Five or So Questions on Loading Ready Run

Hi all! Today I have an interview with Brendan “Beej” Dery from Loading Ready Run about all of the amazing stuff Loading Ready Run does as a comedy troupe that touches on gaming and various geek media. Their community really impresses me, and I wanted to talk to someone in the leadership about the work they do and how they created the space. Check it out!

An illustration of a man with dark hair in a purple collared shirt.
An illustration of Beej.

For the uninitiated, what is Loading Ready Run (LRR) to you and what is your role within the organization? What makes you excited about LRR?

I’m Brendan “Beej” Dery and I work as the Business Manager for LoadingReadyRun. LoadingReadyRun is a comedy troupe that does all of their work on the Internet, focussing on sketches, streaming, podcasts, and playing video games and tabletop games, including a lot of time playing Magic: the Gathering. Working for LRR is still work, but it’s a lot of fun too.

As Business Manager, I spend my time working on managing our merchandise and taking care of office admin whatnot, but I also get to spend time acting in sketches or streaming games, so there’s more variety to my job than just sitting at a desk. What gets me excited about LRR is meeting people who enjoy what we do and seeing them in Twitch chat or in our Discord (http://discord.gg/lrr/), talking about the stuff we make, but also just interacting with each other in general. The fact that we’ve built – and are still building – such a great, supportive community of people makes me really proud to be a part of something so positive to so many people.

You seem to have a caring focus, ethically. As a group that’s run their shows for so long, how do you work towards maintaining high quality and variety while not burning yourselves to dust?

I think we keep ourselves honest by listening to each other and to our fans. Integrity is one of those things that you can cultivate for a long time, but lose it immediately. So we try to train ourselves to be better people. It’s not about “acting” a certain way, either. It’s easier to write comedy that doesn’t punch down when you have the kind of mindset that doesn’t punch down. That’s not to say we haven’t messed up before, or that we won’t mess up in the future. But I do think we do our best to acknowledge mistakes, listen to each other, and try to learn to be better.

We’ve also been making a ton of content for over fifteen years, so it’s not as if some of us haven’t felt burned out every so often. As the group has gotten bigger and taken on more projects, we’ve also been having regular meetings to plan our production and streaming schedules, to plan editing, and to write upcoming sketches and pre-recorded bits. That’s helped a lot, but we’ve also adopted a new rule – “Get to 80%” – at our last annual “take-stock” meeting. “Getting to 80%” means to limit the amount of projects we do, so that we’re operating at 80% of our maximum capacity. That way, when special projects pop up throughout the year, we’ll be able to do them (as opposed to missing great opportunities to do something fun or lucrative).

Like, Road Quest was a lot of fun, but it was also a lot of work, a lot of time spent, and a lot of money. And with all of the other projects we’re still working on, it’s taken longer to finish Road Quest than I think we’d like, and that’s meant having to do things like temporarily putting me on CheckPoint+ or putting Watch + Play on hiatus. Getting to 80% has helped inform some of our production scheduling and I think it’s going to get better and better for us as time goes on.

Experience and specialization has also helped a lot. Graham and Paul have been doing this for a long time, and over the years, they’ve trained new people to do some of their tasks. And that’s let everyone learn new things in their specialties to improve how we make stuff and entertain people. And as we get more experience, I think we’re getting better – and faster – at our jobs.

For those that make such decisions at LRR, how do you determine who to have on which shows, and how do you handle any problems that you encounter with personality conflicts, ethical concerns, and so on?

A lot of content is driven by the people that are interested in making it in the first place. We don’t assign people to do shows – people volunteer. We’re trying to change up the ensemble shows more and more (like AFK, The Long Game, or Friday Night Paper Fight), because we think the variety helps keep things more entertaining. When it comes to pre-recorded content like Friday Nights or commodoreHustle, that’s driven by the needs of the script or by how simple we need to make the filming process.

Like, we don’t have time to film more than a six-minute commodoreHustle during a LoadingReadyLIVE filming day, so it’s usually solved during the writing meeting that happened weeks before. Who hasn’t had an episode focus on their character yet, how are they getting into trouble, who else should be involved, etc. As far as streaming or other pre-record content goes, it’s like I’ve said previously – if someone wants to do a thing, we see if we can support it. Not all stream ideas will ever make it to air, and not all pre-record ideas are going to get filmed. But if an idea has a champion, it’s going to get a lot further.

We all like working with each other, but that also doesn’t mean there’s no conflict. It’s hard for me to address a question about personality conflicts, because I just straight-up don’t like having them. And I want to keep the focus of LRR on what we produce for people to enjoy. When it comes to solving conflicts between people, it’s down to Graham and Paul, largely, as they’re the co-presidents of the company. Same goes for ethical concerns – most of us in the office will become aware of a problem pretty fast and then we’ll end up talking about how we’re going to address it. We don’t always agree on how to handle things, but again, it’s a business and an organization and everyone wants our decision and our message to be unified, so that no one is confused about our position. We owe that to our audience.

The Loading Ready Run logo, which is three small dots on the left, one large circle on the right, and then an arrow on the right of the arrow with the words LoadingReadyRun in pixelated text.

What kind of content do you most enjoy bringing to streaming, whether it’s games or sketches or larger things like Road Quest, and how do you make the decision for what’s “good for TV,” so to speak?

I like making stuff that focuses on our strengths as entertainers – we’re funny, we’re positive, we’re doing our best. Road Quest was amazing but it’s not the kind of thing we can make all the time. Logistically, it requires a ton of planning and effort and funding just to get to Day 0, and then we have to start making the thing. And after that, there’s a lot of post-production, and that involves even more people. And the impact that a large project like Road Quest has on the rest of the production team is easy to see – reorganizing streams, allocating editing resources, etc. But I think it’s exactly the kind of content we want to bring to our fans. Road trip shows have been done before, but I think us doing the road trip show brings that kind of “surprise and delight” that we hope keeps everyone entertained.

Overall, I’m happy that we’ve been able to split our production into a wider variety of things. In the early days – when I was just an actor coming in on weekends – I wasn’t sure how all-year streaming was going to benefit us, but looking at it now, it’s clear that providing the variety has allowed us to attract more people to work with LRR and let us have a lot more immediate fun with our audience. And I think that’s what helps us decide what’s good for TV: is this going to be interesting or fun for us to make, and do we think that the majority of our fans are going to respond positively to it. And then after that, can we afford the money to make this, and can we afford the man-hours to make it. We’re still a business and we still want our employees to be able to make rent every month.

You may be best known for your charity event, Desert Bus for Hope, which is an annual playthrough of the Desert Bus video game for the Child’s Play charity. It seems like a real logistical challenge! What has kept you coming back to this event every year, and what does the planning entail for each of you? How do you keep safety in mind?

In order to answer this question properly, I’d have to go into a ton of detail about different departments and the number of planning meetings we have and managing a project that’s grown to involve fifty people on-site, as well as multiple people from around the world making contributions in other less visible ways.

So instead, forgive me for answering it purely from my perspective and involvement. I started doing Desert Bus for Hope during DBfH 5, and I showed up because I knew LRR and I wanted to be up there, performing for people and having fun. The charity aspect didn’t enter my mind. These days, I’m the de facto Zeta Shift producer, meaning that I take my job of getting Desert Bus from midnight to 06:00 very seriously – and I do that by trying to not to care too deeply about it. There’s a “screw-it-let’s-do-it-live” aspect to DBfH that I’ve always loved and if we ever lost that, I’d probably be done. So I try to bring that sense to the Zeta Shift by prepping only a few things, but mostly just seeing where it goes. It’s fun to come in at the start of the week and see “$0.00” and then see “$700,000” at the end of the week and just marvel that so many people came together to raise that money in exchange for a week of sleepless broadcasting. That’s pretty amazing.

