#33in28 Precious Little Animal Review

Hi all! This is my review for the third week of #33in28 where I focus on a single game. This week’s game is Alex Roberts’ Precious Little Animal! It seemed really cute and positive, which I think is something all of us could benefit from this week. Precious Little Animal is a journaling game where you tell positive things to an animal friend and is currently on Kickstarter!

Hi all! This is my review for the third week of #33in28 where I focus on a single game. This week’s game is Alex Roberts’ Precious Little Animal! It seemed really cute and positive, which I think is something all of us could benefit from this week. Precious Little Animal is a journaling game where you tell positive things to an animal friend and is currently on Kickstarter!

Continue reading “#33in28 Precious Little Animal Review”

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!

#33in28 Review: A Greeblin’s Journey

This is the first in my #33in28 reviews series for the month of February celebrating my birthday (I’m 33 on the 4th). I’ll do one individual review on Monday of each week, then a collection of the rest of the reviews that week on the following Sunday. Not all reviews will be the same length, but I’ll try to be thoughtful as always. I’m mixing in a few reviews of games I’m familiar with or that I just want to play, because I can (and as example reviews). Luckily I have good taste!

*This game is currently being funded through itch sales, so what I reviewed is not the final product, just what is available prior to the creator hitting their sales goal. Full disclosure: I will be editing the text and I have drawn art to be used for it, but this is the first time I’ve read the text myself.

A Greeblin’s Journey

The General Idea

Genre Tags: multiplayer (3+ players & facilitator), fantasy, tarot cards, heists, coins
Replayable? Yes!
Actual Play Available? Some examples in text
Length: Short (One-shot)

The Review

Today I’m reviewing A Greeblin’s Journey by Thomas Novosel! A Greeblin’s Journey is a solo fantasy adventure game in zine format funding through itchio. I have played it with Thomas’s help before (handwriting for me, primarily, for a playtest) and I’m excited to check it out again! 

The zine itself is well written and clearly laid out with a cute and fun cover piece by Thomas. I think the guidance at the start of the zine about themes you’ll encounter is really great, and is a good guideline for how to inform players about content so they can consent and play actively. Really a good starter. 

“A player should before they play take note of what they are comfortable with for themes, as the game’s story is meant to edge the line of victory through luck and will, and what it is like to need to move. The feelings associated with your bones requiring a change of space and life after an entire life of sitting comfortably alone.” – A Greeblin’s Journey, Thomas Novosel

This in particular really resonated with me, as someone who has been in one place for a long time, and who wants to go from one place to another. The elegance of this section’s explanation of the game to come is very true to my experience of play.

A drawing of a Greeblin sitting on a pillow, looking wrinkly and wearing a pierced ear. Art by Beau Jágr Sheldon.
A Greeblin I drew for A Greeblin’s Journey.

Another section that I really like is the description of Greeblins, which can be any kind of thing really, and this part in particular:

“While every Greeblin is different, and there is no core definition of what or who a Greeblin is, there is a feeling. Anyone can look at a Greeblin and sense that they are a Greeblin. Whether it be the way they communicate with others, or the way they look up at the natural world around them, or the curiosity they have with the constructions of civilization.” – A Greeblin’s Journey, Thomas Novosel

As the game states, a Greeblin doesn’t have a name. As someone who only recently acquired their name, I feel very Greeblin-like a lot of the time. This feels really queer in the design, though I honestly don’t know if Thomas intended it that way. Playing the game and coming to the end of the Greeblin’s story felt very reflective of many journeys, but as a queer person, I saw my own journey in it while experiencing a fantastical adventure, which is a great achievement of design.

Speaking of design, the game uses simple two die rolls and narrative prompts (which the game encourages you to replace if there is trouble with content) and then you journal your response to the prompt. I would call A Greeblin’s Journey a being game very much, because while you detail what you do, it’s about being a Greeblin and experiencing their journey. Each Chronicle of the story adds up to a goal of 21 to reach the end of your story, just like in Blackjack (card game). This allows you to time play effectively, but also paces the story well, and gives a chance of failure that is truly bittersweet considering my previous paragraph. It may take a second read to fully understand the mechanic since it’s not our standard fare, but the game does recommend one anyway to clearly understand the rules and play guidelines.

The mechanics include an Impetus die, determining what prompted the Greeblin to journal today, and the Topic die, which determines what they are writing about. There is also the Substitution, which allows you to swap a number you roll for a 1 to allow you to control the pacing of the game (a really smart mechanic, imo), and the Freebies, which are 2 free Impetus, allowing you to replace an Impetus roll with a different Impetus and set the score for it at 0. 

