Con Tips!

OH HAY CONS ARE HAPPENING RIGHT

(See the links at the bottom, too! updated 8/1/2016)

I can almost guarantee these things are happening already and I’m late on a bunch of cons, but here’s some stuff to remember:

  • Cosplay isn’t consent. Don’t grope or harass cosplayers, and photograph them only with their permission.
  • Don’t put anything on anyone else without their permission. This includes fairy dust, perfume, any of your body, and social pressure.
  • Have a buddy! Do check-ins! Cons can be great, but safe spaces are hard to find. Have at least one person’s contact information (at or away from the con) readily available to check in with once or twice a day, even just a “yep, I’m alive!” text. It can help you feel grounded and_ is a good risk-prevention measure.
  • Sleep. I know as well as anyone that staying up all night at cons can be super fun! It can also be really bad for you. Make sure to get at least 4 hours (this sounds like so few, but it’s better than nothing!) and take breaks when you’re able to. Even lying down for a half hour can rejuvenate you and ease any anxiety you have built up from the crowds.
  • Eat as healthy as you can, but even if you can’t, make sure to drink water! Lots of it. Try to stay hydrated as much as possible, even if it interrupts your activity – healthiness comes first.
  • Make sure you have bathroom breaks, no matter what you’re doing. If you’re running an event, for every 1.5-2 hours, have a 5+ minute break, and let attendees or players know they can step away from the game if needed.
  • Take your medications correctly. If you take medicine, or end up needing it while you’re traveling or at the con, take it according to the instructions and with the appropriate food or drink. If you are worried about missing it, set alarms. It’s also good to make sure that someone has a copy of your medications in a list including dosage, whether with you at the con or at home, in case of emergency.
  • Pack wisely. Make sure you have all necessary medications, toiletries (toothbrush, toothpaste, soap or body wash, shampoo, deodorant, hair products, hygiene products, etc.), clothes (multiples of everything – having clean underpants and socks at the end of the day (or to change into midday!) can make a world of difference in comfort), and any assistive devices you might need.
     
  • Take care of yourself physically. Take breaks when walking the floor. Don’t overload your bags or kit, and pause to set them down regularly. Stretch in the morning if you can. Get a shower or bath as often as you can, every day if you’re able. If you are able, take breaks from sitting or standing. If not, just make sure to try relaxing your muscles a little bit when you can. Take deep breaths every so often to help keep you alert. Know that you can step away from any activity that is too physically challenging, beyond your abilities, or is just too much for you at that moment.
  • Take care of yourself mentally. Make sure to step away from the busy con floors to get some quiet every so often, and if you have a tendency towards anxiety and panic, try to have a break away from the action entirely occasionally if it’s possible. Have a social contact you can keep in touch with at the con or otherwise to talk to if you are overwhelmed and need a break. Know that you can step away from any activity if it is overwhelming you or if you are uncomfortable.
  • Don’t put anyone else at risk. If you do things that are dangerous, you put others at risk. If you’re drinking? Take measures to prevent risk – have a buddy, drink water, set a shut off point. If you’re out in the city? Have a buddy, take your phone, make sure you have a map. Put your safety first, and it will help protect others.
  • Be respectful. Don’t talk over other people. Don’t yell or steamroll people at the table. Don’t harass people or threaten them. Don’t interfere with other people’s personal space. Let people have room to enjoy themselves, and you can do the same.
  • Be kind. Don’t make people feel unwelcome! Don’t be racist, sexist, ableist, homophobic, transphobic, classist, or any other kind of -ist, -phobic, or -ism. Treat people with kindness and decency.
  • Make space for those who need it. If you see someone with a wheelchair, cane, or white cane, make sure to give them space to get around. If someone needs to sit instead of stand – in lines for tickets, in the middle of events, etc. – let them do so, regardless of how you perceive their ability. Let people who aren’t the majority at the event speak first, try games or gadgets first, and/or have first access to guests. You will get your turn.
  • Be friendly, but don’t pressure people. Try to be friendly towards others you’re gaming with or spending time with at the con. You aren’t obligated to be happy or cheerful, but you can still be polite (this is obviously only in the case that people are polite and respectful towards you). If the person you reach out to seems uninterested, leave them alone. If a person is reading, has headphones on, etc., give them their space. Don’t ever tell someone to smile.
  • Report problems to con staff. When you arrive at the con, make sure to get the information for security and/or other con staff who help during emergencies or difficult situations. If something happens that makes you uncomfortable or that hurts you (harassment, bad behavior at the table or elsewhere, fighting, etc.), contact the con staff as soon as possible to report it. Make sure to take photos wherever is appropriate (damaged products, injuries, screenshots of messages) as well. If it is appropriate, also contact the police.
  • If you see something wrong, take the right action. It is not always the right action to interfere, but here are some suggestions. 
    • If you see someone being physically assaulted and you are physically capable of helping, step in with caution. 
    • If you see someone being assaulted and you aren’t sure you can help, call for help, and if possible, snap photos of the offender. 
    • If you see someone being verbally harassed, don’t interfere threateningly – try to catch the eye of the person being harassed and see if they seem to want help, or casually go over and greet them (if you don’t know them, it can be helpful to say “Wow, I haven’t seen you in a while! How are you doing?” to open dialogue and distract the person bothering them). 
    • If you stumble across a situation that seems unethical (someone seems to be stealing, etc.), alert con staff. 
    • When in doubt? Get the attention of someone nearby and notify con staff as soon as possible.
  • Have fun! There are a lot of great things to do at cons, but the biggest part is that you never have to take part in anything that isn’t fun for you. If you aren’t having fun, opt out. If someone gives you grief over it, that’s their problem – you should only be doing things that you feel safe doing and that you enjoy. Make sure that you have a good time by being honest with yourself about your capabilities and what you want. 


