is the gameplay like in Damn the Man, Save the Music!? What kind of action do we see?

Damn the Man is a single-session game and all of the game’s action takes place over the course of one day. The day is divided into a three act structure—the store opening, a big record signing event, and closing shop at the end of the day. During each act every character gets one Schedule Scene. That’s a scene where the spotlight is shining on your character, even if there are other people in the scene with you!

There are a few different things you can do during your schedule scene: you can try to heal a relationship with a friend (all relationships start off damaged in the game), you can try to double down and accomplish a task your boss assigns you, or you can shoot for your goal.

Choosing to heal a relationship might look like taking a smoke break with a friend you’ve been avoiding after learning you’re both secretly gay. Doubling down looks like diving right into a store task, like trying to catch a shoplifter before they make off with an entire rack of new CDs. And shooting for your goal looks like finding the time to confess your love, or pay back a debt, or find the lost cat… right in the middle of your schedule scene.

Every scene ends with rolling dice to see if you accomplished the task your boss assigned you. Winning lets you accomplish the task and functionally prevent a store trouble, losing means you failed to accomplish the task (like screwing up everyone’s coffee orders) and a store trouble escalates as a result.

The game’s action is centered around the scenes. Trying to juggle increasingly absurd retail tasks while also trying to accomplish your heart’s true goal and heal relationships with the people you love. There’s a real sense of not being able to do it all, and things getting wackier and spiraling out of control as the day goes on!

What sources did you pull inspiration from, aside from the ’90s as a whole?

The most obvious inspiration for Damn the Man is the movie Empire Records, a movie about a bunch of teenagers working at a ‘90s indie record store, who take a dramatic shot at saving their store when they learn it’s going to be bought out by a big corporate record chain. The game follows the structure of Empire Records pretty closely, but it also follows this ‘90s movie coming-of-age structure, where everyone totally freaks out and then undergoes a major personal transformation in the course of a day.

I really liked movies by Kevin Smith and Richard Linklater during my high school years, so you’ll see that inspiration in Damn the Man as well: Dazed and Confused is a surprisingly poignant movie, Slacker, Clerks, and Chasing Amy, a movie about how things break down when we try to force our own expectations and demands on someone else’s identity.

Finally, I think the game is inspired by my complicated relationship with nostalgia. We’re in a golden age of ‘90s nostalgia right now, but the ‘90s really sucked for a lot of people. Nostalgia can be this way of reframing history through a rose-colored lens that privileges certain types of experiences. I wanted to make a game that celebrated ‘90s music and counterculture that wasn’t just another Buzzfeed “remember when” listicle.

How did you move from “hey, this is a thing that matters” to “this is a game you can play” with the game – did you do a lot of playtesting, or spend a lot of time privately testing mechanics?

I did do a lot of playtesting! The game started as kind of a joke hack of Questlandia, when I was re-watching Empire Records and realized it shared the exact structure of a Questlandia game:

A big personal goal you have to accomplish today, only three scenes before you’ve got to accomplish it, characters who are just trying to do their best with what they’ve got, and then a big collapse—or not!—at the end.

Questlandia was the first game I made, and I think the mechanics need some work. I just kept bringing Damn the Man to conventions and playing it with friends, watching closely for the places where people got stuck. I took away mechanics and added them and took them away and added them until finally I was seeing games that regularly had a great flow, a good energy, and rules that supported exactly the types of stories the game is trying to tell.

Art by Sarah Robbins

Tell me about some of the important themes of the game. Weirdo outcasts, queer characters—what matters about them beyond representation? What strength lies in their stories for Damn the Man, Save the Music!?

I talked a little bit about nostalgia before, and how it paints over the past with these “everything was great” rosy-colored brush strokes.

I wanted to make sure Damn the Man told these stories that captured the feel of a ‘90s romance-comedy, without erasing the experiences of queer people and people of color. Beyond the importance of representation (which is really important), these are coming of age stories, whether or not the characters are teenagers.

Everyone in Damn the Man is searching for something. They’re trying to make things right with their friends, they’re trying to manage the demands of retail and the people who treat you crappy while also trying to find meaning in their lives. I really like telling those kinds of stories. I feel like there are a lot of big hero stories, but not a lot of “people just trying their best” stories. I wanted a story that shines a light on a single day, or a single moment in time, that maybe changes everything or maybe just gets lost to history.

Fictional Damnster Fire band poster by Sarah Robbins


Thanks so much to Hannah for an awesome interview! I hope you all enjoyed reading and that you’ll check out the Damn the Man, Save the Music! Kickstarter soon!


This post was supported by the community on patreon.com/briecs. Tell your friends!

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