A drawing of a lanky, spotted Greeblin coming out of a cave and doing just fine. Art by Beau Jágr Sheldon.
I love this Greeblin I drew for the text. So lanky!

I won’t spoil the prompts, but they’re quite evocative and inspire a lot of introspection about how the Greeblin interacts with the world, how you as the Greeblin feel about those things, and what matters to you on the journey. I admit that in my playthrough for the playtest I was blessed with Thomas’s dulcet tones reading aloud as he inscribed my responses to the prompts, but I still feel reading through it today that this is a truly fun, and very thoughtful, game for a solo player. Reading the prompts and responses aloud to yourself is genuinely enjoyable, and Thomas’s writing is flavorful and weird.

I created a Greeblin to demonstrate how flavorful it is, using only options (bolded) in the book. Here are how the prompts came out:

My Greeblin…
has tattoos that move in the breeze,
prizes their magic spoon, as its reflection shows what they desire,
is coming from the tall forest with no stars or moons,
and is going to the pink salt ocean and its salt towers.

Like, yes. This is my jam entirely. If Thomas hadn’t been designing this completely separate of me (I’ll edit in the future, but I had no input on design or writing aside from proofreading if he asked), I’d swear he put some of this in here just for my tastes. Tattoos that move in the breeze? I imagine my Greeblin with a pretty mermaid on their arm, though they’ve never seen the sea, who reaches out for passing dandelion puffs. I imagine a forest so bright that it blinds any stars or moons and the only reprieve is the shade, but the trees are so large there are many shadows to lurk in. The spoon shows them a real ocean, with stars overhead and dark skies making the sea look like blood. That ocean – it remains to be revealed, but the Greeblin has many imaginings of what it holds. They intend to lick the salt towers, as would be expected. Who wouldn’t?

The Greeblin’s Journey is a solo game zine by Thomas Novosel currently funding on itchio. It is an exploratory experience with simple mechanics that feels much deeper than skin and simply is good fun and storytelling. Check it out today to create your Greeblin and help them take their journey!

The Man and The Stag on itchio!

A game for two players where they tell stories and play out scenes about the unusual The Man who stays in their cabin in the woods and alone… except for The Stag from the copse who wants to influence the world of man with magic. Whether this connection leads to a revelation or condemnation does truly depend on the cards. Crowdfund ends March 15, 2021!

I am releasing The Man and The Stag as a crowdfunding project as part of #Zinequest3!


A black and white stag with a man between their antlers.
Logo art by Beau, click for the itchio page!

My goal is $1000 by March 15, 2021 and with the following goals, I’ll provide more content! There’s also a number of rewards on the itch page to help me reach my goal!

  • $250 – Art by Thomas A. Novosel, fleshing out the interior sketches!
  • $500 – Art by John W. Sheldon for the cover!
  • $750 – A recorded playthrough with Thomas A. Novosel!
  • $1000 – A Print-on-Demand code will be made available to those who have purchased to get an at-cost copy of the zine!
  • and if we reach $1200, John will do another art piece for us!

I have added a number of rewards that I think suit the project, including one-on-one games and portrait illustrations, but also community copies!

Campaign ends March 15, 2021 at end of day Eastern time!

Continue reading “The Man and The Stag on itchio!”

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.

What’s in a Ring?

I have a big life thing coming up soon – specifically, my partner Thomas and I will be exchanging rings near Halloween to make our relationship “official.” While looking at rings and thinking a lot about love and relationships, I realized there’s just not a lot of support for polyamorous people who want to have a formal aspect to their relationship, and especially when you’re not religious in any way, it can be difficult to have a way to mark your relationship.

Someday Thomas and I want to have a more formal commitment ceremony, when things are more secure, but for now, we’re just gonna have a quiet exchange of rings. I decided to write a little game about love, polyamory, self love, consent, and commitment – and give people like us a ritual to mark their love, too. I tried to be inclusive – I hope it is inclusive to you! If you like it, consider picking it up at https://briebeau.itch.io/whats-in-a-ring and leaving a donation to help us pay for a celebratory dinner. 🙂

Love to all <3

An image of the full text of What's In a Ring? over a watercolor flower.
What’s in a Ring? by Brie Beau Sheldon, dedicated to Thomas Novosel.

Bestiary: Hillside Phimf

The people living in those flatlands, they don’t know true horror. They’ve never heard its sound. They’ve never had to run, run downhill to the flats and hope there ain’t just another hill to come, hearing the growls, hearing the scream, the baaaaaaah it roars, the sound of its four feet pounding unevenly behind you. In the hills, we know. The hills don’t have eyes. They have the phimf.

