Making an Anti-Fascist Game about War

The following is an essay by John W. Sheldon, someone you may know as the art director for Turn, or as the creator of Roar of Alliance, playtested at Big Bad Con and elsewhere.

A photo of a playmat on a table with cards laid out and stacked in various piles. The playmat has instructional text for the players to reference, and is titled Roar of Alliance.
The Roar of Alliance playmat, photo by John W. Sheldon.

My name is John W. Sheldon, and I’ve been working on a tabletop game called Roar of Alliance for a few years (I used to call it Armored Reckoning). The game is about crewing an Allied tank in an alt-history World War Two and fighting through waves Nazis to set things right. What could be more anti-fascist than that? Lots of stuff, it turns out. The problem is that Nazis aren’t the only fascists, and my game does some things that potentially support fascist ways of thinking. In the political climate of the United States in 2019, it is especially important that we be aware of these things and work to mitigate them as much as possible. I’m writing about my process here in the hopes that others might find a useful example in the steps I’ve taken, and so that people with more experience can point out ways I can further improve.

What My Game Does Wrong

How does a game about destroying Nazi tanks and blowing up their infantry risk supporting fascist modes of thought? One cornerstone of fascist ideology is that they (the fascists) are oppressed by an enemy that is numerous, pervasive, powerful, and simultaneously inferior (stupid, incompetent, or morally weak). Another cornerstone is that the only appropriate way to deal with that enemy is by force.

The rules of my game do specifically these things:

The enemies you face in Roar of Alliance are numerous (outnumbering the players in just about every engagement), dangerous (their vehicles are often more advanced and better armed), and lack intelligence (their actions are automated by simple if/then statements that they never deviate from). The only way players ever interact with these foes is via deadly force. You will lose the game if you do not destroy their vehicles and disperse their infantry.

So, in these ways at least, my game actually promotes a core set of fascist ideologies. Some of this is hard to avoid, given that the game doesn’t have anyone in a central directorial role to moderate portrayals of the enemy or to restrict player behaviors in direct contact with the enemy outside combat, therefore no character in the game is ever confronted by a Nazi outside the specific circumstance of combat. This is a conscious choice to make sure nobody at the table is ever tasked with portraying a Nazi, and it keeps torture* and certain other types of violent fantasy outside the scope of the game as written. Players also have some leeway in narrating the effects of their actions on the enemy: when enemy infantry are removed from the field, players can choose to narrate the enemy’s retreat or death, and players do the same for surviving crew of disabled enemy vehicles.

Since violence and a portrayal of the enemy as numerous and unintelligent are essential to the way the game functions, and I don’t want to scrap the whole thing and start over, how do I make sure the rest of the game refutes fascism?

Focusing on Diversity

An illustration of a woman in fatigues who stands on top of a busted tank, smoke pouring out of it.
by John W. Sheldon

I start with something nationalists and fascists hate: I make sure that every other aspect of the game supports and emphasizes diversity and demonstrates how it creates strength. This paragraph kicks off the rulebook:

This game is set during the 2nd World War in Europe, a time when even the historical victors were rife with bigoted beliefs and policies. You should not let those real world bigotries limit the characters you choose to portray and accept. People of all races and genders from six continents and countless backgrounds fought against fascism and Nazism in Europe, and your characters should reflect some of that diversity.

Moreover, players are asked to identify their character’s country of origin, to help emphasize the diversity of geographic origin of the people who challenge fascism. Some of these choices are informed at a basic level by the themes of the character archetypes the game offers. In particular, the Partisan archetype was a resident of Nazi-occupied territory and a resistance fighter before joining up with the crew, the Collateral is a member of a population oppressed by the Allies and nevertheless pressed into service against the Nazis (e.g., Black Americans or colonial subjects of the British Empire), and the Duty was someone who volunteered for the fight because they new defeating fascism and Nazism was the right thing to do.