Everyone else has different feelings about DBfH and I’m glad they do. It means that everyone found a piece of the show that they love and want to preserve, and I think it means that the bus is always going to keep running.

As for safety? There’s enough people on-site that safety is critical. We tape our cables to the floor, we leave as much room as we can to move around the equipment, we have food volunteers that do their best to adhere to FoodSafe guidelines. We also try to look for volunteers who have first aid training or better – we’ve even had off-duty paramedics on-staff before. While we mess around on camera, the audience doesn’t want to see any of us choke or break a bone. So it’s very important for us to be as safe as possible.

What are the tools and decision-making you consider essential as a streamer and a performing professional in games that you would recommend others ensure they have before starting streaming on their own?

The most important tools are also good life advice:

Grow a thicker skin.

Get a good emotional support system.

Breathe.

Your time may not be worth that e-mail in your inbox.

We lucked out when we started because we had already built a good community from our sketch comedy videos and from Desert Bus for Hope. So don’t tie your hopes and dreams of streaming fame to what we did – we had to make videos for over ten years and also engage with our audience in our forum and try to build things that would keep that relationship growing. Unless you have done some amazing stuff already, you are not going to step into an instant audience.

But when you are getting started, you will have to hustle. You’ll probably need a day job, or a partner with a day job. You’ll need to project integrity and confidence – and that doesn’t mean you’re not allowed to change your mind about things, but you’ll need to show your audience that you’re trying to do the right thing and that you’ll willing to admit when you’re wrong. And that might also mean not taking every opportunity that comes into your inbox because it’s a quick $200. Or maybe it’ll mean that you need to take it to make rent, and you let your audience know what’s up about that.

Being a streamer or influencer or social media whatever is a rough gig these days. Not everyone can do it. And it’s not an easy ride. But whatever you do, be honest to yourself about what you want to do and why you want to do it. Play the games you want, host the streams you want, talk about the subjects you want. Don’t pander to your audience, but don’t ignore them either. Be willing to put in the work to push your career forward, but also – and this is really hard – be ready to recognize if it’s not working out. Maybe you can pivot to a different kind of stream. Maybe you’ll need to find partners to stream with. Maybe you’ll need to stop altogether.

The illustrated Loading Ready Run cast posing dramatically in front of the logo.

I believe firmly in leading in place and skills transfer, and it seems like LRR does too! How do you each act as leaders in your own roles at LRR, and how do you handle skills transfer with the team?

This is kind of a difficult question, actually. With hiring so many people, we’ve been trying to provide training and also write documentation so that we can have processes and procedures to refer back to, if employees have questions about e.g. running tech on a podcast, or what style guidelines we use for our videos.

This is new territory for us, because LoadingReadyRun hasn’t had to do this before. With the amount of work we’re already doing, finding time to document what we do is really hard. BUT! We have recognized that it’s important and we’re trying to find ways to do it.

We’ve also established more people in specific roles. Graham and Paul are both co-Presidents of Bionic Trousers Media Inc – our operating company. James acts as our scheduler and producer for the bulk of our shows. Kathleen is our Managing Editor and also performs the vast majority of our writing. And I’m the business manager, meaning my eye is on the bottom line (and also on merchandise development).

Everyone is trying to involve team members with more projects and teach them more skills, but given the nature of our office and how we do business, we don’t do things like seminars or group teaching. The most instruction you would get was by working on-the-job – here’s how you hold a boom correctly, here’s how you operate the camera, here’s how we use J-cuts when editing, etc. I’m hoping that developing some documentation will help make training easier for both the trainers and the employees.

We absolutely have a long way to go, but I’m optimistic that we’ll get there – especially if we can get to 80% first.

Thanks so much to Beej for the interview! I hope you all enjoyed it and that you’ll check out all that LoadingReadyRun has to offer!

Friday Hi-Day YouTube Post Live!

First Friday Hi-Day Video!

Friday Hi-Day – New Feature!

Hi all!

The game industry can be a little rough. Our community just as much! I have wanted for a while to do a little recognition, a little positivity, for myself as well as everyone else. So, I decided to start something new – something you can contribute to!

The new thing is called Friday Hi-Day, and it’s going to be a weekly roundup of recognition from your submissions to the forms I’ll be posting every other month on the Friday Hi-Day page!

This month’s submission form is https://forms.gle/aLD2hAgJ99XTBgXE9. Fill it out! The first stream will be next week, at twitch.tv/BrieBeau on Friday, June 14, 2019 around 12:00pm Eastern. Come see what’s up, and celebrate each other!

Official Statement on Perpetrators of Harm

I have puzzled for days on how to make this statement, so I hope this ends up being good enough. The Twitter statement was brief and to the point, but this needs to address some things more specifically. I do appreciate your patience.

Content Warning: Sexual assault, sexual harassment, harassment, grooming, threats, doxxing, rape, missing stairs, abuse of authority.

It starts out bad.

There was recently a statement released by Mandy Morbid and two others, Jennifer and Hannah, all ex-partners of Zak Smith (a.k.a Zak Sabbath, a.k.a. IHitItWithMyAxe, a.k.a. dndwithpornstars). The statement described domestic and sexual abuse by Zak towards the women in some detail (link here, content warning for domestic and sexual abuse, ableism). It was followed up by a statement by Vivka Grey reporting similar issues (link here, content warnings for domestic and sexual abuse, toxic objectification).

The internet in indie and OSR gaming erupted. It spilled elsewhere, too. Zak has been a troublesome member of our community for some time – people have been reporting his harassing, threatening behavior for around a decade, including many marginalized people who were pushed out of the community by the bad behavior or by backlash after reporting. Some people were pushing to excise him immediately, others wanted his story. Some of us got caught up in community in-fighting that served to muddy the waters, but I think it’s beginning to clear.

I will give full disclosure that, by my experiences, Zak has made my life more difficult. The actions of his supporters have done so, as well, including some people who will go on without ever apologizing or making up for it, I know that. I don’t trust a lot of people because of Zak. I think his actions have threatened my professional career and they have been part of the impetus for the clinical acute paranoia and trauma triggers I suffered that partially led to me having to leave my rather lucrative corporate job in 2015. Yes, I was vulnerable in the first place. That doesn’t mean that making it worse through ill behavior was a kind and loving thing to do.

That means it is easier for me to make a statement that I will not publish articles supporting his work, that I will not go to conventions that support his work. However, Zak is not the only missing stair in our community (link to blog post about what missing stairs are, content warning for sexual assault and rape). There are people I used to work for who have done harm too, and one of those has been public since around the Harassment in Indie Games series I did in 2017, but I didn’t make a public statement. I should have.

It gets worse.

Matthew McFarland, someone who I have interviewed for Thoughty and who I have worked for while doing the Demon: Interface project, is a serial predator. Cheyenne Grimes came out about this in 2018 to IGDN (link to Cheyenne’s recent post, content warning for sexual assault and trauma), and the investigation that occurred then is being re-investigated because at the time, Michelle Lyons-McFarland was IGDN president. When Matt was removed from RPG.net as mod, reportedly Michelle was still a mod and helped to prevent further survivors from speaking up. Some of those survivors like Luka Carroll have spoken up publicly (link here, updated link here, content warning for grooming and assault and specifically noting relation to trans individuals as targets.)