Stay safe, drink water, and have fun!


ETA: Adding some useful stuff!

Rob Donoghue posted some great Origins tips, plenty of which carry over to other cons!

This article on Handicap Awareness on Dr. StrangeRoll is great!


This post was supported by the community on patreon.com/briecs.

Cyberpunk, Shadowrun, and a New Future

This post has to start with a disclaimer, because this is important to note. Cyberpunk settings and materials for games and fiction have often (almost always, really) involved appropriation and racial and cultural stereotyping of indigenous cultures, people of color, and pretty much anyone outside of the white “norm” in the U.S. and parts of Europe. This is something that sucks, and it is very important. I want it clear that what I am talking about is not meant to dismiss or ignore this. 

On topic:

As many people know, I am a big fan of the tabletop RPG Shadowrun, which was released originally in 1989 and set in a cyberpunk technically-a-dystopia. My favorite edition, and in fact the only edition I’ve played more than a half a session, is 3rd Edition. There are a lot of reasons I like it – the first is that it’s got a whole bunch of somewhat-ridiculous but fascinating, rich setting material. Along with that, it has magic and technology in a bundle, which I love. You can build the most ridiculous characters (especially with the point-buy system, which to my knowledge is not available in later editions, which is a travesty), and tell radical stories.

There are a few ideological reasons for me, too. There are a lot of moral and ethical aspects to Shadowrun if you dig into it (which I have been lucky enough to have a GM who allowed this). Big ones, of course, are things like bodily autonomy, personal freedoms, etc. For me the most clear things are:

  • The reality of class and financial disparity. While most people would probably not have seen it, I spent a fair amount of time as a kid in a pretty financially desperate place. My family was not well to do, I had to do a lot of manual labor growing up, and the changes I experienced when I finally made some money were incredible. However, class is ignored a lot in the US. The people in power rarely discuss the fact that there’s a massive income and class disparity, and that lack of recognition and acknowledgement is reflected in Shadowrun. In the Lifestyle rules, there are rules for everything from where you get your protein cubes to how long it will take an ambulance to get to you. If you don’t have healthcare (which is fucking expensive), you have to know a street doc, and if it’s not a good one, you’re fucked. There are barriers if you don’t have money, and it’s pretty well established that if you don’t have money, you’re going to have to break the law to do it – and that’s not unrealistic even now.
  • The reality of injury. In Shadowrun 3e, there is a damage track that includes stun damage, then physical damage, and overflow which basically means “y’all dead.” If you get shot with a shotgun and you’re a human without augments? You are likely to die. If you’re a troll with armor? Much less likely, but if someone really great at the weapon is using it, you still might get hurt. The damage from weapons is no joke, and you can seriously die. The first time I played Shadowrun I died in the first five minutes. The thing is, though, it’s not a cheap injury or death. You can’t really come back from the dead, but you can get magical healing (one try) or treatment by a street doc, even though it’s expensive as hell, and you’ll probably have to have down time to heal. However, the injury is not “whoops I slipped and died!” or “I took twelve shots to the chest and then got hit by a shell casing and it took me to -10” either. It feels meaty, like the injuries actually make you take modifications to your rolls so it’s represented mechanically and in the fiction. This is something I really appreciate. (Note: This does not keep you from doing cool shit. You can do so much cool shit.)
  • The power of choice. One of the biggest things about Shadowrun 3e that I love is that you have a significant amount of choice. I did not find this to be the case with 5e and 4e seems very removed from the kind of gameplay that this is relevant to. Both with priority and point-buy, you can build characters with a lot of variety. Everything from disabilities (they have flaw options for a bunch of physical and some mental disabilities or disorders – and no, I am not saying they’re perfect, but they are there) to augmented bio- and cyberware. The thing that is awesome about it, in my opinion, is that you can have a disability or completely change your body, and still be just as effective as any of the other players. You can choose whether your character is fully physically combat ready, or if they have flashbacks, or any number of things, but you can also change if they have titanium bone lacing or in-eye cameras. These things are, though, limited by my first point – class and financial disparity. However, that’s part of why people are doing the illegal junk they’re doing.
  • You can have a cause. While the game is not specifically targeted at it, you can aim towards political and social goals, like taking down corporations not because you’re hired by a competing corp, but because they’re doing unethical shit. You can have personal priorities, and moral and ethical standards (there are even rules for partial and complete pacifism in the flaws). The game doesn’t have to strictly be about running for cash (though the nuyen help!), it can be about radical change and overcoming the prejudices, biases, and brutal rule of corporate interest.

There’s some other stuff, too, but those are the big ones. They might not be the same that other people like, or that they even care about at all! But they are big to me.

With that last point especially in mind,

I’d love to see a game or story post-Shadowrun, or alternate to Shadowrun. Not just “new edition of Shadowrun” but instead a future where the corporations have been knocked down a peg but they’re still resisting, where people have achieved less disparity, where people have been able to cut down crime because social policies don’t fucking suck so hard. I want a future where we can see a world of hope. I want to be a hiccup from post-scarcity. I want creation for creation’s sake, not to fill a piggy bank. I want people to choose the bodies – or lack of body – they want. I want the conflict to be based on ideology (instead of which corporation pays more) and the pursuit of equal access to safety and security.

I love the tech in Shadowrun, and I love the concepts explored. I’d just really love to expand upon it in a way that operates less on the plan of getting more nuyen and instead on the goal of changing the world. I can’t help it, I guess – the real world seems beyond possibility of change, so it’s become a fantasy I’d like to play out. At least if I played it in a world like Shadowrun, I could dual-wield vibro-swords.


This post was supported by the community on patreon.com/briecs.