For actually producing the game, I’m doing what I’d never recommend: I’m doing the rules writing, layout, and illustrations all myself. What this does mean is that I can make sure that all of the art upholds my stated dedication to multiple axes of diversity. The art within the rules documents already portrays people of multiple genders, races, and body types as members of the player tank crew. Additional art I’m working on will include crew members with visible disabilities, crew wearing items of non-European traditional dress, and different cultural grooming standards.

An illustration of a person with natural hair in fatigues who is loading a shell into a tank.
by John W. Sheldon

Part of my plan for taking the game to crowdfunding is to offer backers the opportunity to have their portraits included as the card back art for some of the character archetypes, and as the face cards in the crew deck. Since I believe the audience for my game (one about Tanks in World War Two) skews significantly male, white, able-bodied, and cis, simply offering all of these art opportunities on a first-come, first-served basis would further skew the art for my game towards a monolithic default. To maintain my dedication to diversity, I need to give up potential sources of revenue and pre-stack the art with diverse portraits. I’ll won’t be offering backer levels for the Jacks in the Crew Deck, or for half of the character archetypes. Instead, I’ll be creating those portraits before the crowdfunding campaign begins. The portraits for the Jacks will be portraits of non-binary volunteers, and those for the first half of the character archetypes will be of volunteers who are one or more of non-white, queer, or visibly disabled.

Heroes that Need Help

Most fascism thrives on mythologizing heroes as paragons of strength, capable of facing great hardship alone and without aid. The heroes of fascism also contain within them a paradox: the enemy they face is terrifying, but they never actually feel fear. Roar of Alliance refutes these mythologized ideas of heroism idea on multiple fronts. The very nature of combat in my game requires players to rely on one another at all times (no person can operate a tank single-handedly). The player characters also begin the game by admitting fear: one of the first tasks of the first session is to identify a fear your character has about the fighting to come.

During the game, player characters will take Stress (the game’s unified resource representing both physical toughness and mental resilience). Characters who max out their Stress during an engagement play out a Last Stand for significant effect, then leave the Crew (the player decides whether they have died or simply become unable for whatever reason to continue on as a tank crew member). While the characters have a limited set of resources called Motivations that the players can expend to avoid stress, the only way to actually recover Stress relies on spending time with the other characters between battles. Only by working together, by comforting one another, and by acknowledging their own dependence on others can characters reduce their Stress and gain new Motivations to help them engage in future battles.

An illustration of two soldiers are crowded by a campfire with a pot cooking food, and one soldier has placed their hand on the shoulder of the other.
by John W. Sheldon.

Every archetype has scene prompts that show them needing help, and the whole game requires players to rely extensively on one another. Even the player’s Crew is supported by a company of non-Crew characters that players will occasionally be called on to portray between battles. No lone strong hero, or even small group of heroes, can accomplish the monumental task the players are facing.

Humanizing the Enemy

Fascism dehumanizes its enemies, making it easier for its adherents to attack, belittle, and eventually exterminate those that oppose it. You can see this in language comparing enemies to animals, assigning them undesirable traits as a group, in racist and anti-Semitic propaganda images that exaggerate enemy features to cartoonish extremes, or even in recent online language where some members of right-leaning web forums call people who oppose them “NPCs” – implying that there is no real individual personhood in those that disagree with their fascist ideology.

In my quest to make the game as hostile as possible to fascist ideologies, I must design the game to humanize the enemies that players face. Everyone should be reminded that the Nazis and members of the Wehrmacht were not inhuman monsters – they were regular people who became willing to commit evil acts because of an abhorrent philosophy. Reminding players of this is important because dehumanizing even Nazis creates an easy defense for modern fascists and authoritarians to mount, in the form of a “but I do these good things over here, I’m not a complete monster” defense. Reminding people that Nazis were regular people, even while they did terrible things, reminds us that we must examine ourselves for the kinds of behavior they exhibited.

Next Steps

Is there more my game can do? Almost certainly. In fact, I’m extremely open to suggestions for additional ways to improve. You can get in touch with me on Twitter, Pluspora, or Mastodon if you want to give me some feedback.