I am angry about this. I am bitter that this entire situation occurred, that Matt could keep doing harm, that it was covered up, that people were ever harmed at all. I am angry I ever promoted Matt, or considered him a friend. The thing is, Matt is not the only person I have had an experience like this with.

There is a situation some people find themselves in where they know secrets. These secrets are very important, and if they confessed them, maybe someone could be protected. But if they confess them, maybe someone could be hurt very badly. This is the peril of knowing about missing stairs in the community, and knowing on behalf of their survivors or yourself. I know about multiples of these and until I am authorized to do so by the survivors or those currently affected, I won’t release the information. I made that choice. It still feels absolutely vile. I am angry about it every single day.

In for a band aid, surgery later.

That’s part of why I have taken on some specific rules that I talked about on Twitter.

  • Understand forgiveness is hard and complicated.
  • Work toward it anyway.
  • Don’t harass, doxx, or threaten anyone for any reason ever.
  • Take care of yourself.
  • Take care of each other.
  • Remember that infighting is what bad actors want.
  • Center the survivors.
  • Try to love, if you can.

Sounds harder than anything right now, honestly. But, I’m trying. With these comes people making statements, and sometimes those statements are less than great. I’m not linking to the good ones or the bad ones. I don’t have that time.

What I do have time to do is give my statement. The official Thoughty word, as it were, here on the blog, not just on Twitter. This is what I can do right now. What I will do going forward, a bit, but it’s a now. How do we fix our fractured community? How do we build bridges between indie and OSR and trad when somehow they’ve all been blown up by this? How do we deal with the fact that there are missing stairs everywhere, and they mostly remain some charismatic fuckers? I can’t tell you that.

I can tell you to learn about DARVO, the way abusers behave when called out (link here, content warning for discussion of abuse and trauma), and when someone is an asshole, don’t blame it on the internet. I can tell you to practice apologizing well. I can tell you to check those rules I just shared and follow them. And I can tell you this:

I love you. Even if you fuck up, I will love you. All I ever ask of you is to try to be better. If you are doing bad things, stop doing them. Apologize. Try to make up for it. Don’t hurt the people any more than you already have. If you’re not doing anything bad, keep an eye out for the things that might make you slip up. We all fuck up. Thoughty isn’t a site only to promote and praise the perfect, but we had better do a damn good exercise in trying if we want to make the world stay alive for tomorrow. I expect you to be better. Every chance you get.

The Official Thoughty Statement

Thoughty supports survivors of abuse and harassment and believes them.

This platform is not a space for anyone who perpetrates acts of harassment, abuse, or violence, especially against marginalized individuals. Thoughty will not post to promote or endorse these perpetrators on the main site or on social media.

I will not attend or endorse conventions without an effective and enforced code of conduct, and if I know a known perpetrator is a guest, I will not attend or endorse.

Thoughty can and will refuse any and all submissions for interviews, features, reviews, or endorsement if there is a publicly or privately known allegation of abuse or harassment that I can in any way reference.* If I am made aware of an allegation after posting an article, I will assess whether it is safe to contact the accused to let them know they can appeal, and whether it is or not, I will take the post down or post a warning at the top of the post based on the perspective of the survivor if I am able to obtain it.

I reserve the right to take down posts or apply warnings at the top for any reason, even beyond this, because the safety of my readers is paramount.

If you are aware of a post I have up that supports a perpetrator of harm in our community, please notify me using my content form and I will assess it as appropriate. Please understand I am running the site on my own, so things may take time, but they will be resolved to the best of my ability.


Thank you for your time and attention on this big post! And thank you for taking this in, and moving forward for the better. Believe survivors!


*ETA 2/16/19 5:31pm – changed “confirm” to “reference.” The former is not what I meant. I just mean I need to know what the allegation is.

Five or So Questions on The Playmaker Awards

Hi all! Today I have an interview with Richard Williams, who hosts The Playmaker Awards and is running a Kickstarter focused on them! This sounds like a fascinating initiative and I hope you’ll all check out the interview below and the awards themselves!

A pair of cards thanking Sean Nittner for his work at Big Bad Con with a Thank You note from Sean.
This is so cute!

Tell me a little about The Playmaker Awards. What excites you about them?

The Playmakers are a set of awards not for great rpg designers, game-runners or even players, but rather for the people who work hard doing the admin and scudwork creating spaces for others to play roleplaying games.

So this might be someone who runs a convention, or the rpg track at a convention, someone who keeps a local meetup or open gaming group going. It could be in-person or online. Or it could be an entirely different way of creating space for others unique to them.

I think we often under-value and underestimate the time and labour that goes into these roles. Or just don’t think much of it at all. When I’m heading to an rpg event I’m going there to game and that’s where my focus is, and of course I’m aware that people organised stuff so that there’d be a room and table and chairs and other players, but I don’t see that effort. I just have the end-result presented to me so I can game and enjoy myself.

But I don’t think that any of these playmakers do it for the recognition; I expect most of them consider it a sign that they’re doing a good job if the public don’t see all the effort behind the scenes – that they have as seamless and smooth as an experience as possible. But that just makes it more important that these playmakers do get recognised by others, because they’re not going to put themselves forward and yet their effort is so critical to the hobby. I played my first game at a local convention. I rely on them, both to play new games and to keep in touch with people who I only otherwise see online. What would this hobby be without them? A shadow of what it is, to be certain.

As to what excites me about the Playmaker awards: every stage of it so far. When I asked for nominations I was fascinated to see who would be put forward. When I contacted people to tell them they had won, some of them were bemused to win an award they’d never heard of, but some others – I don’t know – I think it might just have come at a time when they really needed that kind of appreciation. Announcing them was exciting as well, to see word spread. And now I’m into interviewing some of them for the Playmaker zine kickstarter, which really is a privilege for me; these folk spend so much time working for others in the hobby already, it’s very generous of them to spend more time so I can find out more about what they do and why they do it.

How are you determining who fits the category to be nominated or win?

I tried to describe as best I could the folk I wanted nominated and then I’ve trusted the people who took the time to reply to one of my posts with a nomination. My basic criteria was whether someone created space for others to play. I specifically excluded rpg design-work – I think we have a variety of different ways already of recognising great designers – and game-runners (such as DMs/GMs) and players as they are the ones who get to sit down and play.

In my mind, the most obvious candidates are con organisers – the many folk who I’ve seen standing behind a desk or walking through the con who’ve given up their weekend (and I don’t know how many hours before) so that _other people_ can play. However, I also wanted the awards to go further. I don’t know what play spaces are out there today, nor what’s involved in organising them, and so keeping the nominations more open was another means of discovery.

What is the judging process like and how do you decide winners?

I knew I definitely wasn’t the person to judge or rank the level of contribution made by each nominee. And what would the benefit be of saying that this playmaker who runs the rpg track of a massive convention is more or less deserving than this other playmaker who has been running a small rpg club all by themselves for twenty years? What criteria would make sense to use? What other factors would you consider? If I’m not the right person to judge, who is?

I saw the judging process as a big minefield and ultimately antithetical to my overall goal of both recognising their efforts and building a network of goodwill in this time of separation and fragmentation. So, in essence, I pushed the judging process to the nominators as well. If someone else thought you met the criteria and thought enough of you to nominate you then – assuming I could contact you and you were the person broadly doing what you were being nominated for – then you were a playmaker in my book.