Diversity & the Tabletop Roleplaying Community by John W. Sheldon

John W. Sheldon is a tabletop game designer and graphic designer in the Pittsburgh, Pennsylvania area. His history includes work with the U.S. Army Reserve preparing news shows for the Army in Iraq. He has been playing RPGs for most of his life, and since becoming involved with the indie RPG scene has gained a lot of knowledge about the demographics and interests of the players and creators in the community. This video showcases diversity in the tabletop roleplaying community through personal interviews with creators, players, and academics in the RPG industry.

Playtesting Bluebeard’s Bride with Sarah Richardson!

Yesterday I had the pleasure of playing a session of Bluebeard’s Bride with Emily Care Boss, Hannah Shaffer, and J Li, with the fantastic Sarah Richardson as our GM. (Note: this was an amazing group to play with. WOW.) Sarah Richardson, Marissa Kelly, and Whitney Beltrán are the creators of  Bluebeard’s Bride and I was very excited to get into my second playtest of this gorgeous game.

Up front for people interested in this game: First off, this game is still in development and has not been released. Everything in this has the possibility of changing. It is not a game for kids. It often contains very twisted material, including seriously NSFW and graphic descriptions. This review will cover some sexual content (I’ll try to keep it relatively vague), generally creepy stuff, and violence against women.

Bluebeard’s Bride has a really awesome initial setup. It’s currently based on Apocalypse Word mechanics, but it’s quite far removed from that material. The game is about the story of Bluebeard, a fairy tale that has seen many different interpretations. The core of the story is that a woman marries a man with a blue beard, and instructs her that she can explore his whole castle except one room, then leaves for business. Eventually she opens that room, and finds that it is full of the corpses of Bluebeard’s previous wives. Bluebeard finds out that she’s opened the door, and kills her (in some versions she is rescued, but the regular story results in her death). How this plays out in the game and how it ends is something you’ll just have to find out through play! My two experiences with this game have been quite different, so it is one of the few games that is kind of encapsulated in one specific story that has a ridiculous amount of replayability.

The general idea in this game is that there is one bride, and the players play different parts of her psyche. The playbooks we used were the Animus (physicality, masculine bravado, and independence), the Fatale (sex, sensuality, and intrigue), the Virgin (innocence, exploration, and critique), and the Witch (transgression, magic, and power). There is also a playbook called the Mother, but we didn’t try that out.

The playbooks are one of my favorite things. They include six sections: Wedding Preparations, Sisterly Bonds, Token Tracks, Stats, Burdens, and the Trauma Track. I don’t want to overcomplicate this review so I’ll just talk about my favorite things: the Wedding Preparations and the Burdens. Wedding preparations are basically character generation. There are questions about whether you trust your husband or not (I didn’t), what gift did you give him (a stag’s head and the knife I used to cut it off with, to demonstrate my power), and then a question about the physical appearance of the bride, with a second question about the way other people influence her appearance. This was a fascinating exercise.

The Burdens are basically playbook specific moves. I am a huge fan of these. The Animus has one presently (though this could change) that involves investigating objects by breaking them. This was so my thing. I was super excited to play it.

Okay, I do have to mention the other playbook sections: Sisterly Bonds are relationships between you and the other Sisters (pieces of the bride’s psyche). To my knowledge there is not a specific mechanic. The Token Tracks are Faithfulness and Disloyalty tracks that are marked when you exit rooms to help determine some of the details of the end game mechanics. Stats are self-explanatory. The Trauma Track is effectively harm. I can’t remember exactly what happens when your Trauma Track reaches max, but it’s called “shattering” so that’s pretty cool. 🙂

The play involves passing around a ring from player to player in no specific order (the player with the ring chooses who it passes to for the most part). There are moves for investigation, supporting or interfering with other Sisters, and some other really good ones – my favorites are shivering from fear, which is typically called on when the GM sees you get really creeped out (this is an awesome body language thing to me), and dirty yourself with violence, because yesssss.

There is a cool thing where you leave a room and you have choose a token kind of representing what you discovered, which I think is cool because it makes you reevaluate everything having to do with that room. There are also a few instances where the game asks you what the scariest thing or most horrible thing that could happen is. I love how it gives players the agency to terrify themselves.

Agency is actually something really important to me in games. Bluebeard’s Bride actually, imo, does a pretty good job with it. First of all, I don’t know if the other creators do this, but Sarah did get in touch with players in advance and allow us to flag any major triggers. This is hugely appreciated for me, because the game is filled with a lot of really upsetting things. She also allowed use of an X-card in game. On top of that, Sarah is an incredibly perceptive GM, which I think helps a lot. If you plan to run horror games, I think that it is way valuable to have a good read on body language.

Another part of the agency is that how the players approach the materials – like in other AW games – tends to influence the type of horror and danger, as well as the severity. This allowed us to take things in worse directions for some subjects, and better directions for others. When the game asks “what is the worst thing that could happen here?” the GM can see by our responses what is really working, and where buttons could further be pushed.

Also! I liked that this game has a very elegant way of violating perception. Like, when we play games, they are fiction, and we can have our characters experience stuff like hallucinations – particularly popular in horror. This, however, is a story where we are expecting bad stuff to happen and when the horrific stuff happens it’s very easy to assume that it’s actually happening! Because the game is contextually horrific, seeing horrific things is very easy to accept as reality. This is able to be turned over its head by the GM revealing the mundanity. It’s very cool because it has this element of “this could be real, but it could also not be real, but what is real?!” while still keeping a great flow to the story.

Beyond the mechanics!

The session was SO fun. I am just going to cherry pick some stuff, because while the story changes with every session in a lot of ways, I want to leave a lot more mystery regarding the structure.