In the meantime, if you’re interested in ways to make your own game hostile to fascist ideologies, check out these two essays that helped inform my own process.

*Despite everything pop culture tells us, torture does not work. It is immoral and wrong in every circumstance, and this would still be true even if it worked – which it categorically does not.

 A photo of two rulebooks for Roar of Alliance, illustrated with tanks in orange-red and black.

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Behold, Products! Taco Ninja Adventure

Today I’m highlighting a product that’s currently on Kickstarter called Taco Ninja Adventure

Taco Ninja Adventure is a card & dice game for 2-6 players, and it’s team based! It works for ages 10 and up, and has a bunch of fun art of various Taco Ninjas.

Ninjas with tacos for heads in the middle of a fight, with the words Taco Ninja Adventure!

When I asked the creators at Turn Sideways Games to tell me about the product, this is what they shared:

In November of 2016, my little brother William asked me for help with a board game he was working on. He called it “Taco Ninja Adventure” and it’s based on a comic book series that he and his friends wrote. William and I have been developing Taco Ninja Adventure together over the past 2 years and it’s been a lot of fun and great bonding experience. The little man has a knack for coming up with taco and ninja based puns. We’re so excited that the Kickstarter is finally live and we want to share what we’ve been working on!

Taco Ninja Adventure is a team based, card and dice game that takes 15-20min for 2-6 players. It’s definitely inspired by King of Tokyo and Magic the Gathering, and designed to be a light weight game that is approachable for kids and fun for adults. We also put a lot of time and effort into finding an artist that fit the style of the game. Sol Azpiroz (@azpimar) has created some really amazing Taco Ninja artwork and we’re so lucky to be working with her. We’d love for you to check out our Kickstarter page to see it for yourselves!

A feminine ninja with a taco for a head and flames shooting out of the eyes and around the feet.


Rusty, who contacted me about the game, has created a game that appears pretty simple, and the theme is silly and fun. On the Kickstarter, the cards and materials all look really nice and they included a clear How to Play section right on the page, plus gif and video options for the rules. The rules are even available in Italian!  

A muscle-bound ninja with a taco head in a karate outfit.

Some of the upcoming stretch goals include an embroidered carrying bag and wooden trackers, and there are social media goals for higher production values (like writing haikus!). It looks like this project is on the right track for success, now that it’s funded, but reaching higher production values as stretch goals is always awesome, and it looks like a fun product for a reasonable price!

If you think playing taco-headed ninjas with a team of other players sounds like a fun time, check out the Kickstarter today!




P.S. – The creators of Taco Ninja Adventure have shared social media posts promoting Turn in thanks for my posting this Behold, Products! This post will not be charged for on Patreon.


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Five or So Questions on Gather: Children of Evertree

Today I’ve got an interview with Stephen Dewey on Gather: Children of the Evertree, a freeform GM-less game currently on Kickstarter. Gather sounds like a really fascinating game and uses one of my favorite mechanics: asking questions. Check it out!

a box and individual card with the text Gather: Children of the Evertree on it, fully illustrated.
Gather: Children of the Evertree box set.

Tell me a little about Gather: Children of the Evertree. What excites you about it?

Gather: Children of the Evertree is a worldbuilding game built around a freeform/LARP style of play. I call it a “roundtable LARP” because while you’ll be immersed and in-character from start to finish you’re still sitting around a table with friends while you play. In Gather, you take on the role of Speakers – each of you an elected representative chosen by your respective Kinship or community – that have crossed the vastness of the Evertree to attend an annual meeting known as the Gather. In theory, the Gather is a great idea. Every year the Kinships of the Evertree may send a Speaker to go the Gather and discuss the previous year, talk about shifts and changes, discuss the affairs of the world, and so on. However, the Gather is a meeting so saturated with laws and customs that trying to conduct this meeting is often frustrating, limited, and feels almost alien and otherworldly (to the players) in its execution. The rules that govern the Gather don’t only limit what you can talk about, but how you can talk about it.