The final judge I should mention was the playmaker themselves. My first question for all of the winners was whether they accepted (and, in fact, one of them didn’t). I wanted to make sure that everyone was comfortable, both the people nominating and the people being nominated.

And I feel trusting folk and being led by their nominations worked. While I did go back to a few nominators to get more details on their nomination, I haven’t rejected anyone for being outside of the scope of the awards and I’ve included a bunch of playmakers who I perhaps wouldn’t have heard of if I had been more restrictive.

A card thanking the Gauntlet with quotes from their supporters.

What do you think the benefit is of an awards process for playmakers?

I think it’s different for the individual and the hobby as a whole.

For the hobby, I feel that awards help define its values. I previously did annual awards for the London Indie RPG meetup and I had an award for most played game but also one for most played designer because I didn’t want someone to miss out because they’d produced a batch of fun games rather than a single one.  I also had an award for most popular game runner, partly as a thank you but also to encourage others to run games as well. Finally, I included special awards that were at my discetion and went to anyone who’d brought something a bit special to the group during the year such as coming in costume or fulfilling a vow to run a certain game for someone. I think it showed that we as a group valued those who brought that little extra joy to our lives.

Similarly with the Playmakers, by having such an award and by having others support and endorse it shows that creating space for others to play is a service that we value and appreciate. Just as certain holidays remind us to thank significant people in our lives and events like GMs Day remind us to thank those who run our games, so too the Playmakers reminds us and gives us the opportunity to thank these folk as well.

As to what benefit there is to the individual? To be honest, from the beginning I knew I couldn’t provide much. I did want to give each of the Playmakers something more than just a ‘thank you’ and a blogpost, something to make the award a little more substantial, to show my own sense of gratitude and so I settled on a $20 DriveThru voucher figuring that, as the Playmakers spend so much time for others enjoyment that it’d be nice for them to buy something for themselves. At a friend’s recommendation I reached out to OneBookShelf (who are the people behind DriveThru) and they very generously agreed to sponsor 25% of the total, so I put in $15 and they made it up to $20. I knew that, depending on the response rate, by advertising the voucher while nominations were open I was essentially writing a blank cheque, but the awards were not so popular as to put me in financial difficulty!

I was fully prepared that when I started reaching out to the winners that the general response from them would be ‘Errr… thanks, I guess… who are you again?’ (and I did get that a couple of times!) But actually it was far better than I expected. Most of these folk who are so generous with their time working for other people were equally generous with me, and interested to see who else were receiving awards.

And in a few cases, just winning the award struck something deeper. I don’t know what stage each of them are in the hobby or in their lives, but I do know from my personal experience that there are harder moments. Times when I reevaluate whether my time and effort is actually benefitting anyone else or even noticed. I think in maybe a couple of cases this award has come through at one of those more reflective times and been all the more appreciated because of it.

In all, I think in some cases the best thing that has come out of it for the winner is the nomination. When I asked for nominations I didn’t really expect anything more than ‘Person A for doing Thing B’, but some of the nominations are far more detailed and far more thoughtful. And I think it’s this personal message from someone a playmaker has helped can be the greatest benefit.

Recognition cards for Réka Korcsmáros about her online RPG community and including a thank you from her.

How would you encourage playmakers to act and what would you encourage them to do to make them a more likely candidate for the awards?

Just to keep doing what they’re doing! If they’re still enjoying it then keep at it, or change it up or take a break if it’s just become a labour.

I don’t intend the awards to change anything about what the winners do, rather I’m really hoping that it will inspire others to do the same. I did originally think that the awards would end with simply announcing the winners, but further it progressed the more I realised that this would be a disservice to the concept. The nominations have been great but they’re only a tiny glimpse of the Playmakers’ stories.

To that end, as part of Kickstarter’s ZineQuest initiative in February, I’ll be crowdfunding a collection of new interviews some of the Playmakers, getting into more detail about what they do, why they do it and what they need to do it better.

It’s been great to give these folks an award and a thank you, but it has been so much more interesting to dig deeper. I hope that the final product will be a unique perspective on the state of public rpg play today and that hearing their stories will inspire others to do the same.

Thank you so much to Richard for the interview! I hope you all enjoyed reading it and that you’ll check out The Playmaker Awards and the Kickstarter!


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Script Change Changes, Reflection

Hi y’all!

I recently made updates to Script Change (itchio) and wanted to break them down a little! You’re going to get some of my recent photography with it, also, because I wanna.

All photos by Brie Beau Sheldon (c) 2018-2019.

Whatcha got for me? Charlie is ready to go!

Sorting it out

Some of this was just some reorganization – I wrote this document originally starting like 2012-2013 and it went through some shuffles over that time, and some organization for clarity and approachableness was vital. Now there’s a more smooth flow, and the layout is tidied a little bit, too. I also added what I think is an awesome table handout with brief explanations of the tools, with larger text so it’s more accessible! There are ways I can expand this, but I gotta take my time sometimes.

Figuring it out

I needed to ask what Script Change was doing in regards to addressing different needs at the table. One of the recent discussions about the topic of safety tools was the Luxton Technique, discussed on Google+ (I’m asking the author of that post if they’d like to duplicate it here, since G+ is dying, but that’s where it is now), which addressed the ability to not pretend something didn’t happen, to give more narrative control, and to change the way we approach when content comes up in game that we don’t want to have ruin our play experience.

One way I wanted to address this was ensuring that it was clear you discuss potential triggers, squicks, etc. up front. Since Script Change approaches this with a “control all content, even without triggers” focus I tried to frame the initial discussion as choosing the rating, then addressing categoric avoidance, noting that they should be recorded but do so without listing player names (because for me, personally, being the person with a giant list of don’t-wants is actually really upsetting and makes me less comfortable sharing).

I am considering further expansion by making a printable “triggers, squicks, and dislikes” list where people can print it out or save it (make it digitally editable) and have it separated to “do not use, fast forward if used, pause to ask if used” or something like that. This is a challenge because some of this stuff changes, but if I remind people it can be altered at any time, that should be okay. This is a “next time” piece – I wanted to get the latest update out when I did.

Next I worked on how the actual tools work. I did an expanded explanation of how each tool works, including expanding that pauses can be used for discussion, ensuring that you identify what the content is that’s an issue, and noting that you can identify subjects that frame-by-frame is always used for. This is probably the deeper game design part, so I’ll try to detail a little more later. I also, however, added a full question and response to address the issue of pretending things didn’t happen.

Every release lately has felt like I’m traveling up a steep hill, with no other side, so I gotta get done what I can.

In one q&a, I detailed how you can discuss together what it means when you rewind – is it a dream? is it a prediction of a possibility that didn’t happen? Or is it simply cut on the editing room floor? Nonetheless, I noted:

However, final rulings do reside with the person who called for the tool to be used – in some cases, people may want to just say it didn’t happen and there’s no narrative representation. If this is what is safest for them, we must respect that – just like we should respect people in different scenarios asking to have it be represented as a part of the fiction, if they are the one who called the tool.

It’s important to note that the experiences happened in real life – whether it was triggering content or just simply off tone, it wasn’t disappeared into nothingness for us in real life. Do not erase people’s experiences. Script Change is a meta-toolbox, and we must acknowledge reality regardless of the fiction.

I think my language could be refined, so I’ll be revisiting this in the kind of quarterly review I do.

A log with fungus growing on it in the sun, with a lens flare in orange and bright pink.

But My Feels

Some people have expressed a desire to educate in response to content they might use Script Change for, or even explain their trauma to others, which is a valid want. My issue with this is that I know how easy it is to trigger a friend when you vent your trauma, and also how sometimes when we’re in need of support, we ask for it in a place that can’t support it. I tried to keep my language gentle here, like I do in most of Script Change.

