Big Bad Con 2017 Saturday & Panels

I attended Big Bad Con 2017 in Walnut Creek, CA on a scholarship from the con. This is post two! Find post one here.
— 

I got room service to make sure I finished my homework. >.<

I woke up after like, real sleep for the first time in a while, and wrote a paper for school before messing about hanging around with people until my next panel. I was brought a handy towel by Dante so I didn’t ruin the hotel towels and, tbh, I couldn’t find the towel before I left Monday morning, so no idea what happened there.

The next panel I was on was Gaming and Emotional Safety, with Mickey and Misha. Everyone knows I’m a pretty woobie heart person so I get emotional a lot, and I also have had some trauma in my life that I struggle with and that can (sometimes nonsensically) come up in game. We reviewed many of the various safety tools (though not all), noting that they’re not one size fits all and that people should use what works for them.

We discussed the importance of pregame discussion of content and tone, debriefs, and emotional safety as a whole. Games might not be everyone’s standard definition of “fun” but we aren’t there for abuse. It’s important to be on the same page, respect each other, and check in. I reminded people that even if they’ve had the same group for decades, they may make their games more fun for everyone by talking to their friends about their preferences. This included discussing racism, sexism, homophobia, mental illness, and so on.

more here>>>>

Games here that have risks in them: Misspent Youth, Lovecraftesque, Night Witches, Dread… that’s just a few. They are awesome games, but we gotta be safe. This is taken when I realized that games I worked on were for sale (Lovecraftesque), but handy for demonstrating games with inherent issues – like the racism and mental illness stigma in Lovecraft.
I also noted the difference between a squick and a trigger. Squicks are things that gross you out, make you a little uncomfortable, etc. They can stick with you, but are unlikely to have long term mental health impact. Treat these with respect – make sure people are okay with them, ensure they’re tonally appropriate, and be willing to alter content if it needs to be done. Triggers are typically tied directly to trauma and can result in panic attacks, nightmares, and activation of things like paranoia and mania (in my case). Don’t approach people’s triggers without checking in and getting their permission! And if you know about common triggers, ask your group before including them, but don’t require details. There’s also phobias, which I suggest treating much like triggers. Always check in.

There are some people comfortable with approaching their triggers and phobias on purpose, which Mickey and Misha discussed a bit. It’s not something I normally venture into, but they talked about how it can be helpful to work in that abstracted environment. Really loved that part of the panel!

Finally, we talked about inclusion, exclusion, and bad actors. The key points were 1) it is always okay to leave a game for any reason and especially if you don’t feel safe; 2) if you include people who hurt others with the content included in their play, you are excluding those who will be hurt, including excluding people of color in favor of racists, excluding women in favor of rapey men, etc.; and 3) you can always eject someone from the group. Always. If someone is hurtful, if they’re unsafe, don’t give them a space to be that way.

I was reminded later in the weekend how vile in-game violation of consent is. If you force a player or a character to do ANYTHING they don’t consent to, including ignoring at-the-moment objections, you are behaving inappropriately and you’re hurting people. Reconsider your role until you learn how to play games without hurting people.

I was lucky enough after the panel to meet up with Brian Vo, who made me a cocktail! It was nice to meet him and the drink was great. 😀

My nerding out in clothes for fandoms I’m not in.
The final panel I participated in was Adult Themes in Gaming: Adult versus “Adult” with Mickey Schulz, Clint “Ogre” Whiteside, and Jason Morningstar. It was a really great panel and I was excited for it because this is a topic that’s meaningful to me, specifically: what content is really mature content, how to present it, the tools we have to manage it, and adult content that isn’t just sex.

(It’s always funny when I run into Jason because we’re both typically busy, and we have these mini conferences like “what are you doing?” “what are YOU doing?” “I’m doing THIS!” “OMG tell me more about this!” and it sounds silly maybe but running into him like that is always awesome.)