Practically, the game is played out with a deck of cards. The game is GM-less, zero prep, you just draw the first card and dive right in. The cards explain how to play, provide a little bit of information about the world in which you live, and then present the heart of the game – a number of Question cards. You’ll draw a card, ask the question to the group, and then the answers to these questions form the “discussion” of the Gather. What’s exciting about this is that every question and answer helps to shape the world around this meeting. Not just in abstract ways, but in how the world relates to the Kinships gathered at the meeting. We see the world through their eyes, and that’s what shapes it. A few small pieces of setting at the start, along with the questions, provide the edges of the world, but you fill in the rest of it as you play – what’s going on in this world, how do these Kinships interact, what threats are out there, what has happened, what is going to happen. It’s all hashed out as you play, and presented as it relates to the people who live within the world. In that way, the world is built less by images on a map, and more by the relationships and connections that fill it, which means that the parts of the world that you’re going to really dig into and flesh out are the ones that you’re interested in, and that you want to see more of.

How did you write the question cards and keep them from being boring or repetitive?

Every time you play, you’re playing with twenty question cards. Twenty-one if you count “By what name is your Kinship called?” which is always the introductory example question given near the start of each session to get players accustomed to how questions are asked and answered. Of the twenty remaining questions, five are set. Essentially, how large is your Kinship, what do you have a lot of, what do you have a shortage of, how many have joined your Kinship this past year, and how many have left or died. Thematically, these five questions were the ones asked at the very first Gather ever to be held, and so they have been asked at every Gather since. Conveniently, these also help players setup the boundaries and pillars of the world and Kinships so we can see the stakes we’re working with.

Beyond these, there are fifteen additional question cards. There are pulled, at random, from a deck of fifty when you’re setting up for your session. Thematically, these are questions that have been asked at other Gathers that have come and gone in previous years, since each time the Gather meets a new question is added to the collection (more on that in a bit). This provides you with a lot of variation when you play. Every time you sit down for a session you could choose to revisit a Kinship you’ve played before, or make one entirely new, and this may change how you play and the interactions you have with others. However, changing what the questions are from session to session and, just as importantly, changing the order in which they’re asked will drastically alter how players approach the game, and the themes that are present at your table.

After these twenty question cards have been gone through, every player has a chance to ask one question of their own design to the group. Once these have all been asked and answered, a vote is held, and a single player-generated question is added permanently to the game for a chance to be asked at all future Gathers.

Tell me more about the Kinships. How are they made up? What meaning do they have?

Your Kinship is the community, family, guild, nation, or assembly that you have come to the Gather on behalf of. It’s your job to represent your Kinship as their Speaker. Every player takes the role of a Speaker, each of them from a different far-flung Kinship scattered across the Evertree. To take up the role of Speaker is a heavy responsibility because within the Gather you don’t even speak as an individual. Every word you speak carries the weight of your entire Kinship behind it, so it is tradition to hear Speakers use words like “we”, “us”, and “our” rather than “I” and “me”.

Kinships start as nothing more than a name. While you’re learning how to play the game players are given an introductory example question which is: “By what name is your Kinship called?” Everyone then has the opportunity to name their Kinship. You know a little bit about the world at that point, about the Evertree in which you reside, but beyond that the name of your Kinship is entirely up to you. You’ll announce it, and then write it down on a notecard for all to see. Maybe you’re The Branch Tenders. Maybe you’re The Forgotten. Maybe you’re the Astral Cardinals. Maybe you’re Those Whom The Rot Found. Whatever you’d like. After the Kinships are named however, and you start into the first few questions of the Gather, magic happens and these communities that didn’t even have a name fifteen minutes ago suddenly come to life. All of the Gathers questions relate back to these Kinships, how they’re doing, what they need, and what they have to offer, so every time someone answers a question you learn a little bit more about what that Kinship is, who they are, and how their little corner of the world works.