Tarnin Covalesky, woodsman
 The Phimf is a large - some would say gargantuan - beast that has four cloven hooves like a goat, two short on the right and two long on the left, that make it easy for them to travel over hillsides, with a stout torso that’s heavily muscled and four gorilla arms and hands, as well as a ape-like face that’s long in the snout like a goat, and four pointed horns - perhaps the creature’s only point of pride.
This blessed image is of the Hillside Phimf by Thomas Novosel.

Background

The Hillside Phimf is a cryptid. The most elusive kind, that is, until you’re on a hillside at night. Then it’s just nearer than near, its hot breath just bristling your hair and its rage tenable, just behind you. It’s a perilous beast, and like none you’ve ever heard of. There are some who try to compare it to a sidehill gouger, but those beasts are sweet creatures in comparison to the giant Phimf.

It might sound the opposite of terrifying when it’s stuck to hillsides, but you’ll only think that until you spend some days in a region where there’s more sideways than straight. The creature walks on two short legs and two long ones, gripping the hillside, and reaching out with four arms to capture anyone caught unawares on the slope. It rarely goes hungry, and only ranges where dips and valleys make their home.

The screaming roar it makes seems to echo through the hillsides, but is never heard inside the thick-walled homes. The trees buffer its baahhhhing, its cry to the wind. The Phimf is said to be half gorilla, some sort of ape, with large grasping hands and fearful teeth, and half goat, with clopping hooves that find even steep cliffs no trouble at all. Where it comes from, no one knows, but we do know where it goes – ’round the hills, soon as dusk falls, and not stopping until its growls turn into satisfied grumbles from a good meal. If there’s no folk around to have a bite, it’s not afraid of partial cannibalism, eating everything from other goats to spare possums trying to find their way home in the night. All along it stalks the hills.

The Phimf has their weird goat eyes, rectangular pupils and wide, with a legendary ability to see in the dark. Bright lights shy them away, but if they’re hungry they’ll just eat the light. Goat gut’ll digest anything, so they say. They might yell while they do it, truth be told. Their bleating yells reveal squat, square teeth that crush more than shear. They batter on their chest with apelike hands that have long reach and strong grip.

The way to get at them, supposedly, is a crew with strong stomachs who can round it up onto the flat. Its strengths become weaknesses then as it’ll topple to the side, struggling between its short and long legs. It’s still grabby as all get out, but it’ll eat anything you put in front of it – even if that snack happens to be sleep-inducing or worse. No one knows for sure whether it’ll work, but someone had better do something to protect these hills.

Hillside Phimf for D&D 5e

Large cryptid, chaotic neutral

Armor Class
16

Hit Points
84(8d10+ 40)

Speed
40 ft.

All Posts

STR 14|+2DEX 16|+3CON 20|+5INT 8|-1WIS 10|0CHA 7|-2

Proficiency Bonus
+4

Skills
Intimidation +8, Perception +2

Senses

Darkvision 120 ft., Passive Perception 10

Languages
None

Challenge
8 (3900 XP)


All Arms. The Phimf has four arms and is always counted as having reach in all directions, and cannot be flanked.


Actions

Multiattack.The Phimf makes two attacks: one with its bite and one with its hands. It can make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Phimf can’t bite another target.

Grasping Hands. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Phimf can’t grab another target.

Disgusting Roar. The Hillside Phimf has eaten ungodly things and its stomach works hard to digest it. When the Phimf roars to frighten its prey, anyone caught in the 20ft. cone must make a DC 10 Constitution save or suffer nausea and dizziness for 1d4 rounds (Temporary Constitution & Dexterity Penalty of -2).

Facilitator Notes

Drives

  • Driven by unending hunger.
  • Driven to find the tastiest food the most easily.
  • Doggedly pursues anything that smells like food regardless of when it last ate.

Interactions & Reactions

  • The Phimf is almost never seen during the day, seeking caves, shadowed cliffsides, and abandoned houses or barns to hide in when the sun is out.
  • If attacked, the Phimf will only try to fight back or resist. It will never try to run away. At most, it will seek cover when the sun is rising.
  • The Phimf is always hungry, and has no restrictions on its diet.
  • The Phimf is a large – some would say gargantuan – beast that has four cloven hooves like a goat, two short on the right and two long on the left, that make it easy for them to travel over hillsides, with a stout torso that’s heavily muscled and four gorilla arms and hands, as well as a ape-like face that’s long in the snout like a goat, and four pointed horns – perhaps the creature’s only point of pride.