We talked about the content we include in games – Mickey and Ogre include pretty much everything that their table is safe with, which is a lot (sex, romance, violence, and other stuff that needs to be approached with caution); I tend towards having lighter content, emotional interaction, some tougher topics, and I don’t approach sex very much; and while Jason covers a lot of more complicated stuff like grief and war, he doesn’t really touch the subject of sex at all in his games, though he discussed a recent experience playing a happy, healthy married couple and how transgressive it felt. It was so cool to see a variety of experiences at the table.

One note: Mickey commented on this and is making changes for future panels, but everyone at the table was white. This is something that is actually common to happen, but it wasn’t intended and it’s not a good trend, so more effort going forward will happen.

We talked about the difference between having content exist and be played out (which some people might consider more pornographic in regards to sex), and having content that fades to black or is glossed over. This is something I think really needs to be discussed in detail with players and GMs at the table, making sure everyone is comfortable.

Some people might want to push their own boundaries, too, which is dependent on a lot of factors. Specifically, I might be willing to address sexual content at a table full of close friends, but at a table with strangers it might not be okay. Likewise, there are non-sex topics that are challenging and mature. Violence is one of them! We use violence freely, but that’s not necessarily because it’s appropriate. We should be more considerate of this – Jason even said he’d like to explore more ways to resolve conflict without violence (my mini pacifist high fives this idea). Grief is another subject.

Before this con, and before last year’s Metatopia, I had a grandparent pass away (my grandmother first, then grandfather). I still went to the cons, and played in games where grief was relevant. At a lot of tables I might have stepped away or asked not to cover it, but both of these times I had people I trusted (last year was Jason, Amanda Valentine, and Roe Nix playing Storybox and this year was Hakan Seyalioglu, Kristine Hassell, Vera Vartanian, and Vivian Paul playing Dialect), and who I knew wouldn’t treat me badly if I cried a little or if I needed a break.

Honestly, the newest addition to Script Change, frame-by-frame, is here so that when people want to explore topics that are challenging, they can do so. It’s not always easy, but making a safe environment matters. Safety tools, discussion among players, developing a social contract – these things matter.

Useful tool (yes I’m reusing this picture) even at its base mechanics – using more of them can make games better.
One of the things we discussed was about deciding not to play or leaving groups. Just like in previous panels, we talked about ejecting harmful people and bad actors, but we also talked about self-selecting your group. Stepping away if the space isn’t safe, tapping out, or leaving groups: these are all okay. It’s okay to say no. We need to make it normal to leave games, to step away, and to take care of ourselves. That’s part of handling adult content.

After the panel, I had a bit of a breakdown. I was still processing grief (I still am!), I had done three panels without a panic attack which is amazing, and I’d been traveling and surrounded with people and writing a paper… I was exhausted. I burst into tears when I was alone by the elevator, fell to the floor, and just sobbed until Stephanie Bryant found me. Angel that she is, she made sure I was okay, took me up to my room, and reassured me it was okay to be upset. I’m so grateful for that!

I spent some time talking with Tanya and some Twitch and gaming friends of hers, & one of them who had attended the panel said the work I was doing was “so important, so valuable” and it really felt amazing to hear. I don’t often think of anything I do making a difference, but hearing other people say it is super awesome. It matters a lot to me. Thank you to anyone who thinks well of my work – I appreciate it so much.

I’ll have one more post covering Sunday with my games of Who Made Me Smile? and Dialect. Thanks for reading!

SNEAK PREVIEW! Dialect table!

——————————————————

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

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Big Bad Con 2017 Report – Intro & Friday

Hi all!

This will be probably a three-post report because I’m trying to break down my panels and games pretty detailed, so I wanted to warn you ahead of time. These will be paid posts! Thank you for your support. 🙂

Me on my flight in, very tired.

