I released a new game! In Other Lives is a game you can play by yourself, or with friends, as you tell stories about the tourists that pass you by in public!
In Other Lives is a collaborative storytelling game that you play in public, using optional randomizers and creative ideas to make the tourists and other people around you into the stuff of nightmares – or daydreams, if you’re like, into that. You can play this solo, or play with a group of friends.
REQUIRED
1-2 hours
1-6 players
A public space with some repeating visitors (the “Scene”)
Randomizer (six-sided die or flip a coin) (optional)
The people living in those flatlands, they don’t know true horror. They’ve never heard its sound. They’ve never had to run, run downhill to the flats and hope there ain’t just another hill to come, hearing the growls, hearing the scream, the baaaaaaah it roars, the sound of its four feet pounding unevenly behind you. In the hills, we know. The hills don’t have eyes. They have the phimf.
Tarnin Covalesky, woodsman
Background
The Hillside Phimf is a cryptid. The most elusive kind, that is, until you’re on a hillside at night. Then it’s just nearer than near, its hot breath just bristling your hair and its rage tenable, just behind you. It’s a perilous beast, and like none you’ve ever heard of. There are some who try to compare it to a sidehill gouger, but those beasts are sweet creatures in comparison to the giant Phimf.
It might sound the opposite of terrifying when it’s stuck to hillsides, but you’ll only think that until you spend some days in a region where there’s more sideways than straight. The creature walks on two short legs and two long ones, gripping the hillside, and reaching out with four arms to capture anyone caught unawares on the slope. It rarely goes hungry, and only ranges where dips and valleys make their home.
The screaming roar it makes seems to echo through the hillsides, but is never heard inside the thick-walled homes. The trees buffer its baahhhhing, its cry to the wind. The Phimf is said to be half gorilla, some sort of ape, with large grasping hands and fearful teeth, and half goat, with clopping hooves that find even steep cliffs no trouble at all. Where it comes from, no one knows, but we do know where it goes – ’round the hills, soon as dusk falls, and not stopping until its growls turn into satisfied grumbles from a good meal. If there’s no folk around to have a bite, it’s not afraid of partial cannibalism, eating everything from other goats to spare possums trying to find their way home in the night. All along it stalks the hills.
The Phimf has their weird goat eyes, rectangular pupils and wide, with a legendary ability to see in the dark. Bright lights shy them away, but if they’re hungry they’ll just eat the light. Goat gut’ll digest anything, so they say. They might yell while they do it, truth be told. Their bleating yells reveal squat, square teeth that crush more than shear. They batter on their chest with apelike hands that have long reach and strong grip.
The way to get at them, supposedly, is a crew with strong stomachs who can round it up onto the flat. Its strengths become weaknesses then as it’ll topple to the side, struggling between its short and long legs. It’s still grabby as all get out, but it’ll eat anything you put in front of it – even if that snack happens to be sleep-inducing or worse. No one knows for sure whether it’ll work, but someone had better do something to protect these hills.
All Arms. The Phimf has four arms and is always counted as having reach in all directions, and cannot be flanked.
Actions
Multiattack.The Phimf makes two attacks: one with its bite and one with its hands. It can make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Phimf can’t bite another target.
Grasping Hands. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Phimf can’t grab another target.
Disgusting Roar. The Hillside Phimf has eaten ungodly things and its stomach works hard to digest it. When the Phimf roars to frighten its prey, anyone caught in the 20ft. cone must make a DC 10 Constitution save or suffer nausea and dizziness for 1d4 rounds (Temporary Constitution & Dexterity Penalty of -2).
Facilitator Notes
Drives
Driven by unending hunger.
Driven to find the tastiest food the most easily.
Doggedly pursues anything that smells like food regardless of when it last ate.
Interactions & Reactions
The Phimf is almost never seen during the day, seeking caves, shadowed cliffsides, and abandoned houses or barns to hide in when the sun is out.
If attacked, the Phimf will only try to fight back or resist. It will never try to run away. At most, it will seek cover when the sun is rising.
The Phimf is always hungry, and has no restrictions on its diet.