If you need to talk about it, you can ask for a pause to explain what’s going on, and the other players should listen. It is also good to discuss topics that come up at a Wrap Meeting. Remember to respect each other in how much you ask of each other, and keep in mind that their capacity is just as other players or possibly friends. You should all be generous to each other, and understanding of each others’ limitations.

During this discussion, if you plan to share anything potentially triggering of others’ traumas, make sure to warn people so they can be safe for themselves. If they need to excuse themselves so you can address the topic, be understanding.

Basically, I want people to have the avenue to discuss things, to speak about why they called the tool. But, I also care about protecting everyone at the table, and that includes the people who are unable to handle triggering content for their own private reasons. I know I am often willing to speak up about my triggers and trauma, but I also know I’ve hurt people in doing it. This section is to hopefully help ensure we can do one without the other.

Other Players

I’d previously addressed whether others would take tools seriously, but I expanded this section to cover something I’ve written about before – leaving the group, or finding an alternative way to engage, including using a tool other than Script Change.

If you encounter an issue where you are afraid or uncomfortable using Script Change tools with your group, it’s possible that Script Change is not the right toolbox for you. it’s also possible that the group is not right for you, and you should consider finding an alternative option. If you want to press forward with both of them, the best option is to speak plainly about your concerns. If you trust these people enough to game with them, you will hopefully find the day they respond with care to you saying “hey, I don’t feel comfortable.” If they don’t, then you have a bigger problem that needs to be approached with a longer dialogue – or by ending the dialogue.

Sometimes you gotta have rules on what you’re willing to take.

Speaking of other players, I also encouraged people to speak up for other players! This was talked about in the Luxton technique, too, and is something I have personal experience. Once, while playing a horror game, the story turned and headed into a mental hospital. I froze completely, just totally not okay with dealing with one of my worst fears. My husband John knew I was not okay both by looking at me and by our prior discussions about content, so he tagged an X-card for me. Saved me from a real rough experience! So I broke it down a little:

You can use Script Change tools on behalf of other players! If you notice your friend is acting uncomfortable and something is happening in game that might be causing it, it’s okay to use a tool to either check in with them (like a pause) or to directly address the content (like rewind or fast forward). It’s okay for you to do that and say that you feel like it might be making people uncomfortable, and not put any direct light on the person in question, or to just say you personally don’t want to see that content.

Sometimes, we step up for other people, and it makes the game a better experience!

That was important to me, honestly.

Addressing the Crunch

I personally play some games that are pretty crunchy sometimes, where it might seem like the players or even the facilitator are at the whim of the calculations. I also kind of hate that aspect of it – if a mechanical result is going to traumatize me or ruin my fun, fuck that, I want a different option. So I clarified something that I’ve been hesitant to do, but have been doing for a while: Script Change can change mechanical results. In fact, this has been core in Turn’s design since the game’s inception. Example:

In our current game of Turn, I’m playing Beau, a cougar Late-Bloomer who has struggled a lot. He’s queer, and over the course of the story, he’s had to come out to friends and family members in both shifter and queer identity, and also deal with an ailing adoptive father. His biggest upside is he’s found his true love, a guy named Diego who is also his best friend. Beau currently has one mark left on his town exposure track, meaning he could be expelled from the town or killed if the roll goes badly, because small towns are fickle with their love when it comes to being different.

I might have shared this before but every time I feel kind of sad for being weird I think of these damn pumpkins.

I updated the “don’t wants” kind of list by telling our Town Manager, John, that if Beau has to leave the town, Diego comes with him – no arguments. If I get to the roll and it’s really bad, I could back up the scene using a rewind and approach it differently, and when the roll comes again it could be different. But, at least with this, I know I have the security to get a satisfying end to my character’s story – a character who carries my chosen name, who I have played for like a year.

It may not always be what you want, and I can understand how people might fear its abuse as a toolbox function! So I wrote it in like this:

Script Change can also be used for mechanical results if the group agrees to it. There are times when one bad roll, or one potential consequence, would be enough to make a game unpleasant or even upsetting for us. So long as the group agrees to use it in this context, it’s okay to rewind a roll or fast-forward an unnecessarily long combat. It’s important to remember that when you rewind a roll, you will typically rewind to before you took the action that prompted the roll, and have to take a reasonably different action going forward. This helps to ensure fairness in play!

I personally love it! If someone’s deeply in love with crunchy games (like me with Shadowrun 3e!) or just gets super attached to characters, using Script Change and knowing it takes some thoughtfulness to use may help them have a less risky play time.

Wrapping It Up

The last BIG change was that I added a lot of detail to wrap meetings! I even offered a list of questions to help guide the meetings, encouraging a supportive environment, one where you ask questions and elaborate as you’re comfortable. It includes this section, which I think is important:

If someone is uncomfortable addressing the issue from game during the wrap meeting out loud and at that time, they should be an option to send an email, write a note, or have a later discussion to follow up to make sure that everyone is comfortable and knows what’s happening. This lets people address topics more safely and reduces repeat errors.

I realized just now there’s a duplicate later in the actual PDF, so I’ll add that to the to-fix. But, this part was important to me because sometimes we don’t process our feelings right away, or need to calm down, but still deserve to be heard. So, I’m encouraging using all the tools at our disposal to ensure wrap meetings are effective!

One final change I plan to make in the next revision for sure is changing all uses of GM to facilitator. It was irresponsible to leave it this time – I just didn’t feel like dealing with what it might do to the layout, but GM isn’t the best term. Added to the list!

So that’s that! The work I’ve done for Script Change has been extensive. I do a fair bit of reading, and a lot of thinking and writing/re-writing. The project means so much to me, and I love it a lot. Every time someone shares and recommends it on social media and tags me on like @ThoughtyGames and stuff, it makes me feel proud! I don’t feel proud a lot, so that matters. And it matters most that people are learning about some options for how to stay safer at the table, and have a more fun time. 🙂

It’s sometimes worth it to hold still for a while and see what’s underneath the surface, and watch the water turn to silk and blur. When you see the rough edges, will you try to smooth them out, or flow with them to create something beautiful?

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Keep the Lights On

As I wait for the Turn Kickstarter payout to hit my inbox, I reflect on the contracts I’m having my contributors agree to. We ask a lot of freelancers, a very lot – I know, because I am one. I try to be fair to the people I hire, and I know I have not always paid as much as I want to, but I hope someday I will be able to.

One thing I hope to always do, though, is keep the lights on.

A light painting of a blue heart

I have something that I ask for as a freelancer that can sometimes make people balk. It’s what I call my “keep the lights on” (KTLO) arrangement. The “keep the lights on” arrangement is that upon contract sign, I get 25%-50% of my payment up front, invoiced and paid.

Not everyone can afford this, so I don’t always get it, but that’s okay. Those who can pay it most of the time, and it does what it says on the tin – it helps me keep the lights on. This arrangement has improved my work massively.

When a client is willing to sign onto this, it tells me:

  • They have funds to pay
  • They care for my wellbeing
  • They trust that I will do the work
  • They understand economic stress
Blurry orbs of light of a variety of colors but mostly white, cascading

If someone is doing a Kickstarter, they rarely have good reason not to do this. Once they get the KS payout, they should be able to pay you at the very least your KTLO pay. They have all the funds! You shouldn’t be required to work without a contract, and they don’t know they can pay you for the work until they get that payout. Once they give you a contract and you invoice them, funds should hit your account.