Overall Con Thoughts

Big Bad Con is the best con I have ever attended. I don’t say this to like, make other cons look bad, that’s not the point. I came out of Big Bad Con feeling much more positive about the experience than any of my previous con experiences, I didn’t get hurt while I was there, I felt safe and comfortable throughout the con, and I was able to play the games I wanted, see people I wanted, navigate registration super smoothly, make it through my panels with a lot of encouragement from the audience and fellow panelists, and I felt supported coming to the con after a death in the family.

The con also seemed very diverse, compared to what I expected or maybe what I’m used to, I don’t know – I saw a ton of androgynous-styled people, I know of many trans people who attended, there were more people of color that I interacted with than is my norm, and so on. It was awesome.

The rooms were great, local food options were tasty and at least accessible to me (I went out to dinner 3 times and had no real issues getting to the restaurants), and the food at the hotel was good so I didn’t get stuck if I was too sore to walk. I will note that the panel room was super chilly and that could be worked on.

I played two games that I really enjoyed, met so many new people in an environment where I wasn’t feeling pressured to rush, and it was just really great. Sean Nittner and the entire incredible staff (who talk about Big Bad Con here) made it a great experience for me. I honestly really want to go back and I don’t know how I’ll make it happen, but it would be worth it.

Note: My experience is only my experience, and others may feel differently. For example, Stephanie Bryant expressed that being the only woman in a large crowd of people outside Games on Demand was awkward and uncomfortable. This is something that could use review – for me this is a consistent Games on Demand issue but my experience isn’t universal.

more!
>>>
Hazy!
Friday
I arrived at OAK airport around noonish on Friday, and Jeremy Tidwell was kind enough to pick me up and transport me to the hotel. The hotel is pretty nice! I had some minor room issues, but they were quickly resolved, and I got to meet Jeremy Kostiew FINALLY (his beard is gorgeous, fyi) and forgot how hugs work, as well as getting say hi to James Mendez Hodez, who I’m interviewing right now also.

I got to hang out with Mickey Schulz, Lex Larson, Misha Bushyager, and Rachel Beck. I loved talking with them and having a space where I could get settled into the con after the long flights. Also got to meet Tanya DePass, my roomie, who is awesome. Later I got to meet Sandy Jacobs-Tolle, who is really nice! I screwed around a lot but also spent a significant amount of time talking games culture, current work, and so on.

I noticed that there is a huge trend of people just really feeling like there’s no safe space for them. We talk about this online a lot, but in person, we were just really venting it out. We have to fight our way through just to be able to play. The number of people who said “I don’t play at tables with people I don’t know so I don’t game at cons” was significant, and heartbreaking. I know this feeling, and it’s just not fucking fair.

Later I went out to dinner with Tracy Barnett and some of the others. We discussed games a lot, but also some really challenging personal experiences from growing up, our own baggage, and how it influences our play styles, our gaming, and our lives. I had a few conversations like this over the weekend and was reminded that gaming is an incredibly human hobby. 

I was on the You Don’t Look Like a Geek panel with Kristine Hassell, Tanya, and Jahmal Brown. I admit it was weird (but good) to be the only white person on a panel. The experiences that the others shared we’re very far from my own, but I felt really lucky to be there as a part of it.

I was, to my knowledge, the only non-cis person on the panel, which is part of why I was there, plus my orientation queerness and disability. Those don’t all seem super visible, and in narrower communities like indie games they don’t seem remarkable, but those things still can fall into the category of weirdo for a lot of geeks.

Thankfully Big Bad Con had made steps to welcome people like me. Like Metatopia, all-gender bathrooms made a difference for me, so much.
We talked a lot about things that made us feel unwelcome or out of place. I am the only one who actually uses “geek” as a label for myself much, and it’s not a constant for me. We discussed ways to make geek environments more welcoming for people like us, how to handle exclusionary behavior, and also (my favorite) what benefits we had from being nonstandard geeks, much of which centered on finding others like us.