The Phimf is a large – some would say gargantuan – beast that has four cloven hooves like a goat, two short on the right and two long on the left, that make it easy for them to travel over hillsides, with a stout torso that’s heavily muscled and four gorilla arms and hands, as well as a ape-like face that’s long in the snout like a goat, and four pointed horns – perhaps the creature’s only point of pride.
Other System Notes
The Hillside Phimf has 8 hit dice.
Grasping Hands equivalent damage: Maul or Heavy Two-Handed Weapon.
Bite equivalent damage: Greataxe – three attacks for each bite.
Hillside Phimf for Monster of the Week
Monster: Devourer (motivation: to eat everything tasty)
Powers
All Arms: The Phimf has four arms and is always counted as having reach in all directions, and cannot be flanked.
Disgusting Roar: The Hillside Phimf has eaten ungodly things and its stomach works hard to digest it. When the Phimf roars to frighten its prey, anyone caught in the blast takes 1-harm close messy.
Teeth and Hands Attacks: Bite: 3-harm hand; Grasping Hands: 4-harm hand close.
Armor
Tough Skin: 1-armor.
Harm Capacity
12.
Weakness
Hunger & daylight: If the Phimf is tricked into eating something that could harm it, it takes harm more easily (no armor against ingestion). It also is weakened in daylight, but mostly in that it will cower and try to hide.
I’ve had some recent changes in my personal life, and they’ve reflected some changes in my professional life, too! As some people know, I have multiple romantic partners (I’m polyamorous), and that I work on game stuff and play games with my partners a lot. One of my partners is Thomas Novosel, who is a brilliant artist and game designer I met through Google+ a few years back. We’re dating, and we’re also working on some super rad game stuff.
Thomas is in upstate New York, and he’s consulting with me on Turn’s border towns stretch goal that replaced the Mormon towns goal. This stretch goal is going to take a little longer to complete, but Thomas was part of the inspiration – I visited him in his town, on the northern US border, and realized there are a lot of stories to tell. He’s helping me get in touch with the local indigenous center (Akwesasne natives). This is hugely useful.
(P.S.: I’m still looking for a southern border consultant, preferably a person of color, from either side of the US southern border! Please use the contact page if you’re interested.)
Thomas and I have also made our own little game collective, called Assembludo (a mashup of assemblage+ludo for artistic mashup of game stuff, basically). It’s been really fun to work on so far, and we’re nearing having some projects ready to release! It’s hard figuring out how to fund projects, but in the meantime I’ve been helping Thomas get some game jam products out like The Heaven’s Prophet’s Tomb for the Pamphlet Dungeon, and he’s run his game Runaway Hirelings for me so I can get a better feel for his design sense. (Unsurprisingly, Runaway Hirelings was SUPER fun, very creative and adventurous, and plays in like 2 hours! It’s worth way more like $10!)
The other new projects we’re working on are even more exciting!
The first project we’re hoping to release as a joint effort as designers is called The Magic Hour, and it’s a short adventure for general fantasy campaigns with some custom creatures. It’s set in a small town in a rural fantasy land with a variety of characters in the town, where a mystery is occurring! People in the town have been disappearing, and no one can seem to figure out what’s happening!
The description I gave to John one of the creatures is “okapi with condor wings” and I’m excited to see them realized in the game. We’re both obviously working on this while juggling our regular jobs, freelance work, and individual projects, so it’s taking a little bit of time. But, we’re making good progress, and I think it’s a cute game adventure that encourages nonviolence, explores a small town, and has a little bit of silliness baked in. We’re both capable of seriousness and spookiness, but I think that’s something really wonderful about what Thomas and I have been working on – there’s just a little lightheartedness in every bit!
We have a few other ideas bouncing around. Like, Thomas is working on a King Arthur and the Round Table inspired knight game, A Knight Rode at Dawn, which looks absolutely fantastic and has been fun to follow and contribute to as he needs. I’m working on Flicker, something I started writing inspired by Thomas’s art before we started dating, which is a game about hope where you burn down tiny paper houses as you, a living flame, travel the darkening world to relight the sun. I love the game a lot, and it’s reignited by Thomas’s gentle encouragement.