Video by Galactic Network talking with Stephen about Gather.


How does player interfacing with the layers of tradition and rules at the Gather influence storytelling?

To really explain this, let’s delve a bit into the mechanics behind the Gather, because how the “laws” of the Gather force you to engage in this meeting directly influence how storytelling takes shape. Once players have gotten past the setting cards and the “how to play” cards they’re left with the core of the game – the question cards. When a Speaker flips a question card they read it aloud. As an example, the question might be “Has war been brought upon you by another this past year, whether by words, stones, powder, or hex?” All of the Speakers then consider their answer to this question, and at the moment the Speaker who read the question discards the card all of the Speakers answer the question on behalf of their Kinship in unison. This unified answering is a critical component of the laws that govern the Gather as a sign of respect to all Kinships. No one Kinship’s voice is more important than another. Every Speaker begins the game with three tokens, and after this cacophonous answer is given to a question, Speakers may offer their tokens to their fellow Speakers, offering them to anyone they’d like to hear more from. This could be if you heard someone give an intriguing answer through the din, or for any number of other reasons. Once all of these tokens have been handed out, if you’ve been granted such a token (and have accepted it) you have the opportunity to state your answer once more. This time, you’ll say it by yourself, and may elaborate on it if you’d like.

For example, if you heard me say something about hexes amid the united answer, you might offer me a token to hear more because hey, hexes are cool. If accepted I would repeat my answer and elaborate on it. For instance, I might say “Yes, a war of hexes. We believe the Rotchildren have laid a hex upon our crops. They do not grow, they only crumble and spoil in the fields.” Maybe I’ve just called out another one of the Kinships at the table, or maybe I’ve invented a new one. Now that I’ve given my answer, any Speaker may offer me another token to speak further, but these must be paired with a question. If I accept the token I must answer the question. So, you might ask me: “Believe? Do you have any proof that it was the Rotchildren?” If I accept your token, I’ll respond. “Technically, no. But we know the ways of the Rotchildren. This is how they work. Everywhere they travel in the Evertree they bring destruction with them. They have always looked on our lands with envy.” Again, any Speaker might offer me a token with a new question, and this will continue until either all questions have been asked and answered or until I refuse to answer a question. Perhaps the Speaker for the Rotchildren offers me a token and asks “And who exactly did that land of yours belong to before you stole it away?” If I hold up my hand and refuse to answer (sometimes a far more dramatic choice than answering) my time to speak is done and we move on to the next Speaker who was given one of the initial tokens.

While everything outside of the question cards and the initial setting information is entirely improvised and created by the players during play, this playstyle of questions and answers creates built-in prompts for storytelling to build off of. You’re never presented with a blank canvas and told to “go!” instead you’re guided more easily into collaborative storytelling by building off of each other’s prompts, questions, and answers.

What themes and setting elements do you think Gather does best, and what unusual possibilities are there to explore in the worldbuilding?

The structure of Gather’s gameplay is very similar to the Evertree itself. A good way to think about the game is to think about the question cards and the answers given in unison as the trunk of the tree. These are the solid foundation of the world. A question tells us things about the world, and the answers tell us things about the Kinships. From there, players have the ability to go down these tangents of questions and answers, literally off-shooting from the trunk like branches. These branching paths of answers, questions, more answers, and more questions allow you to follow these paths of story and worldbuilding as far as you’d like, letting players focus in on what is cool to them and really digging into the threads that excite everyone, before coming back to the trunk and shooting off onto the next branch. Finally, when all the branches you want to explore have been explored, we move up the tree to the next piece of the trunk.

I know that freeform, live action, or improv-heavy games can be intimidating to more traditional tabletop groups, but as with many of my games I have endeavored to make Gather a more guided experience. It’s like an improv with a safety net. Even if you’re not quick on your feet with creating answers that doesn’t matter as much because you can just speak quietly and let you half-answer get lost in the din. Not interested in exploring your thread further? You can always reject tokens. There are a lot of options here even for people who may not be as comfortable spinning worlds off the top of their heads.