This does mean we need to focus a little less on rush deadlines for projects, but that’s just better for the whole damn thing.

Blurry orbs of light through green trees

Once I’ve accepted just a small like 15% up front payment to KTLO. It ended up paying for the additional cell data costs I had while working to meet the tighter deadline. It was a big help!

I used this model with the freelancers I hired for Behind the Masc and some expressed to me how helpful it was. It was a tiny payout, but even tiny amounts help when you’re struggling, like most freelancers tend to be. It can be a doctor’s copay. A meal. A grocery run. A haircut for a job interview. We should be thinking one step ahead of the encroaching poverty that threatens anyone without a reliable salary!

People do, in my experience, work better when they’re fed. When they are less afraid of their electricity being turned off, or their water or heat. My hands certainly shake less when the temperature is above 50F in my house. I’ve been without various utilities, even briefly, and worrying about that is the worst.

An orange utility light, looking up from the bottom into it's casing

I’ve implemented this with Turn, as well. Every freelancer for the project is receiving the KTLO agreement, unless they require otherwise (though so far it’s all of them). For me, I feel better knowing they’ll have some funds in their account over the holidays. For them, I know some may be in need, as is the way for freelancing!

With the Kickstarter funds, it was an easier choice to make. If you’re working on a project that doesn’t have a lot of up front capital, consider doing a small payment like I talked about earlier – the Behind the Masc 50% payout was $30 and still helped people make it through.  Remember that this is as much about a show of faith in the freelancer as it is about their true financial situation, but that even the cost of a meal can be enough to keep someone going and keep them feeling enthused for the project – as well as committed to the work.

Cascading orbs of golden light

In my contracts, I don’t typically have clauses that require someone to refund me the funds if they can’t complete work. I do have a note that if they can’t complete it, the remaining funds are forfeit, and any completed work that is usable gets turned over to me, maintaining their credit for the work. You might choose to do things differently, but this has worked for me. I’ve had people drop out before signing a contract, but not so far after.

It might sound like a weird way to make someone work, especially post-Daniel Pink’s talk about how purpose, autonomy, and mastery are the real motivators for people doing brain work and often creative work. But, our economies are supporting that less, and creative work is constantly undervalued as hard work. So, give it a try, maybe.

Help someone keep their lights on. Goodness knows, we could use a little more light in this world.

A light painting of a white heart

Photos by and Copyright Brie Beau Sheldon.


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In The End (I’m okay)

Today, on the Twitters, Adam Savidan posted something that just really hit me.

I had a good weekend, but I seem to be fighting with this big empty hole feeling in my chest after I release any content, like I’m instantly irrelevant after it’s been finished.
– Adam Savidan @WakeUpSuper

 One, I want to state that Adam is awesome and absolutely still relevant. His current show Spectator Mode is an amazing celebration of eSports and is infused with Adam’s enthusiasm. I love that! I don’t even watch eSports, but I watch Spectator Mode. Two, I totally get this, and I get how even after making something a-maaaaaayzing, Adam might feel a little like… bad.

Here I’ll talk about the bad feeling – what I’ll call the suck, some of what I do to try to fix it, and some of where I think it comes from.

The Suck

I just finished a Kickstarter, the most funds I’ve raised in a month through any means in my whole life, for a project that I deeply and passionately care about. But the truth is, for me, Turn has been done for a while – the minute I sent it to the editor, I felt like the main project died. The Kickstarter just performed some necromancy, and the next eight months are just riding on that wave of lich-love.

And right, I’ll get some bursts working on The Confidante (which is actually pretty much done) and a Moose, and doing dev work alongside the stretch goal writers. But like, I will be real with you, the editing process is basically hell for me, I will hate every minute of it ten times more than you hate gum on your shoe. But I’ll do it, cuz it’s what’s necessary to make a product, and yeah.

a clip from Wayne's World showing Wayne eating Pizza Hut in a performative fashion

But when the stuff that keeps me going is done, like my design bits, that suck comes in like

“You’re not a real creator”
“You’re not making anything useful”
“No one cares about the work you’re doing”
“Everyone’s already forgotten about you”
“Nothing you make will last or be memorable”

And just. I can’t tell you how! much! I! HATE! IT! And I feel like I can’t do anything about it, and maybe, most of the time I can’t. I can try, you know? Like poke at it and make an effort. The alternative is to wallow negatively and agree with it and be like yeah, yeah, I super suck and I’m not good at anything. And ugh, gross. Gross.

@that_MAZ also tweeted this video of Wentworth Miller, a gay actor who is super inspiring to me for many reasons, talking about how we talk to ourselves:

It’s real good, and I’m grateful for the words. It’s also challenging, because man, I can’t imagine talking good about myself on a regular basis – I even did a semester-long mindfulness meditation dedicated to reducing negative self-talk. It helped, but it didn’t fix it – probably only constant vigilance would make a difference, and that’s…a lot.

I pretty aggressively beat up on myself for not doing well enough, not succeeding enough, not constantly working. It doesn’t matter how hard I work, there is not enough work done, and the minute the project stops, it’s the suck. This kinda one-two punch of things talking about how we feel about ourselves (that we are irrelevant if we are not creating) and how we talk about ourselves (hurtfully) really hit hard. So, I wanted to talk a little about how I fight the suck, both the better ways and the worser ones, and ways I am gonna try in the future.

Fighting The Suck, Part 1, AKA the Bandage Over the Void

One way I try to circumvent the suck is by lining up new projects of varying sizes and by working on projects alongside the main project. I worked on Ears Are Burning during the Kickstarter, worked on projects for Turn like The Confidante and The Opossum during the Kickstarter, and I announced my new project, The Unhurried Pursuit of Sloth (more soon) at the tail end of the Kickstarter. And I have work to do immediately after, too, like my project for Orun, a sensitivity read, Leading with Class, blog posts to prep, starting a Scion streamed game (as player), supporting the stretch goal writers & doing that dev work, edits for Turn, and a project I just signed on for with Glittercats Fine Amusements (signing the contract probably tomorrow).

Of these, only a couple of them seem like I’ll feel that creative filling for them, and a lot of the others are either different brain space or just not as satisfying as one of my own projects. And even so, even if I get that burst for them, each will end in turn. There’s a lot of fear here.

Where The Suck Comes From

Part of me fears that if I end one project without another lined up, I’ll feel worse, and another project won’t come. This is scary for me financially, too, because I do rely on a lot of this work for income to keep my lights on and ensure we eat. John works, so so much, but maintaining me as a functioning human is expensive. Like, without my income from Thoughty, we get very close to a scarier spot than we’re already in.

Griffin McElroy saying "and let's just have a full blown panic attack together!"

And the other part of me fears two things:

  • that I have nothing left to create – I am no longer a creator
  • that I am not valuable to anyone anymore – I am no longer valid

I have this deep and terrifying anxiety about not being useful? As a disabled person, as a person who has lost their usefulness time and again in varying ways, I am so afraid of the day I stop being useful to people entirely. To the day I am put in the corner to die. That is a full-on constant fear. And not creating anymore would make me much less useful, too much less, in part because of how hard not-game-design work is, and I die a little inside every time I realize how easily it could happen (see also: my brain is broken and some days I can’t words).

And the valuable thing? It’s just the other side of the coin. It’s where I’m nicer to myself about the reality and allow myself that people might see good in me, might benefit from being connected to me. But what if it is just because of what I create? What if they don’t see me creating stuff and being present and being a non-stop content creator every single day and they decide I’m not valuable anymore? There’s nothing good left to see in me? I’m no longer a valid investment of their time and energy.