Our big project, which could take a long while, is Little Green Dot, which is a game about a world populated by animals that live on little islands. It’s a world touched by folk legend and there’s a lot of thinking about our actions, what they mean now, and what they’ll mean years from now to our community, our family, our party, and ourselves. Animals are sometimes bigger or smaller than they’d be in our world, but they’re also able to use leaf-swords and acorn-caps and travel to become legends in their own right.
One of my favorite things that Thomas has written in our draft notes is this, about one of the character types that I wanted to have.
The squids and the turtles children would grow together but would always be upset and miss each other and grow apart as one went towards land. The Whale saw this and kissed the squids mantles, giving them a soft membrane of water from home to follow them onto land. Allowing them to go as far as they want, with their friends, while also taking their home with them.
Thomas Novosel, draft notes for Little Green Dot, 2019
There is a section below it where he elaborated that I read as he typed, and it made me cry!
Specific Feeling: Taking a stone from the farm with you into the city. A stone that you looked at and liked. But someone put it in your hand so that you didn’t have to pick it up.
Thomas Novosel, draft notes for Little Green Dot, 2019
This is the weirdest thing about designing with Thomas. He still is quite technical and focused on mechanics, like John is. And he’s highly artistic, like John is. But Thomas is much more of a feelsy person like me! So when he wrote this, especially as a farm kid who moved to the city and no one gave me something to carry with me, just punched me in the heart forever. It was one of our first design sessions and it remains one of my favorite things I’ve ever seen a person write about something they were designing.
I think my work with Thomas has made me reflect on how I design a lot! Like, maybe I need to start putting myself first, and the game after. And maybe, I should not tell myself it’s stupid to think about how mechanics feel. We ignore it so often, how games feel, what they do to us emotionally when we take action or don’t, and how we feel when we roll a die or flip a card or enforce a mechanical rule. Feelings aren’t stupid. And just because we have to work at understanding them sometimes does not mean that we should dismiss them in design. Needless to say, I can’t wait to show you more from Assembludo in the future!
One last thing I wanted to mention about my work with Thomas is something he put in the Little Green Dot document. It sounds simple, but it’s really important:
The Love Contract If this game affects our relationship negatively, or starts hurting us. We will stop working on it, because we love each other very very much. And being in love is more important than fighting over work.
Thomas Novosel, signed by Beau and Thomas both in the Little Green Dot documents.
I look at it and I think, my gosh. How many of my relationships would be less rocky around our design experiences if I’d put this in there? What if I had put in a Friendship Contract or a Respect Contract in my projects I’ve worked on? How simple of an idea is it to just stop doing something that’s hurting you, or hurting the relationships that build up the game in the first place? It smacked me right in the forehead with its sense. So I signed it!
I love all of my partners very much. And I work with them all, to varying degrees! I think what I was missing this whole time wasn’t the right person to work with, it was the right attitude to go about working with. Considering that Thomas and I, and John and I, are very aware of how fickle the game market is and how we can’t ever expect success. I think we also know how precarious relationships can be when you’re working together. Like, yikes. With that in mind, I think prioritizing love is worth it.
Find out more about Thomas at thomas-novosel.com and find him on Twitter at @thomasanovosel. His itch.io hosts a number of his games & game materials as well (including fonts!), and is a good place to follow!
P.S. I go by Beau now, tho the full name is Brie Beau Sheldon. 🙂
P.P.S. – My work with John continues on Roar of Alliance – check him out on Twitter as @johnwsheldon and on Pluspora to follow his progress. He is also still my husband, thankfully. 🙂
P.P.S. I’m still with Dillon long-distance, too, and he is running some really cool games as an awesome DM, and makes some awesome creatures for his games! Keep up with him on Twitter as @Damn_It_Dillon!
My products are temporarily on reverse sale to gear up for tax time I’ve increased the prices by a very nice percentage – hopefully to help me get through this year’s taxes! Buy all of the products for a cool nice $69 – yes, that’s more expensive. Just like taxes!
My goal for the sale is $420. I will not use it for blazing it, just to give a boost to my funds to pay taxes owed. It runs until 4/1/19!