In one scene, while the bride was investigating the bathroom, a mosaic on the ceiling depicting a standing man and woman changed by looking into the water in the bath below into the man strangling the woman. While the bride was examining this, a shade of some sort came from behind her, and began to strangle her and shoved her into the water. Upon waking, the bride discovered no markings or other indications that it had happened, except that she was now lying in the bathtub. While examining herself in the mirror, the shade came behind her, and when she tried to attack it, it grabbed her shoulder, and seemed to physically break something. The pain continued throughout the session.

In another scene, the bride was examining some locks of hair and the Witch tried to divine whether they were from violence. The response was for the walls and ceiling to start bleeding, and blood to pour over the bride. When she tried to wipe it off, her skin peeled off as she touched it, coming off in ribbons. When she screamed for help, the maid arrived, and there was nothing happening at all. Instead of the locks of hair on the dresser in front of her, there was a large, wooden dildo. The scene that followed with the generally creepy maid involved a disturbing kinda BDSM scene where the bride was somewhat involved, as well as a second maid.

Later, the bride went into the dining room to discover a huge banquet of food, all of which smelled just like what her mother cooked at home. A third maid offered her a small pie, all the while talking about how the bride shouldn’t each very much. The bride eventually dug in and ate a little bit of everything, and by then the other two maids had arrived and they started shaming her, talking about how Bluebeard didn’t like chubby girls. Since the Animus (me) was in charge of the character at that point, that resulted in a little violence – the bride hauled off and punched one of the maids, and then two of them held her while that maid punched her in the stomach. When they left, the bride was so full of rage at everything – the maids, Bluebeard, and especially her mother for forcing her to do this – that she shattered a ton of the now-bare plates. That led to another discovery…

The ending scene was incredibly dramatic, and super fucked up, but it was great! The whole exploration of both the house, Bluebeard’s character, and the bride herself was fascinating. I fully recommend checking Bluebeard’s Bride out soon – playtests are currently rare, but I think it will soon be coming to us all on Kickstarter. I, for one, am hella excited!


This post was supported by the community on patreon.com/briecs.

Supernatural Evil vs. Real Evil: When Reality Bites

As a fan of many varieties of fiction and genre books, films, television shows, and games, I have seen a fair share of villains. Bad guys are, actually, one of my favorite things. Without villains, where would be heroes? Without evil, is there actual “good”? It’s a big question. The one thing that keeps coming back to me, however, time and again is the question of what is more frightening, more evil: supernatural villainy, or villains who could step out of the next corner shop?

Starting with my earliest exposures to the good vs. evil storylines, I watched a lot of cartoons. Cartoons are, for the most part, about unreality. The characters are not supposed to be super realistic or like anything you might encounter. In Disney alone, there are Maleficent (Sleeping Beauty), Ursula (The Little Mermaid), and the Evil Stepmother (Snow White) – they are all frightening to children and adult understanding of their motives definitely show that they are fucked up and evil, but for me, they are not nearly so frightening as Frollo (The Hunchback of Notre Dame). There is a supernatural element to the Hunchback cartoon film, but Frollo is all too real. He is a man very dedicated to his religion, who sees beautiful women as vain and condemns their sexuality, and he considers himself better and more pure than those around him (which, imo, is terrifyingly real).

I was around 4 or 5 when I saw my first Stephen King films. Thank you television for doing re-runs, and thank you parents for leaving me alone with the television. I saw, in a sweet double-feature, IT and Carrie. They are both pretty well-done films, and completely compelling for a kid who loved ghost stories. I still have nightmares about those movies, but they are two very different types of nightmares. With IT, it is the standard “holy crap evil clown”, teleporting, monster-morphing scary that is easily expected. With Carrie, it is so much different. For me, the villain of the movie is not Carrie, or even the cruel teenagers. It’s Carrie’s abusive mother. See, in IT, the clown is a scary villain, yeah, but even at that age I knew that those things weren’t real. Abusive parents, though, were something I could definitely imagine (and had been witness to).

Further on we go – scary movies with werewolves and vampires and ghosts, right up next to Law & Order, CSI, and the serial killer shows and documentaries I latched on to. No matter how many nightmares I had about monsters, it never compared to the constant anxiety I felt day after day knowing that there were real people out there who were, from my perspective, far more evil than their paranormal peers.

One of my favorite book stories is, no surprise, Harry Potter. In the books, the biggest villain, the embodiment of evil, is Voldemort (Or He-Who-Must-Not-Be-Named for those of you who like to use extra words). He’s a torturer, murderer, son of a rapist (love potions are not consent, FYI), and straight up asshole who is willing to murder everyone who doesn’t fit his ideal concept of humanity. There are multiple descriptions of the shitty stuff he does, and the shitty stuff his followers do. And yet, they do not scare me anywhere near as much as Dolores Umbridge. Anyone who has read the books knows how awful Umbridge is. She constantly, as a human who is not supernaturally altered in any way, chooses to do harm and induce suffering on anyone she doesn’t deem worth or doesn’t like. She’s racist (and advocates for awful things against half-human or non-human species), and revels in the pain of others. Torturing children is shown to bring her actual pleasure and satisfaction. She is, in many ways, the perfect example of someone who would claim to have “just been doing their job” when all shit hits the fan, but who secretly really got off on doing awful things in the name of her cause – and the cause, in this case, seems to just be a convenient excuse.

I think that it is easy to see why realistic villains are more terrifying than supernatural villains (in most cases! There are always exceptions!). Bellatrix Lestrange is pretty fucked up and terrifying, but there is no way she compares to the Bitch of Buchenwald (Ilse Koch, from the Buchenwald concentration camp during WWII, Google with great care). Knowing that there are real killers, torturers, and rapists out in the world is way worse to me than the fantastical idea that vampires might suck my blood.

In games, we can always use fantastical monsters. That’s something that is super common in RPGs – hell, in a lot of games we play the monsters! But when running a horror game, the choice between real horror and fantastical horror is a very careful decision. Some GMs might know their groups well and be able to run it without a question. Others might need to really talk to their players and make sure it’s okay.