And I get worried they’re gonna go away. That the people, they will leave me. It’s not like building an audience is easy, like, it’s fucking hard. I’m an entire person on this here internet and I’ve worked hard to make content that brings people to me so I am not alone in this universe, in appreciating the work I’ve done, and so on. And when a project ends it’s like, eeeeeeeeeeeeeeeeeeeesh, I gotta try to keep them here.
A blonde woman saying "Okay, that's okay." nervously.
Losing your audience is a hard hit. I’ve had hits like that, where I fucked up or I was just not what people wanted and I bled followers like so bad. It can mean death to future projects, and it definitely means tons of work rebuilding, networking, trying to be enough. Sometimes finding whole new audiences. It ain’t easy. And that’s part of the fear: even if I manage to recover, if I ever make anything again, I have to redo all of what I’ve done and more, and it may never be enough.

This is even more complicated when you are friends with a lot of your audience, like I am, and like many creators are – you know they’re your friends, but what if someone makes a better, cooler thing while you’re sitting here, unable to create something amazing right now? Wouldn’t you rather they be happy?

Sometimes I wanna dump pudding on my brain for how easily it digs in to try to hurt me like this.

I think part of the resolution of this is identifying what our root fears are that cause this sucking feeling. Looking over them, mine are clear: safety based (wellbeing, financial security), purpose/identity based (usefulness, ability to be creative), social based (losing my social support net which directly impacts the others). And you know… those aren’t illegitimate fears.

And I’m feelin’ them while I look at my planned December break (more on that in a sec).

Fighting the Suck, Part 2, AKA Using Your Words

Sometimes, I turn to Mr. Rogers. See, Mr. Rogers wouldn’t have ever given me shit for not constantly working. He’d probably ask me to work a little less! Or just as much as I felt like was right for me.

And like…one thing I need to learn is that a lot of my audience is there for me as I am, even right after I finish a project, even when I haven’t worked on a project for a while. They care about me more than they care about what I produce. This is contrary to my brain, and fights against my fears.

So let’s start with that. Slam down some affirmations, right? Use the words that work for you. Try to address each of your fears.

  • It’s okay to be afraid of all the things that could go wrong.
  • It’s okay to want to feel useful and creative.
  • It’s okay to feel lonely when all the good words slow.

Next step is to chase away the lies. I try to avoid absolutes and stuff when I do this, but your language might work better for you, as usual.

  • Your creativity isn’t unlimited, but breaks are okay, and reinvigorate you.
  • Usefulness is not based on constant productivity.
  • Your friends and audience aren’t here purely because of what you create.

Then I think it’s important to put some good in. Go wild, be generous.

  • You can think up new projects when your brain and body have rested!
  • You look productive when you have completed projects!
  • Your audience can enjoy your work at their own pace if you take some time!

And now we can do the more action-y part. Here’s where I’d make a plan for how to fill the void.

What Fills Me?

This part is a pain because you have to think of like, the way you feel satisfied as a person. I’m going to talk mine out here.

Obviously there’s trying to do new projects. That helps! Ish. But there’s also like, getting positive comments from people that have nothing to do with my work, like, focusing on me as a person and their feelings about our relationship (or on my selfies & appearance, which is still kind of a bandage instead of stitches but ya know). Loving time with my partners or friends, and fun activities (actually playing games and stuff) help to offset the suck. Other creative activities than design like drawing, photography, and so on help me both distract myself AND keep me creatively satisfied.

Neil Patrick Harris saying "It's like, I don't even care what happens for the rest of the day!"

Fighting the Suck, Part 3 AKA Filling the Void

If you have a project ending, it’s a good thing to set up a schedule for how you’re going to deal with the suck. Using a bandage like in part 1, and using your works like in part 2, both are steps to deal with it. But the final step is filling that void!

What I chose to do right after the Turn Kickstarter was to schedule the Kickstarter to end right when we get a paycheck so our bank account doesn’t feel so starkly empty, schedule & go on a photography trip with John for both love & creative time, make sure I post selfies and stuff to social media within a couple of days so I could get some positive comments from friends, and have a plan in place for the work I’ll be starting. I also did some stuff like drawing (I bought some new colored brush pens) and setting up for the Scion game. And I took some time off the Kickstarter! Like I haven’t sat and did emails or comments or anything, just like I promised. BUT I have been available on social media and interacting.

This can’t be it, though. The recovery has to be proportionate to my productivity, honestly. I did grad school, then did a Kickstarter, then did a Kickstarter. So, I’m also officially taking off the second half of December – from everything. I’ll be making sure I do photography, draw, and spend time with my partners. I’m allowed to work on game design if I really feel like it, so only when I have inspiration and enthusiasm, but no big project work. To facilitate this, I’m doing a two-week period where I’m resolving all my loose ends (edits for Turn, Orun work, pending paid work, etc.), and then I’m going to work on filling my void with something other than productivity.

It’s like a sucking chest wound, right, the suck? You gotta wrap it up and keep an eye on it, be ready to unwrap it if things get yikes inside.

Gina from Brooklyn 99 saying Ew.

To break down what I am doing, I’m addressing:

  • safety fears – scheduling of the Kickstarter near payday, arranging to get paid work done, maintaining my health by taking time off, separating myself from the Kickstarter so it’s no longer my whole life
  • purpose/identity fears – doing other creative things and spending time with partners, getting validation through selfies, allowing myself to be creative in games when I want
  • social fears – connecting with social media and getting engagement on selfies and my tweets from my audience, planning social things that prioritize my deep relationships, ensuring I’m still being “public”

It sounds like a lot but it’s challenging to take care of yourself, to fight your fears, and to find a pathway to deal with the suck! It’s also important to remember how much you can do during a project to ensure it doesn’t become all-encompassing. Like I didn’t do enough, but I tried to balance it by having a consultant do some of the work, not responding to Kickstarter comments when I was supposed to be in bed (this died eventually), and being thoughtful with my scheduling. The initial part 1 with bandaging by doing some design work alongside and ensuring I’d have design work post-Kickstarter was part of this.

One last of these kind of things I’ll be doing is I’ll be letting my audiences know that I’m dealing with this (in part through this post), so that if they’ve got some free energy, they can send good vibes my way.

There’s one more thing.

Fighting the Suck, Part 4, Unsuck Yourself

This is, I think, the hardest part – and it goes back to the Wentworth Miller video. We need to be kinder to ourselves. We need to not slide into telling ourselves we suck, and we need to speak to ourselves lovingly. So when our brain starts those bad things I talked about earlier, and like he says in the video, we gotta refocus. Talk to ourselves out loud, and make them good to us.

“If you do talk to yourself out loud… make sure that the words are loving, supportive, and nourishing. Start the work of being your own best friend.” 
– Wentworth Miller

You aren’t the suck. You’re just a person who is done with a thing. An AWESOME thing! And you’ll have the chance to do more things, you just gotta remember that you need a break, too.

Garnet from Steven Universe saying "There's one more thing I forgot to tell you. I love you! Bye!"

P.S. – Maybe this will not be useful to anybody, but it might be useful to somebody! I just tried to think of all the things that are helpful for me and that I’ve been working on to deal with this problem that is really hard for me.