We recently posted an update about Turn’s progress, and it’s going pretty well! We may soon be closing pre-orders (which are still open here!) if all goes well with layout, and we are pushing on thru with the
stretch goals. I wanted to talk a little about Turn in playtesting, and a
big thing that happened recently in our longest-run playtest.
Some people may have heard me talk on Twitter about my character Beau Taggart, who is a professional hunter, the game’s Late Bloomer, a Cougar, and super gay. In his early character background during character generation, we established that Beau had turned for the first time only recently, about six months ago (as required for the Late Bloomer role). When he turned for the first time, he his truck had just been hit by a drunk driver while he was driving down a winding back road.
He got out of the car to check on the driver, but the driver was behaving aggressively, and tried to punch him. Beau knew something felt wrong, but he was scared and panicked, and responded by hitting the guy back. He didn’t know that his body had started to turn, that his super strength had grown. The hit was so hard it broke the guy’s neck, and while Beau was realizing with horror he’d killed a man, he also turned into a cougar for the first time.
His animal instincts kicked in – he hid the body, and ate some of it, leaving his claw and teeth marks on it, desperately hungry in light of the force turn. In his panic, he was found by Camellia, a fellow shapeshifter (Overachiever, Bison) who helped him get back to human form, and over time, he learned better how to calm down. He didn’t tell Camellia, or anyone else, about the drunk driver, harboring his accidental crime as yet another secret.
Not many Turn characters have super tragic backstories, and this one isn’t even all that bad (sometimes people accidentally kill people, and those are small town secrets I’ve heard), but I knew there was a risk of it being an element when people played so I built a character with a high risk background to see how fast we could ramp up to exposure. It still took over a year at our slow playing pace – which is ideal. If we were playing weekly, it would happen more quickly, but it paces out well.
How did I plan this out? Well, I knew the number of exposure marks for towns and town characters, I knew the average number of scenes per session (5-8), how many of those typically risk exposure (4-7), and how many sessions each character is generally in (3-6). I knew that having a higher risk background meant that I would end up on the higher range of everything, and that Beau was starting with a generally positive reputation as a Late Bloomer.
That doesn’t mean I was ready for the exposure to hit max!
Turn has ten marks on the exposure track for the town. You can get positive or negative marks, based on the type of interaction that causes them. You take the marks when you’ve done something that might cause someone to suspect your shifter identity – it can be behavioral, it can be physical, etc. Something like slipping up and saying you spent all night in the woods, or maybe your eyes shine oddly in a photograph.
Beau’s track grew and grew over time, including his town character (TC) tracks, which are separate. One TC of his was Diego, his best friend who knew everything but this secret. Early on in the campaign, I played Beau to slowly reveal his identity as a shifter to Diego, purposefully planning positive encounters. He managed to do so successfully, which was good, because Beau was truly in love with Diego. They later became partners, but it was still pretty quiet, because the town was relatively conservative in that regard. Their own professional hunter in love with his buddy? Beau wasn’t sure they could handle it.
There are three results you can get when you become fully exposed to a TC or the town itself: reviled, which is the lowest result, and results either in a toxic and risky relationship with the TC or you getting run out of town or dealing with violence; revealed, which is the middling result and means you may risk comforts, safety, or gossip but you’ll be able to stay in town; and known, which is the best result, and means you’re accepted in the town or by the TC.
With Diego, Beau got known, so he was able to get together with Diego, stay friends and more, and not have any risk increased from it. Over time Beau had some more positive and some more negative interactions with people in the town, just like you do – simple things that cause conflict last longer in people’s minds than we thing. It was pretty balanced. But, rumors arose when a body was found in the woods that it turned out matched the drunk driver, whose car was found, too.
This combined with Beau acting out of sorts because he found out who his birth mother was and it led to a spectacular new ability – the ability to turn into a Raven, as well! These events combined led to an exposure roll, which is 2d6 plus the exposure track, added up based on the +’s and -‘s on the track, and a + for any known TCs. I rolled poorly, but had enough based on the roll, the track, and Diego, I got the middling result – revealed. That meant no immediate danger, but it meant time had come to face facts.