If you want to run a horror game with a realistic villain, but you don’t want to spoil the whole plot for your players, there are a lot of ways to get the information you need. The first is to have a boundaries discussion. Ask your players, “If you were playing a realistic game, what kind of bad guys, type of violence, and other content are you comfortable with and not comfortable with?” Give them the floor, and then feel free to bring up specific items, including ones you specifically don’t plan to use in the game. Examples of stuff that might come up: rape, harm to children, domestic abuse, torture, sexualized violence, stalking, harm to animals. None of these are things people should feel bad about vetoing, and it’s important not to shame players or try to bargain or bribe them. It’s more fun when people want to play the game without caveats.

Other options that are great are, like I mentioned in my previous post, using consent and content tools like the X-Card and Script Change. The biggest thing to do, though, is to talk with your players and ensure that they’re cool with moving forward.

It isn’t a bad idea to talk about this with your players when you are using supernatural villains as well. While we have seen that in the Netflix TV show, Daredevil, Wilson Fisk is an amazing villain without any supernatural ability, the new show on Netflix, Jessica Jones, the character Killgrave (known as the Purple Man in comics) has supernatural abilities and he’s simply chilling to see on screen, and his abilities are truly some of the worst.

There is a lot to gain by finding what really makes your heart pound, and your hair stand up on end, and it’s often fun to pursue it. Still, there is no reason that a person should be put in a place in a game where they can’t escape or stop the source of their distress. Players deserve to have a good time, even if that means they’re quaking in their boots!


This post was supported by the community on patreon.com/briecs.

Content Warnings and Trigger Warnings: They Are Not What You Think

Content Warning: I’m going to talk about trigger warnings here, so if you don’t like hearing about that, click away now.

Hey humans! 

I want to talk about what content and trigger warnings are, and why they are important. Let’s first establish what these things are:

Trigger Warnings:

Trigger warnings are related to psychological triggers, like those from abuse and trauma. Triggers are things like sights, scents, sounds, and sensations that can produce flashbacks, painful memories, or anxiety/panic reactions in people who have experienced abuse and/or trauma.

For example: I have been sexually assaulted. When I watch movies, play games, or read books that have sexual assault in them, I can become panicked, stressed, and uncomfortable. This feeling can last anywhere from a minute or so to days or weeks. Some people I know are triggered by scents like smoke, sounds like yelling, or sights like specific violence in media or even something like being on snowy roads in winter.

Triggers are not something of cowardice. They are a psychological reaction to traumatic experiences of someone’s past. No one can define the severity of someone else’s trauma. Even when it comes to professionals, they can’t read someone’s mind. When someone is triggered, they can have complex and extreme reactions, or just some stress and a desire to remove themselves from the situation.

Content Warnings:

Content warnings have some things in common with trigger warnings, but they are not the same. We see content warnings all the time – at the movies (Rated R for language, violence, and sex!), on TV (This presentation may contain material that could upset viewers – just like Law and Order), and on video games (Rated M for content). They are not new, and anyone who is surprised by them may have been living under a rock.

Content warnings are not in regards to people’s mental health or put together to avoid panic attacks or flashbacks. Content warnings are there so people can prepare, or decide what they should let their kids see. They are not censorship, and they are not any restriction on media. They are there to guide consumers to media they want, or away from media they don’t want.

Common Objections:

“Trigger warnings and content warnings are for cowards/babies/wusses/immature people!”
Nope! Trigger warnings are there to prevent people with past trauma from experiencing further trauma. Believe it or not, a lot of people suffer from trauma, and it is not something that you can just “tough it out” most of the time. Soldiers who return from war with PTSD (diagnosed or not) can have trouble because of triggers. People who were abused as children can have triggers. Not just soldiers have PTSD, and people of all ages have experienced trauma in their life. This is why trigger warnings are valuable. When you expose someone to a trigger, it has a psychological impact. In some ways, it is like an allergy. If someone were allergic to peanuts, would you tell them to eat peanuts anyway, because their allergy is just “all in their head”?

“Trigger warnings and content warnings are censorship!”
Nope! Slapping a rating or a simplified list of the content of media on the package doesn’t censor anything. The media is still produced, and available for consumption. It might be limited by age, but parents can buy for their kids, so that isn’t a significant issue. People who are triggered by the content might be upset that the product exists – and that’s okay! They can talk to other people about it and say, “hey, if you don’t like this stuff, don’t buy this thing!” and maybe other people won’t buy it. Maybe they still will. People can make choices!

“If people see trigger or content warnings that have stuff they don’t like in them, they won’t buy it or consume it!”
Not necessarily true! While everyone, regardless of their issues with triggers, might decide not to consume a product, there are plenty of people who still will. People can, and often will, still consume media that has objectionable material in it, and that has triggers for them. Seeing a trigger warning isn’t always “That’s not for me!” It might be “I can watch this when I am having a good day” or “Maybe I will save this until when I am not in a depression” or “If I get a friend to watch this with me, I’ll be great” or even “Maybe if someone tells me what part to skip, I can enjoy the rest of the thing!” Also, we are not in the business of forcing people to buy things. No one has to buy what you are selling. It’s not like creators walk beside people in the store just putting things in their cart and telling them that it’s something they should watch, even if they don’t like it. That’s like forcing people who like action movies to watch Oscar bait.

“People will abuse them to get out of work/school/responsibilities!”
Totally! And you know what? That’s okay. It’s okay because those people will be few. It’s okay because people use excuses to get out of work/school/responsibilities already. It’s okay because the people who use trigger warnings and content warnings for their own wellbeing and awareness will, a lot of the time, still take the classes or go to work or fulfill their responsibilities. People abusing systems is nothing new, and we shouldn’t put other people through difficult and often dangerous situations just because some people are jerks.