I liked when Jay talked about being a veteran and how when he had gone to basic training everyone had to be in it together, and how that’s how he participates in games: everyone is in it together, and they should try to find common ground. I will note this can be challenging (sometimes more for some than others), it’s a good intent. It’s relevant to the discussions that happened here and elsewhere about those behavior you will allow at a table, and why you would let people like racists stick around.

On the subject of being white, I was reminded how much white people contribute to ostracizing and distancing people of color from the community. That’s bad, and something I hope to continue working on.

I personally spoke a little about forgiveness and moving forward in geekdom. We have a hard tendency to hold tight to people’s mistakes, which is understandable. But when someone has apologized, even if they’ve demonstrated change and tried to make up for it, we so rarely give them forgiveness or allow things to move forward. They can continue to be pariahs, treated with disrespect, and so on. It hurts me to see that, and my heart ached when someone from the audience came to thank me for talking about it because they had messed up in the past and they feel like they can’t do enough to make up for it. That sucks! If you continue to be treated like a bad person even after you’ve apologized and made changes, the motivations to keep trying get fewer every day. This sticks with me.

That being said, we discussed the nature of exclusion and inclusion where keeping racist, sexist, homophobic, and other bigots in your space excludes people of color, women and trans and nonbinary people, queer people, and other marginalized people from your space. Even if they’re still at the table, they are likely uncomfortable and may have already checked out. This subject came up A LOT at my panels.

John Brieger caught up to me after the panel to talk about his current project and ask for my thoughts on his safety mechanics. It was fun to meet him and the others I caught up with, but my exhaustion and medication caught up with me and I hit the sheets early.

Before I crashed out, I was gifted a pocket size Script Change card by Tomer Gurantz! I received a lot of good comments about Script Change this weekend, and on Sunday spoke with Dante (Bryant Stone) about adding a new mechanic to it. It’ll be coming soon as one of the optional mechanics. 😀

Front of the fancy pocket card. 😀
And backsies! 😀
That was Friday! It was REALLY packed somehow, even though I wasn’t actually that really busy. I am still processing a lot of what happened before I left for the con (work crises, loss of a family member, etc.), but I honestly have a lot of love for Big Bad Con. I had heard so much good stuff about it, I thought it would disappoint, but nope. 😀 
Saturday (with two panels) and Sunday (with two games and talk on Script Change) coming soon! Thank you for reading!



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

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Designer & Devourer Episode 6 – I’m Really Far Behind, Unsolicited Game Design, & Zucchini Bread

Yoooo!


Check out Episode 6 of Designer & Devourer (click the title of the blog post!)! I’ll be talking recent posts, upcoming stuff, and then unsolicited game design. The recipe this week will be zucchini bread. J

Designer & Devourer Episode 6 on Patreon!
I’m gonna try to catch all of the recent posts here after the recipe, but first, upcoming is an interview with Keith Stetson on Seco Creek Vigilance Committee, currently on Kickstarter. I also am working on an interview with Jack Berberette about his project for a Braille printer for gamers, currently on GoFundMe.

Posts recently done that are relevant to this podcast episode:
Ingredients
3 cups shredded zucchini (2 to 3 medium)
1 2/3 cups sugar
2/3 cup vegetable oil
2 teaspoons vanilla
4 eggs
3 cups all-purpose or whole wheat flour
2 teaspoons baking soda
1 teaspoon salt
1 teaspoon ground cinnamon
½ teaspoon ground cloves
½ teaspoon baking powder
½ cup coarsely chopped nuts
½ cup raisins, if desired
Steps
1.      Move oven rack to low position so that tops of pans will be in center of oven. Heat oven to 350°F. Grease bottoms only of 2 (8×4-inch) loaf pans or 1 (9×5-inch) loaf pan with shortening or cooking spray.
2.      In large bowl, stir zucchini, sugar, oil, vanilla and eggs until well mixed. Stir in remaining ingredients except nuts and raisins. Stir in nuts and raisins. Divide batter evenly between 8-inch pans or pour into 9-inch pan.
3.      Bake 8-inch loaves 50 to 60 minutes, 9-inch loaf 1 hour 10 minutes to 1 hour 20 minutes, or until toothpick inserted in center comes out clean. Cool in pans on cooling rack 10 minutes.
4.      Loosen sides of loaves from pans; remove from pans and place top side up on cooling rack. Cool completely, about 2 hours, before slicing. Wrap tightly and store at room temperature up to 4 days, or refrigerate up to 10 days.
Posts since Episode 5:
Just Say No (content note: brief mentions of rape and sexual assault, violations of consent.)
A Game of Shame, Gonna Make You Nut (product of a game with +Caitlynn Belle on Twitter)