The rumors spread faster than Beau could do anything for, and before he could even come clean to his closest friends (Camellia and Iris, his cousin and coworker), the cops were at Camellia’s door looking for Beau. He managed to tell Diego what happened, and Diego supported him, but he was going to have to deal with the police at some point. He decided to turn himself in. Meanwhile, on the in-fiction Facebook, his fellow townspeople were spreading memes of the Cougar Killer, claiming he’d murdered the man and mutilated the bodies. This is something that would eventually die out without the police arresting him, but in the moment it was challenging!
A little bit of coordination led to him having enough time to sneak past the deputy posted at Camellia’s (where his truck was*) to tell Camellia and Iris what was going on, then turn himself in with some legal support obtained by Camellia. He confessed to fighting with the guy, but stopped short of admitting to murder. The cops didn’t have enough evidence to keep him. In the end, Beau will still live in Cauldron Springs, unable to leave easily because of the ties that hold him there, and hopefully happy with Diego (because that cat’s outta the bag).
But, once you’re brought in for something this serious, it’s hard for people to drop their suspicions. Combining it with Beau becoming obviously out as queer since Diego went with him to the police station, Beau’s once stellar social standing is pretty decreased. He’ll be able to survive, but he’s not who he once was to these townspeople – many of them will go on believing he actually murdered someone, others will simply struggle with his identity especially when tied with the stigma of being questioned for murder.
So basically it all worked out? Like this is exactly how this sort of result should be narratively. Maybe some people might choose to have the shifter identity be the forefront and have it be more fantastical, some people might want to diminish the fantasy even further, and either is okay – just keeping in mind that people rarely want to believe the most fantastical things, even though they’ll often use fantastical things as metaphor or illusion for the reality.
The pacing for the exposure to max out worked perfectly, the narrative surrounding it hit all the right notes, and all I did was start with some trouble baked in, like so many characters do. It meant a lot to me to play this character** and have it play out so true to what I designed. The game works, it works really good, and it tells the stories I want to be told.
I can’t ask for more, honestly.
I’m curious, what have you worked on in games that you played out in playtesting or just when you released the game that made you have that, like, damn, I did it! moment? A moment with the math lining up just right, or the narrative tone hitting the right button? Share it in the comments, and please share this on social media to talk about those moments of design success!
*Beau constantly forgot his truck at Camellia’s, where he often went to have tea to calm down and to hang out, then turned into a cougar to hit the woods. It actually became a feature on the map! Oops.
**Who some might have guessed was a test run for my chosen name
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!
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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.
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.
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.
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.
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.
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.
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.
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 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. 🙂
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I’m supposed to start this post with a fired up enthusiasm about all the projects I’m working on and how I’m gonna be awesome and do a great job! But today? Today I do not have that for you.
Here’s what I have for you, in the immediate.
I’m working on interviews with Epidiah Ravachol on Wolfspell and Becky Annison on Bite Me! so once those are finished up we’ll have something to howl about. I don’t actually have further interviews on the docket, but I’ll work on it. I always do.
(As a reminder, the best way to get interviews here is to encourage your favorite creators to go to my contact page and send me an email with the info! That cuts out like three emails worth of information exchange and shows me they’re excited to be interviewed. Plus, it makes sure that you – my readers – see what you want to see. You can also help me do more interviews and posts of all kinds by supporting via Patreon and sending tips via PayPal or ko-fi! Note: I don’t think I’m charging for this post, even though it took a while.)
I have some other posts in mind, like one talking in detail about the updates I’ve done to Script Change, reviews of a product or two, and so on. It would be cool to know if you have interest in anything, as a lot of the time I’m running on my own ideas here and I don’t even know if you’re enjoying the posts sometimes! With the ending of G+, this will get even harder for me to gauge. Please comment, share and tag me, and so on!
Speaking of comments, I’m looking at a move to WordPress since G+ is dying and I have no idea what will happen with comments here, plus the site has been kind of wonky. It’s gonna cost money and time, like a lot of it, so it may be a while.
On the games front, I’m currently working on a number of projects. Some of them are personal, some are professional, and all of them have unique challenges. The issue is, few are having successes, at least by my count.