ETA: “You can’t possibly list all of the triggers, how am I supposed to know what they are?”
Well, for one, you can’t list all of them. That’s okay. You don’t have to list them all, but that doesn’t mean you shouldn’t list any. Part of the point of trigger warnings is demonstrating that you are aware of your audience and willing to listen to them. You can try to focus on the common ones: graphic violence, sexual assault and abuse, domestic/child abuse, and rape. From that, most people can get an idea of whether it’s their kind of media. Trigger and content warnings are not an all or nothing tool. You can talk to your audiences or potential audiences, you can check around in forums and on social media to see what your potential audiences might have issues with. Even if you don’t do that, you can still be considerate even with limited information.


Why are these things important?

A lot of reasons, actually! I have covered a lot of them already, but I’ll summarize.

  • Many people have been affected by trauma in their lives, and it is important to provide support for them to feel safe and still able to enjoy their lives in any way we can.
  • A lot of people prefer to consume different types of media for many different reasons. Some have kids, some like to compartmentalize their media, and some people just don’t enjoy all types of content.
  • We should respect psychological issues just like we do physical issues. They are valid, and denying people the ability to avoid things that hurt them is, honestly, just rude.
  • Everyone should have choices in their media! Everyone is different, and we shouldn’t force everyone to enjoy one thing just because the majority enjoys it, or because not liking it makes them seem judgmental. 

How can this be applied?

In school, it’s simple. Put a note on your syllabus about what kind of content will be discussed in class, what materials you’ll be using, and how to contact instructors to either change classes, consider alternate materials or assignments, or help to figure out a good way to go through the classes without putting students in a position where they don’t feel safe in class.

In media, it’s pretty easy. Create what you want, but put a note on it. It can be simple: “This film includes rape, sexual assault, and sexualized violence.” It can also be more complex: “This game has mechanics that allow for PC mind control, which are not optional and central to the game’s premise.” Either of these options are great, and importantly, they are way better than nothing. If you are planning a convention game, you can put notes in your description, or let the players know when they arrive at the table, and offer them the opportunity to step out.
What about in games where we aren’t using a script? What if something happens in game that wasn’t planned?
This is more difficult! The cool thing is that it’s not impossible! One of the first things you can do is establish boundaries with your players so that if there is something completely off the table, you know in advance and can avoid that material. Another thing is that you can provide tools like Script Change and the X Card. These tools give you either the option to skip content altogether, or to back up and go through a scene again with new content, fade to black, or pause for a moment to evaluate players’ comfort with moving forward. It gives players more control of the content, as well as helping them to feel comfortable. It is awesome because sometimes it makes players even more likely to try adventurous content they may not have otherwise tried.
I want to emphasize: You can still create whatever you want to create. The key is to allow those who aren’t interested in your content to safely avoid it, and give those who want to enjoy your content an easy way to navigate. People have more fun doing the things that they enjoy, and when they are stuck doing things they don’t want to, it drags everyone down. Trigger warnings and content warnings help people find content that they can enjoy, and can encourage them to try new things.
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In the end, trigger warnings and content warnings are a great way to support other people in trying new things, expanding their boundaries, and exploring, without leaving them with no safety net, and without ignoring the importance of their mental and emotional health. Some people might not care about this at all, and that’s okay. However, I think that kind of attitude definitely shines a light on who is likely to consume their media, and whether they are the kind of person those who have experienced trauma are willing to trust. For me, there’s no question: I want everyone to have fun – not just the people who don’t care.



This post was supported by the community on patreon.com/briecs.

Insanity in Horror and Lovecraftian RPGs

A friend who I don’t know if they want to be tagged was discussing mental illness and insanity mechanics in RPGs with Lovecraftian themes on G+, and I wanted to share my original response, and kind of give some more thoughts.

I honestly think that part of the experience of trauma and disconnection with reality that is represented by insanity mechanics in games is a combination of personal suffering brought on by the exposure to a greater existence and comprehension skewed by denial.

I don’t know if any of you have experienced real life paranoia or psychotic experiences. It is, from personal experience, completely terrifying. When it happened to me, I had to cope with the things that I knew for sure were not real only because of how unreal they were, and then the things that I could not tell if they were real because how very real they could be. I imagine that the true horror of Lovecraftian exposure would be that the things that definitely could not be real are actually definitely real, and knowing that, and feeling as though you cannot trust your own mind to tell the difference between what you see as “normal” or even “unusual” is now corrupted by the extreme and phantasmagoric. When the unreality is the new reality, what then is truly real?

For me, the experience of paranoia and psychosis may definitely have been unique to me, so I don’t mean to speak for everyone.

It was the oddest thing. I have some idea of what triggered the paranoia to seep in, but it’s not entirely clear. What I do know is that I woke up after a series of nightmares and found that the mere idea of walking outside the house was nearly impossible to grasp. I knew, I just knew that if I walked outside and, I knew would happen, someone would see me, and they would burst into flames. It’s completely irrational. It defies all logic and is impossible. But I knew it. It was true, and I was so frightened. It was even deeper than that, in that I knew people could hear what I was thinking. I could see in their minds what they thought of me, and how vile a creature I was. When I looked in the mirror I did not look like what I previously had thought I looked like, and until the episode ended, I couldn’t tell what was real and what I just knew.

The hallucinations I experienced were sometimes silly and simple. My cats talked to me and told me about games they wanted to design and screenplays they wanted to write. Others were not as good, like the movement out of the corner of my eye that became a car crashing into the side of my vehicle while I was driving. Others, they were unbelievable and I denied them, because they were things I knew couldn’t be real, but god, they felt real.