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

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Not Just Your Opinion

Hey guys in games!

Yes, you, the one with a recognizable name! Or you, who has a bunch of followers on social media! Oh how about you, with the style and character that everyone thinks is super cool? Even you, my guy, who just talks a lot.
I’m going to tell tell you something awesome that is also pretty awful.
When you talk, people listen.
They don’t just read you or hear you, they take it in. They appreciate it. They might disagree with you, and some of them will tell you as much, but many of them will just take a deep breath…
share your post…
And be like…”yeah man, this guy is RIGHT!”

After that, when someone else – especially a woman, trans, or nonbinary person, and sometimes (if you are not these things, but sometimes if you are) a person of color, queer person, disabled person, or person of a “lower” social or economic class – says something that isn’t the same as your point, they get a response that can kill discussions and innovation and learning in a hot second:
“But [you, man with influence] thinks…”
Boom. Well, we know who matters now, don’t we? And this is not just a mention of your feelings or what your personal preference. Often, it’s law. This is how games work!
You can’t do that when you hack this game because he said…

You can’t use those words to define something in your game because he said they meant something different 15 years ago.

Well, those aren’t real games because he said…

Yeah. It’s super common. I can think of at least 5 men in games – just in indie games! – who I have had my conversations deadlocked because “well he said…”
And like, guys. I love you. I think so many of you are freaking awesome. Some of you are close friends, and I trust some with things that women and NB people I know have never heard. I respect your opinions and we often agree.
But when I disagree with you, or I just have a perspective that is different, I know I can get shut down with the mention of that social media post you made five years ago when you were bored on a Sunday afternoon. Your words, when it comes to thoughts about games, are often not just your personal thoughts shared with the public that will only be referenced as your feels, man.
And no, this is not only men and not all men but it is way more than you think and way more likely that it’s you than you think.
Here are some suggestions.
Learn to preface your opinions.
“In my opinion…”
“Personally…”
“My personal favorite…”
“For me,…”
“I can’t speak for others…”
Don’t assign value.
“It is more useful for me…”
“What works better for me…”
“I personally enjoy…”
“I have more fun when…”
“My tastes are more suited to…”
Respect those who know the subject.
If you choose to speak your mind about something outside your expertise, or even within your expertise, don’t be a jerk when someone disagrees with you or corrects you. I totally understand feeling a bit defensive but don’t treat them like an idiot, understand that they may know better than you or simply have a different opinion that is also valid, and don’t let anyone supporting you go after them either.
Respect those who are impacted by your opinions.
If you’re going to say that Nordic larps are fundamentally not games, remember that people are still making and playing those larps and deserve human respect. That means not letting your buddies pile on your trash things with personal attacks or even just misguided points of view. If your criticism could impact people financially, think it through damn hard. Real damn hard.
Just… don’t.
We all have our opinions and it’s cool to share them but sometimes, there’s a real value in the act of shush. I can’t offer deep insight on how early D&D mechanics influence Dungeon World, so I don’t (I have no idea if they do). Maybe if you are a man who has strong financial security and has good education, and access to lots of resources, you shouldn’t say that there’s no way people couldn’t afford games and that implying that anyone who can’t get the money together is irresponsible. Sometimes…shush.
And like, guys, I still want to hear from you. I love your thoughts. I learn from them and share them a lot.
Just…be better.
<3

Turn – Playtesting is Hard, Y’all

This is going to be a little more colloquial than normal, so bear with me. On playtesting in general, I’ve got some Feels™, but later on in the post there’s some more about my recent work on Turn.