Other System Notes

  • The Hillside Phimf has 8 hit dice.
  • Grasping Hands equivalent damage: Maul or Heavy Two-Handed Weapon.
  • Bite equivalent damage: Greataxe – three attacks for each bite.

Hillside Phimf for Monster of the Week

Monster: Devourer (motivation: to eat everything tasty)

Powers

All Arms: The Phimf has four arms and is always counted as having reach in all directions, and cannot be flanked.

Disgusting Roar: The Hillside Phimf has eaten ungodly things and its stomach works hard to digest it. When the Phimf roars to frighten its prey, anyone caught in the blast takes 1-harm close messy.

Teeth and Hands Attacks: Bite: 3-harm hand; Grasping Hands: 4-harm hand close.

Armor

Tough Skin: 1-armor.

Harm Capacity

12.

Weakness

Hunger & daylight: If the Phimf is tricked into eating something that could harm it, it takes harm more easily (no armor against ingestion). It also is weakened in daylight, but mostly in that it will cower and try to hide.

Assembludo: What I’m Working On

I’ve had some recent changes in my personal life, and they’ve reflected some changes in my professional life, too! As some people know, I have multiple romantic partners (I’m polyamorous), and that I work on game stuff and play games with my partners a lot. One of my partners is Thomas Novosel, who is a brilliant artist and game designer I met through Google+ a few years back. We’re dating, and we’re also working on some super rad game stuff.

A dark haired, bearded man in glasses and an orange and blue flannel button down looks off to the distance inside an industrial styled restaurant.
Thomas Novosel, photo by Brie Beau Sheldon (c) 2019.

Thomas is in upstate New York, and he’s consulting with me on Turn’s border towns stretch goal that replaced the Mormon towns goal. This stretch goal is going to take a little longer to complete, but Thomas was part of the inspiration – I visited him in his town, on the northern US border, and realized there are a lot of stories to tell. He’s helping me get in touch with the local indigenous center (Akwesasne natives). This is hugely useful.

(P.S.: I’m still looking for a southern border consultant, preferably a person of color, from either side of the US southern border! Please use the contact page if you’re interested.)

Thomas and I have also made our own little game collective, called Assembludo (a mashup of assemblage+ludo for artistic mashup of game stuff, basically). It’s been really fun to work on so far, and we’re nearing having some projects ready to release! It’s hard figuring out how to fund projects, but in the meantime I’ve been helping Thomas get some game jam products out like The Heaven’s Prophet’s Tomb for the Pamphlet Dungeon, and he’s run his game Runaway Hirelings for me so I can get a better feel for his design sense. (Unsurprisingly, Runaway Hirelings was SUPER fun, very creative and adventurous, and plays in like 2 hours! It’s worth way more like $10!)

The Runaway Hirelings cover with a person carrying a large sack illustrated as walking along with determination.

The other new projects we’re working on are even more exciting!

The first project we’re hoping to release as a joint effort as designers is called The Magic Hour, and it’s a short adventure for general fantasy campaigns with some custom creatures. It’s set in a small town in a rural fantasy land with a variety of characters in the town, where a mystery is occurring! People in the town have been disappearing, and no one can seem to figure out what’s happening!

The description I gave to John one of the creatures is “okapi with condor wings” and I’m excited to see them realized in the game. We’re both obviously working on this while juggling our regular jobs, freelance work, and individual projects, so it’s taking a little bit of time. But, we’re making good progress, and I think it’s a cute game adventure that encourages nonviolence, explores a small town, and has a little bit of silliness baked in. We’re both capable of seriousness and spookiness, but I think that’s something really wonderful about what Thomas and I have been working on – there’s just a little lightheartedness in every bit!

Two okapi, a mother and baby, walking around in the zoo. They are horse-like creatures with shorter faces and big ears, dark brown fur all over their torsos and then zebra-like striped fur on their legs.
Two Okapi, so cute, so weird (from Wikimedia Commons).

We have a few other ideas bouncing around. Like, Thomas is working on a King Arthur and the Round Table inspired knight game, A Knight Rode at Dawn, which looks absolutely fantastic and has been fun to follow and contribute to as he needs. I’m working on Flicker, something I started writing inspired by Thomas’s art before we started dating, which is a game about hope where you burn down tiny paper houses as you, a living flame, travel the darkening world to relight the sun. I love the game a lot, and it’s reignited by Thomas’s gentle encouragement.