When I played Black Stars Rise, one of the breaks that was given to me was a card with a man of shadows who followed me. I laughed when I got it, because I knew that man. For literally my entire life, I have had experiences that lasted long periods of time when the shadow man followed me. He never hurt me, he never did anything to me, but he was there. Watching. It was something that was so startlingly real that I could perfectly imagine it in-game, and it made me think a lot about how we translate real-life phenomena into games.

It can or may be very easy for someone with good mental health or less extreme mental health issues to portray mental illness in a character and portray something like mental illness in a character. For me, when I am having a bad time of it, even something like receiving the paranoia or hallucinations cards in Eldrich Horror makes me anxious, and watching other players portray characters who are “insane” or “mad” can be very difficult.

Working to comprehend the differences between natural chemical imbalances, trauma-induced chemical imbalances, and otherworldly trauma mental impacts is something that I think needs to be worked on. Some games have approached it (one in particular, Lovecraftesque, I consulted on), and others have chosen to avoid it altogether, and I’m not condemning any specific game or way of handling it.

However, we really do need to understand that part of what is experienced in Lovecraftian RPGs is trauma. It is not simply the otherworldly experience, or the defiance of reality. While I agree with myself in my original statement up near the top, I honestly don’t think that encompasses the entire experience. Traumatic events in RPGs are often either dismissed or responded to with extremes, like flashbacks or violent outbursts. While those things can be response to trauma, they are not the only response to trauma. Sometimes it results in having triggers, where certain things cause an emotional response – anything from anxiety, to a panic attack, to a physiological response, to rage, to violence. I personally discourage people from playing characters who respond to trauma with extreme responses unless they are willing to play it respectfully. I don’t like to see players doing the comedy crazy. If you play a mentally ill character, it should not be for laughs, because those are _real people_ you are mocking. And that is my only real problem with insanity mechanics: they separate us from understanding the differences between the impacts of otherworldly exposure.

Here are the three ways of portraying characters in horror or Lovecraftian RPGs with complicated mental and/or emotional states that I think make sense:
Characters who start out as having a mental illness or mental difference: these are characters who have depression or bipolar disorder or obsessive compulsive disorder or even autism. Their behavior may seem abnormal to other characters and that’s okay, if you’re playing it with respect it can add a lot to the story, because, like in my case, how would I know whether what I was seeing is a hallucination or a delusion or if it was actually real? Is the obsession with researching and cataloging unnatural events really influence by an unnatural power, or is it a natural compulsion? These are things you can explore, but I definitely advise doing at least a little bit of research before you do it, or taking the time to think about how you would feel if someone had these issues was there.
Characters who have experienced trauma and as a result have mental or emotional response: these are characters who, whether in the course of game or as part of their background have had a traumatic experience either directly related or indirectly related to the horrific subjects at hand. This is a point that is extremely delicate. Post-traumatic stress can be represented in so many different ways, and there are a few important things to think about. One, you need to make sure that it ties together. The behavior is not necessarily logical, but you don’t want someone who was kidnapped by a cult to have panic attacks because they are in open spaces, unless you have more detailed justification. There are certain words or experiences that might trigger someone’s issues with PTSD or trauma, like with victims of sexual assault, but that trauma can present in multiple ways: shutting down and not responding, panicking, emotional response (crying or distress), or in some cases, yes, violence. The final response is not nearly as common as we see represented. Trauma responses are something that definitely have their place in horror and Lovecraftian games, but they should be handled with care. You never know who shares the table, and who you might hurt. 
Finally, characters who experience otherworldly trauma: these characters, in my opinion, are somewhat different than the previous category because they have a different type of experience that actually may be stacked on top of typical trauma. The otherworldly trauma is kind of like a combination of the previous two, where you experience something so unreal, so disconnected from your reality, that you now question your very existence, and it consumes you. This is the kind of thing where a character might see into the void, and when they return, they are no longer the same. Maybe their behavior will be unusual, or they respond irrationally to normal stimuli, but they are not “crazy” nor have they experienced what we normally would explain as “trauma”, because it’s not a natural trauma. It is something that they may not be able to explain or even understand themselves. This also needs to be treated carefully because it can infringe upon both of the other types of character behavior and representation. Be mindful of what natural responses to trauma and mental illness people have, and try to show yours as different. Perhaps they do have hallucinations, but because they have seen the reality of the void, they don’t react as though they are troubled by them because they are confused and it is unnatural, but instead they have a reaction of discontent and frustration – less “Is this real? What do I do?” and more “Why do you plague me? I wish you weren’t real.”
This is not a perfect way to do it, I know. I think it’s just one of the ways to look at the situation and a way that people can think in more detail about the themes we work with in horror and especially things like Lovecraftian fiction in games. If you choose to play a character who has been scarred by their experiences, think very carefully about how you’re doing it, why you’re doing it, and how best you can represent it without making other people feel like you’re treating them like a joke or like something to be feared. Even the mad have feelings, and darkness only gets darker when you lose trust in those around you.
 


This post was supported by the community on patreon.com/briecs.

Musings on Horror Games

I’m playing Alien: Isolation on PC right now. I’m not very far in, but I’ve found some stuff I wanted to talk about (which I recorded the audio of while playing but the file corrupted or something).

I want to make a horror tabletop RPG at some point. This is something I have been interested in for a while but have not had the capacity to do as I don’t have a ton of experience with horror games. I’ve played some tabletop horror RPGs – Don’t Rest Your Head, Black Stars Rise, and a fantastic game by +Nick Wedig that should be published if it isn’t already (I’m a little behind on Nick’s work.) (ETA: I’ve also played Dread, very late at night at a party, and it was pretty great). These games are good, but they require two things: good, experienced players, and a great GM. The systems do some of the work, but I feel like they wouldn’t work as well without the support of the players and GM. I want to make a game approachable to new players, which is challenging for me in the first place, but I also want something compelling.