I took this of a bison at a local park. 😀

On playtesting while designing in general: 

Monkeys on pogo sticks, playtesting is hard. While it is somewhat easier being a player in a playtest for Turn, being a Storyteller is exhausting. Now, it’s not the game. It’s not the players! I’m just an amateur GM and I struggle a lot with it. In both cases (player & storyteller) in playtests, I’m doing double-or-more duty of storytelling/playing and analyzing the ruleset and how it interacts with the players and itself and how the game functions as a whole oh and also I have to worry about how to fix things and where to clarify wording in the main document and ohmYGOD!

BUT. This is really an important part of the design and development process. Not all games need playtested, but many truly benefit from it, and Turn needs this a lot because it is a complicated game with many interlocking pieces and concepts, and for me, it must be perfect.

And like, here’s the deal. I have three major documents in which I maintain Turn’s text – two public facing for players (one for internal playtests, one for external playtests), and one private. When I make an update (which I typically do live), I update all of them. I use comments in the private document if I can’t make immediate documents, and add identical text when I can to each document.

This is essential for my process. I have memory issues that make even taking brief notes difficult because they may be meaningless to me later, so if it’s simple stuff, I change it as soon as possible. I design in-process, on the fly. I can’t rely on future Brie. I need to make the game now, not later. So when I say running and playing these playtests are challenging, it is not simply the act of those things, it is those things and actively designing and critiquing my own work.

I have tried to make games without doing this. I can’t. When I playtest face to face, if I don’t have my tablet at hand, I struggle to fix the things that need updated at a later date. I can play and even storytell, to a degree, while I am making edits. I let players have some chatter while I make notes, or take a quick break. I can roleplay sometimes while I’m trying to determine how a mechanic might impact play, and can sometimes start using it while playing or running instead of waiting to try it later.

I don’t know what I will do if I ever do an even bigger, more complicated game than Turn, but this is my reality right now. I wonder if other people experience this. Do you take notes? Do you edit and change rules on the fly? Can you put off changes until later? I don’t know how weird this is.

Beast archetype: Otter

In playtesting Turn specifically, I’ve made some minor changes. The core mechanic has not been adjusted. The secondary and tertiary mechanics and structures, some text and interaction, have been fiddled with. I wanted to just go over some basic stuff.

Firstly, in combat, which I talked about on Twitter this week, I’ve finalized the basics. Shifters vs. small groups of humans is simple – shifters call the shots entirely. Any degree of violence, any amount of harm – but there are other consequences. For shifters vs. groups of humans (4+), it gets more complicated. Shifters can flee, if they want. They could sacrifice themselves for the good of others. Or… they can kill everyone. Everyone. But, that’s all the options they get.

For shifter-to-shifter combat, I’ve added an assortment of options based on the beast archetype that the player has. If they have specifically chosen powers on the beast archetype, they may impact the combat. Then, they pick from a Consequences list to apply to their opponent. It worked alright in my first experience with it, though I did end up clarifying some wording.

Second, I had to clarify some elements of the core nature of Turn. Here is an excerpt from the current Turn document explaining the nature of shapeshifters in game and the stories that have freedom to be told:

How Shapeshifters Work
While there are some details players will fine-tune in their game, there are a few items of note for how shifters work in Turn. The most important things to note are that:

  • There is no concrete origin pre-defined. Shifters are not from any real-world cultural, religious, or scientific background. The designer of Turn asks that, unless you are of a particular culture or religion that has shifter backgrounds, you do not use that background for your game. 
  • If there is magic in Turn, it’s unknown and invisible to mundanes. There are also no external entities that hunt shifters, as that would violate the nature of the individual secrets of shifters and the premise of Turn.
  • Shifters are assumed to be effectively invulnerable, and any real injuries heal rapidly enough that it doesn’t matter. They have the natural bodily functions of their human and beast forms, however.
  • Shifters have super strength and super senses appropriate to their available forms – scent, sight, etc.
  • Shifters live the length of their longest lived form, and age at that speed.