First and foremost is Turn, my game I Kickstarted in October, which I’m in the production phase for. Now that the Kickstarter is done and we’re into production, aside from a few blips on the radar, all positive feedback has ceased. I’ve also had to deal with a ton of financial stuff that’s very hard for me, our beast artist had to step down so we had to replace them, and my own experience going through the editing process has been rough. Some of this was expected, some of it was not!
This is hard! It’s also exhausting. Especially when I have to dig into my work each day and I find myself questioning all of my decisions, my ability to do my job, and my ability to make this work.
Second, I’m working on Leading with Class. It’s not a game, but it’s about games, and we have a ton of work to do on it. We can always use more support over on Patreon to help us reach our goals, and some enthusiasm for the project would be something nice to see. I want to do more with it! Or, at least meet our base goals!
Third, I’m also working carefully or not-working-right-now on a number of other games of varying sizes:
Posers – This is currently at a halt as I can’t figure out the right form factor, which has locked up my design. It’s a game about performing masculinity, and has a weird knot-tying/untying resolution mechanic. No idea when I’ll be working on this in earnest.
At the Lake by Morning – This is a game inspired loosely by Annihilation and is supposed to use water and a mirror in the mechanics, which is going to take some fiddling. I want to explore some feelings I got from the film, significantly looking at self-forgiveness and change. It’s new.
The Unhurried Pursuit of Sloth – This I have all the ideas for, just gotta start digging into the mechanics. It won’t start in earnest until Turn’s finished. It’s a game about taking it slow and self-communion.
Laser Kittens Octopus Hack – I’ve been signed on with Glittercats Fine Amusements to write an octopus themed Laser Kittens hack, which involves the octopus being brought into a marine science lab and (perhaps!) escaping. I’m putting down the first bits of it soon. Glittercats awesomely chose to keep the lights on, so my energy can be more easily directed at this. I’m gonna do my best.
Eldrich Inkling – This is a two-player investigation game where one player sets a cosmic horror story for another, played by mail. It mostly requires research, which takes time, especially with my brain.
Tribute – I recently decided to withdraw Tribute from the Gauntlet Codex as the game is based largely in processing loss of love, and my grief (related to my grandmother’s death) won’t allow me to publish it through someone else, and won’t let me finish it until I resolve some things. It’s strong, but there is something missing. It may have to wait until spring – if it does happen at all. I hope it does.
And that doesn’t touch my home projects – specifically, the be-a-better-person & be-healthier projects. Which, you know what, are just as important as my deadlines! I’m currently doing physical & speech therapy for my concussion recovery, plus diving back into psych therapy to help treat my bipolar disorder, PTSD, anxiety, and various related troubles. The PT+speech takes up a minimum of 10 hours of appointments, home work, and recovery from those appointments and home work each week – that’s not counting the normal days I have symptoms from my concussion, or dealing with insurance. With my existing disabilities on top… yeah.
Psych therapy is going slower, but is a lot of emotional work. When you go through cognitive type therapy, you can find you get stronger while simultaneously becoming more sensitive and delicate. Those aren’t words I like for myself, but there they are. I’m working on myself as much as I can, while trying to avoid the daggers that are the world – and they are such sharp daggers, and so many! I wish they were something softer.
I guess where I’m at right now is like, yeah, 2019, lots of plans. Loads of things I have to do, things I want to do, things I’m struggling to do. And hopefully more on the way. I want to be more successful, to help provide for John and me to have a happy life. I just feel like I keep hitting setbacks, and Thoughty can be a casualty of that – it is hard to do this and do everything else and survive. You can bet your bottom I’m trying to reinvest all of this struggle and pain into games and Thoughty – just gotta filter it, refine it, and find a place for it.
I hope that you’ll stick with me as I keep making things and keep asking questions. I also hope you’ll do those things, too!
And hey, take care of yourselves. It helps me believe that I can make it when we aren’t all falling apart together! Let’s build each other up, and build a better year.
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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.
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
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.
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.
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.
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.
Photos by and Copyright Brie Beau Sheldon.
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