P.P.S. – The title of this is in reference to Linkin Park’s “In The End” which I’ve listened to constantly during periods of depression, which normally accompany the suck. Since Chester Bennington’s death, I’ve been trying harder to fight my depression than I ever have, because it has been super hard for me to cope with losing him – and I was just a fan who identified with his music. It made me wonder who would care if I was gone, and not want to hurt them. It matters.

P.P.P.S. – I looked up sucking chest wounds for this. There was an autoplay video. I suffer for my art.


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A Dream is a Wish Your Heart Makes, or, What to Do When You’re Living the Dream…But?

Today, I am 30 years old, I work in my dream job teaching leadership using games, and I make $0.85/hour.*

Leading with Class, in case you don’t know (most people don’t!), is my YouTube show where I teach about leadership using roleplaying games. It’s the dream job I made real for myself through a lot of hard work and the support of my loving, and incredibly talented, partner John. It also still doesn’t feel much like a dream come true, because it comes with some overwhelming “but”‘s.

I get to teach leadership…but it’s not in a respected role.
I get to teach using games…but it’s not seen as “fun.”
I get to work from home…but I can’t pay my bills.
I get to work with my partner…but he doesn’t get paid any better than I do.
I get to share my vision with the world…but almost no one watches my channel.

In 2014, I made the decision to continue my pursuit of an education and get my degree in organizational leadership. From there, I continued on to graduate school and got a degree in leadership – and over that two year period, experienced continued health and career setbacks that left me unemployed at graduation. My job became Thoughty – and Thoughty is still my actual primary income. All $300-ish a month, maybe. I have ten years of career experience that the lessons learned can apply to my work in leadership, but no one wants someone who was mostly an admin in a position of leadership, and my health disallows a full time job.

So, whatever, fine, I said. I’ll make my job. With John’s encouragement (and from my other partner, Dillon), I started working on scripts for Leading with Class. Even now, it feels endlessly selfish, and working on Leading with Class instead of trying to dig through thousands of jobs to find at least one that pays $15/hr. and only requires 25 hours a week felt irresponsible. But I did it while still doing freelance work (as I am now) and Thoughty, and it was so wonderful to make something that meant so much to me!

What was less wonderful was the lack of feedback and viewership. I am incredibly grateful for the Leading with Class patrons on Patreon – honestly, it means the world to me that anyone would support this work. But it’s still extremely quiet. On all of our videos combined – all of them – we have fewer than 350 views. I’ve shared on LinkedIn, Facebook, G+, Twitter, Mastadon, and Instagram, and of course, they’re on YouTube. I’ve done streams on Twitch to garner interest, answering questions and writing the script live to engage viewers.

We have three comments on all of our YouTube videos combined.

Now, we’re lucky enough to have followers and subscribers on our various media accounts! There’s just really low engagement. I know we’re kind of a niche interest, but I’ve only ever seen (personally) fewer than 5 total shares of Leading with Class content outside of my own personal shares, John’s shares, and the dedicated shares of some of my close friends on G+. Most shares aren’t accompanied by any positive recommendation, either.

And you know, yes, this does sound like whining. But as a creator, as a person who struggles with impostor syndrome and serious anxiety and depression, and as a person, I think it’s essential that my viewers and readers know me as a real person, and that they know the truth. The truth is, creating the thing that means the world to me, living the “dream” like I am, is heavily dented by struggling to make it through financially every day and hearing basically silence when it comes to my work.

I am used to silence when it comes to my work. People don’t link and share my site(s) or my work very often, and this has been notoriously challenging for me. I struggle with professional envy, seeing others get praised while I can barely get a retweet at times. But I thought, with Leading with Class it will be different! Even if it makes no money, even if it gets no press, I’ll be making something meaningful. I’ll be using my degree to do what I wanted the most!

But if a YouTuber makes an amazing video and no one watches it, does it functionally exist at all?

When one of my key purposes with Leading with Class is to educate, and there are no new viewers, who is really learning? If one of the necessary aspects of so-called “edutainment” is that it is spread broadly and enjoyed by an audience, have I created anything really at all? Did I get hit on the head by a backdrop while recovering from a brain injury and struggle to put words together to make episodes and even my best friends, people I respect and admire, haven’t watched a single episode?

This is the episode where we stopped using the backdrop because it fell on my head. Such a headache!

And I suppose it does often just burn me that John puts in so much work to make these episodes look beautiful, to make me look and sound competent, even through brain injury problems, and yet as of this writing, only 22 people saw our latest video? The lovely work he did? That makes me so sad! I feel I’m wasting his time. This thing that is meaningful to both of us feels injured by the quiet, by the feeling that we are working so hard, this is so good, it means so much, it should go far and silence.

I do try to bolster with every like our videos and posts get, and absolutely I could be posting more often. But the hype machine only does so much when no one else turns the gears.

And I don’t want people to think I hate making the videos or I don’t think they matter. I do think they matter, and I love them, and love creating them! I had to take a hiatus in July because my recovery from my brain injury (sustained last November) was taking a long time and writing and filming while trying to also do freelance work and get through recovery was just not working. I struggled so much, and I cried so hard about taking a hiatus! It would doom the show, I knew it, and what if we could never start back to it?

But we did, even though I’m still in recovery. Even though the cats insist on interrupting our shoots.

And I’m spurred, truly, to keep working on the project. I want to take it further – I mapped out a second series, and a mini-episode series. I’m even getting the chance to do my first workshop at Big Bad Con – one huge part of Leading with Class that hasn’t progressed far yet, but would mean the world to me to make bigger and broader. This is my dream.

I am a game designer, and love designing games – I want to keep doing that. And Thoughty is still important to me! But Leading with Class is a dream that I feel could make a difference! If it could just… grow. I know I need to work harder, I always do, but I have always worked best with the enthusiasm of others encouraging my progress, and John cannot carry all of that weight. He isn’t my audience.

I suppose, what I’m trying to say is, it is very hard to do the thing you love and feel unfulfilled by it. The perils of relying on others! But we are, as they say, a community, so I think a lot of people could understand what I’m feeling here, so I felt like I needed to finally speak these words clearly, so you don’t feel alone and so you don’t feel like your work is meaningless. Leading with Class isn’t meaningless, and your work that feels like it’s floundering has meaning, too.

So what the heck am I gonna do about this?

First, I’m going to keep writing scripts, filming, hopefully streaming, and doing workshops. I’m going to finish the first season of the show with the full twelve episodes, no matter what.

Second, I’m going to try to do better about promoting the show and increase my social media presence, as hard as that can be.

Third, I’m going to continue to be honest in how I approach this work and my purposes with Leading with Class. I’m never going to bullshit you about the work I’m doing, and I will continue to be transparent.

And fourth, finally, I’m going to be grateful for those of you who are here, who do support me and Leading with Class, and try to keep that in mind when the gremlins come to fight in my mind. I can’t let them win. I’m the winner here!

Thank you for reading, for watching, and for every moment of your being. The world is a better place because of you, even when you think it’s not. And hey. Come join me — in Leading with Class. <3

*For those curious about the time John and I spend on a given episode, here’s a breakdown.

Brie’s time investment per episode
~10 hours research
~5 hours script writing
~1 hours rehearsal
~3 hours filming
= ~19 hours

John’s time investment per episode
~1 hour research support
~1 hour script review
~1 hour rehearsal
~3 hour filming
~5 hour editing
~3 hour graphics and animation
= ~14

Total investment = ~33 hours per episode.

The Patreon currently sits at $28/episode.

We aren’t stopping, though. 🙂

Check out Leading with Class on YouTube, Twitter, and Instagram. For questions about the show, email leadingwithclass@gmail.com.


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