Some of this is not like, totally loved by some people, and to be honest, that’s whatever for me. No one has to play the game, like the game, or even acknowledge it. It’s mine, and this is the game I want to see played. The things that I realized were issues the most are things like: are shifters invulnerable? is there magic? can there be threatening external entities? (yes, maybe, no.)

There are reasons for all of these. Shifters are invulnerable because 1) it’s cool, and 2) physical threats, even things like aging, are not the dangers in this game. For the use of magic, sure! If you want to! But visible magic would be the death of all secrets, exposure would be rampant. So yes: magic is cool, but it should not be a function of the world that is free to mundanes.

The last one – the external entities – are because of a deeper issue in Turn that I hope doesn’t fall to pieces when it gets wider distribution. Turn is not about external threats – not outside the town. The threats are within the town, those close to the PC shifters. It’s about internal threats – themselves, their beasts, their desires and needs. It didn’t strike me until someone wanted to include it, though I had considered the possibility very early in conception. But once I saw it, I had a very harsh emotional and thoughtful response, and had to really dig down at the problem.

Another thing that I’ve run into is people just really not grokking small, rural towns. There are things in small towns, especially USian towns, that are really common, and players have had a little trouble accepting them. The weird one I ran into most recently was the fact that virtually everyone drives in small-town rural US. One player from Scotland stated that he didn’t drive at all, and didn’t even have a license, and I was startled – this was not a thing I had considered at all! But it’s true – especially in places like where I grew up, in small, rural towns, not driving is incredibly rare and also very inconvenient. It was bizarre.

Another I’ve encountered is some people’s very significant resistance towards playing religious characters and an aim to frame religious groups as bad. This is problematic. I’m personally agnostic, but I grew up Brethren, and religion is very common in the US, and can be very passionate in rural places. It’s not inherently bad, either. Frankly, having atheists and agnostics, secular people, in small towns like where I grew up? Not common. And people give them a strong side-eye, frankly. So, this is something I’ll be covering, along with the infrastructure of many small towns, in some of the additional text for the game.

No red pandas yet. Be patient. They are cute and fuzzy still.

I also have been getting some minor grumps from people that my beasts are too focused on the US, particularly places near where I live, and that I’m not making an effort to expand my game, which, please take this as kindly as it can be said: fuck off. I have spoken before in many different places, including this blog, about my attitude towards writing what you don’t know and do know. I have only lived in rural Pennsylvania. I’m writing what I’m familiar with right now.

Also, keep in mind, this game is barely in beta. I have a lot of plans for the future for how I can expand it, make it more accessible and more welcoming to players unlike me and who have different experiences. But holy sweet Cena, stop getting mad because I haven’t started writing about small neighborhoods in Canada or rural China. This is a slow process, and you must understand that I am not trying to deny the possibility of those things – I just don’t know them, and I do my best to not bullshit my way to telling stories that aren’t mine.

Anyway.

It’s been very challenging and very revealing, showing me both ignorance on my part, the part of players, and areas where I frankly just need more time and experimentation. But the core of the game stands strong, and I am still passionate about the future of Turn.

Thank you for reading! <3


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

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

1 Like = 1 Insight from Designing Games by Brie Sheldon

1 Like = 1 Insight from Designing Games by Brie Sheldon 

I did this on Twitter recently and thought I’d share!

https://storify.com/briecs/1-like-1-insight-from-designing-games-by-brie-shel-59610aa82891bb265d7b159e


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

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.