There are a few things I want to avoid that I have found to be way to common in various horror media (games, television, movies, etc.): boredom and sexually predatory themes. The former is just wasting time, but the latter actually kind of pisses me off. I feel like I should be able to avoid that kind of trigger in horror instead of being constantly confronted with it, so I’ve tasked myself with aiming for the kind of horror – maybe dread? – that avoids that specific trope.

Things I want to include: suspense, vivid descriptions, and the ability to run and play the game without tons of tabletop experience. Much harder than it sounds.

Part of me wants to interrogate the people I know who are good about horror, but at the same time, I feel like I need to focus on what makes me scared in order to satisfy what I want.

One of the feelings I want to incorporate is that feeling of “I know what’s going to happen, I can’t stop it, and it’s terrible,” that dread. One of the movies I was unable to finish because of how distressing and dreadful was Buckets of Blood (1959). Part of this is because I for serious cannot handle harming animals in film (we shut it off before the first icky part, admittedly), but part of it is that kind of dread just shakes me up. I would love to capture that in a game, but how do you do that? I feel like there needs to be a script, so I’m wondering how you include three things:

  • The illusion of free will
  • Freedom of description 
  • Compelling story

I mean, part of it is that I’m just not a super experienced writer or designer. Part of it is I need to consume more horror media, but I don’t want to consume too much and lose my focus, you know? I think video games are a really good place to focus because I am learning a lot about games and interaction from them (I’ll eventually write another post about some of the games I’m playing now).

 Avoiding boredom is suuuuper hard. This is my biggest problem with horror movies and games. If the suspense isn’t done right, or things are too repetitive, I totally lose focus and interest. Sometimes this is useful because there can be jump scares, but jump scares are not only hard in RPGs but can be kind of silly. I don’t want players to be uninvolved enough that they want to start checking their phones or having side convos.

That’s where I am right now. I’d appreciate your thoughts!

Brie Creates Religion

Hi all!

I wanted to talk a little bit about some work I did in the past on a game setting called A Deadly Affair. It was a game run by my husband +John Sheldon, originally in a modified D&D 3.5 system, then later a modified Pathfinder system. One of the biggest elements of the game was that players were able to build parts of the setting – species, religions, cultures, historical events. It was really cool! I got to be really involved in setting creation and John allowed me to build one of the religions for the game.

The religion was called the Nord. You can read some about it on the Deadly Affair wiki page on Obsidian Portal. In the religion, there are five gods. “Norric the cruel god of ice and cold, Eitne the chaotic god of the winds and herald of change, Shima the benevolent lord of the earth representing growth and life, Raer the demanding deity of fire and warmth, and the Unnamed – a treacherous god of magic, spirits, and deceit.”

I spent a long time while I was growing up reading myths and legends about Norse and Greek polytheistic religions. I was a huge fan of them. This is part of why I wanted to create a religion specifically for A Deadly Affair.

One of the first things I did was determine whether I wanted to do a polytheistic religion, or stick with a single god, or something different. I was most familiar with the myths of polytheistic religions, so I picked that. I then wanted to pull from something recognizable to begin the definitions of the gods, and I picked a compass. Norric was the North, Raer the South, Shima the West, the Unnamed the East, and Eitne as the center, ever changing.

Once I had that down, I spent a lot of time on my own just thinking about it. I wish I’d taken the time to write down everything I thought of. Hindsight, you know? If I had written it down, though, there would have been a lot about the behaviors of the gods, the rituals of the priests, and the habits of the followers. There would have been descriptions of the avatars of the gods, and of the symbols carried by the followers.

I guess, I regret not writing them down. And I’m hoping to play the game again, so maybe I can get my stuff together and write down some new information to put in the Wiki, or on here. I hope that people enjoy whatever I choose to share when the time comes.

<3

What is Accessibility?

Lately I have been working on a project called Discovery. It’s a teenage superheroes game. It’s pretty simple, system-wise and concept-wise. The dilemma for me is my intentions for the game.

I want the whole game to be able to be explained in a less-than-10-minute video and be supported by a single-page character sheet. I mean, so far, not so hard, right? If it’s super simple, someone can explain a game in 10 minutes (Archipelago, The Quiet Year, etc. – good examples of super low social footprint games with easy explanations – even Apocalypse World is pretty easy to explain in a few minutes). However, I have a combination of problems I’m working on.

It has to be a video with sound. Why? Because some people can’t see. The video has to have subtitles. Like, absolutely has to. Why? Because some people can’t hear well or process audio well. There has to be an accessible transcript so that people can translate it easily. These are all things I can easily manage with the help of my in-house video editor.

The character sheet has to be available in an easily-downloadable format. This is not an issue. However, the BIGGEST problem I have is the character sheet itself. It’s purely visual. It requires someone to explain it. It can’t be used by someone who can’t see. I have no means of getting around this roadblock. I was tasked with finding a way around colorblindness, and I figured that letting people use their own color markers would work. However, I have not found a way around having a visual character sheet for a game that is about making a visual presentation of skills and emotions. Is it even possible? Is this a way I will fail in making my game accessible? Is it even failure?

One of the keys of this project is also for it to be free. This means that I can’t do anything with it if I don’t have +John Sheldon able to work on the video, which means I have to work around his schedule. It means I need to make sure to have a place to host it where downloading it for free is not an issue, where you don’t have to sign up for membership.

So, I guess, my question is: where do we stop on accessibility? How much responsibility does a designer have to their consumers? How can we make games more accessible, and what does accessible really mean? There are boundaries that some people cannot cross due to accessibility issues, including comprehension issues, physical disability, and even financial limitations. How do I make my games meet those expectations?

Let me know your thoughts in the comments or on G+. I look forward to hearing them!