Our big project, which could take a long while, is Little Green Dot, which is a game about a world populated by animals that live on little islands. It’s a world touched by folk legend and there’s a lot of thinking about our actions, what they mean now, and what they’ll mean years from now to our community, our family, our party, and ourselves. Animals are sometimes bigger or smaller than they’d be in our world, but they’re also able to use leaf-swords and acorn-caps and travel to become legends in their own right.

One of my favorite things that Thomas has written in our draft notes is this, about one of the character types that I wanted to have.

The squids and the turtles children would grow together but would always be upset and miss each other and grow apart as one went towards land. The Whale saw this and kissed the squids mantles, giving them a soft membrane of water from home to follow them onto land. Allowing them to go as far as they want, with their friends, while also taking their home with them.

Thomas Novosel, draft notes for Little Green Dot, 2019

There is a section below it where he elaborated that I read as he typed, and it made me cry!

Specific Feeling: Taking a stone from the farm with you into the city. A stone that you looked at and liked. But someone put it in your hand so that you didn’t have to pick it up.

Thomas Novosel, draft notes for Little Green Dot, 2019

This is the weirdest thing about designing with Thomas. He still is quite technical and focused on mechanics, like John is. And he’s highly artistic, like John is. But Thomas is much more of a feelsy person like me! So when he wrote this, especially as a farm kid who moved to the city and no one gave me something to carry with me, just punched me in the heart forever. It was one of our first design sessions and it remains one of my favorite things I’ve ever seen a person write about something they were designing.

Low mountains on the other side of a large field with a dynamic skyscape above, lens flares scattering across the center of the frame.
We recently went to Lake Placid and had a picnic looking at nearby mountains. Few things make me miss living in rural areas more than spending time in the wilderness!

I think my work with Thomas has made me reflect on how I design a lot! Like, maybe I need to start putting myself first, and the game after. And maybe, I should not tell myself it’s stupid to think about how mechanics feel. We ignore it so often, how games feel, what they do to us emotionally when we take action or don’t, and how we feel when we roll a die or flip a card or enforce a mechanical rule. Feelings aren’t stupid. And just because we have to work at understanding them sometimes does not mean that we should dismiss them in design. Needless to say, I can’t wait to show you more from Assembludo in the future!

One last thing I wanted to mention about my work with Thomas is something he put in the Little Green Dot document. It sounds simple, but it’s really important:

The Love Contract
If this game affects our relationship negatively, or starts hurting us. We will stop working on it, because we love each other very very much. And being in love is more important than fighting over work.

Thomas Novosel, signed by Beau and Thomas both in the Little Green Dot documents.

I look at it and I think, my gosh. How many of my relationships would be less rocky around our design experiences if I’d put this in there? What if I had put in a Friendship Contract or a Respect Contract in my projects I’ve worked on? How simple of an idea is it to just stop doing something that’s hurting you, or hurting the relationships that build up the game in the first place? It smacked me right in the forehead with its sense. So I signed it!

I love all of my partners very much. And I work with them all, to varying degrees! I think what I was missing this whole time wasn’t the right person to work with, it was the right attitude to go about working with. Considering that Thomas and I, and John and I, are very aware of how fickle the game market is and how we can’t ever expect success. I think we also know how precarious relationships can be when you’re working together. Like, yikes. With that in mind, I think prioritizing love is worth it.

Beau and Thomas in front of a picturesque mountain and lake scene with branching trees behind them. Thomas is a bearded, brown haired man in a green and red flannel shirt and aviator sunglasses. Beau is a nonbinary person with blue and white short hair, wearing a blue and black shirt and aviator sunglasses. They're both smiling brightly.
Beau & Thomas at Lake Placid, by Brie Beau Sheldon (c) 2019.

Find out more about Thomas at thomas-novosel.com and find him on Twitter at @thomasanovosel. His itch.io hosts a number of his games & game materials as well (including fonts!), and is a good place to follow!

Beau’s website is currently under construction, but you can find them through briebeau.com and as @ThoughtyGames on Twitter, on Pluspora as briebeau, Pillowfort as Brie-Beau, and at briebeau.itch.io.


P.S. I go by Beau now, tho the full name is Brie Beau Sheldon. 🙂

P.P.S. – My work with John continues on Roar of Alliance – check him out on Twitter as @johnwsheldon and on Pluspora to follow his progress. He is also still my husband, thankfully. 🙂

P.P.S. I’m still with Dillon long-distance, too, and he is running some really cool games as an awesome DM, and makes some awesome creatures for his games! Keep up with him on Twitter as @Damn_It_Dillon!