What’s especially fun to explore in the worldbuilding is that there are very few boundaries. This world can truly be what you’d like it to be. And even if you play the same Kinship session after session, that doesn’t mean that anything about the world or the Kinships within it will stay the same. Are there societies and cities in the Evertree’s branches? Are you human? Are you a nest of birds? Nearly anything is possible, so the possibilities from session to session are endless. I anticipate that this is a game that will fuel fantastic, terrifying, and beautiful concepts for Kinships that will keep you wanting to come back to the table with it to try out your next great idea.

The words "Gather: Children of the Evertree" in white over an image of yellow-green leaves on dark brown trees, looking up through them into the blue sky.
Lovely image of the Gather: Children of the Evertree title.

Thank you so much for the interview, Stephen! I hope you all enjoyed hearing about Gather: Children of the Evertree and that you’ll check it out on Kickstarter today!



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Five or So Questions on CAPERS

Today I’ve got an interview with Craig Campbell on CAPERS, a super-powered roleplaying game set in the 1920s, which is currently on Kickstarter! Craig talks about the setting and the mechanics of the game in the following responses – check them out!

CAPERS cover by Beth Varni.

Tell me a little about CAPERS. What excites you about it?

CAPERS is a super-powered RPG of 1920s gangsters. Players portray bootleggers and mobsters working to make their fortune and their mark during Prohibition in the U.S. And they have low-level superpowers. But so do their rivals and so do the feds. The game uses a press-your-luck playing card based mechanic. You might have a successful card flip but only be barely successful and opt to flip another card to try for a better success. But you might fail in the process.

I’m not a huge comics fan, but I am a superhero TV and movie fan. I love stories of people with extraordinary abilities in what is otherwise our normal world. There’s plenty of supers games out there set in the modern day (and plenty that are about HEROES), so I decided to explore a period in history from a less heroic angle. The Prohibition era has always interested me and I enjoy the romanticized movies and TV shows that tell stories set during that decade. So I thought it’d be fun to explore it in RPG form. There aren’t many RPGs that touch on the 1920 other than Call of Cthulhu stuff. And the majority of supers games fall in the comic book style, capes and cowls and all that. These two things make CAPERS pretty unique, but also familiar.

It’s become sort of a chocolate and peanut butter thing for me. I took two things I really dig (super-powered characters and the 1920s) and mashed them together to see what would happen. I feel it’s worked out pretty well.

A different kind of car chase by Beth Varni.
Where did you build your setting from? Did you use a lot of realistic resources or did you span out? 
The world of CAPERS is based on real-world history but with some liberties taken. Most notably, a small percentage of people started exhibiting extraordinary abilities shortly after the Great War (WWI). For the most part, the origin of these abilities is kept vague. However, there’s a chapter that brings science into the game setting, along with a largely not understood source for the powers.

A trio of primary backdrops have been developed for the game – New York, Chicago, and Atlantic City – along with a bit of info describing a handful of other cities. Much of what’s described there is based in real history, though some details have been changed and some new things have been added, wholly from my and other writers’ imaginations. A general overview provides context for the world. What are the new technologies of the era? What’s popular in entertainment? What is life like in the 1920s.

Several notable personalities of the era are present. Enoch “Nucky” Johnson and Al “Scarface” Capone are described in some detail and provided with stat blocks. However, given that the well-known personages of the time are largely Irish and Italian guys in their 20s-40s, historically, I’ve taken some liberties. Atlantic City’s Mayor Bader is a black woman. Charles “Lucky” Luciano has become Carla “Lucky” Luciano. And the hardcase DOJ agent making trouble for Capone in Chicago is Vanessa “Ness” Elliott rather than her real-world male counterpart. Additionally, a wider variety of characters of color, female characters, and LGBT characters are presented to round out the world. All in all, this is presented simply as “how this world is” though some of the animosities between different ethnicities remains for flavor, such as Capone’s largely Italian gang squaring off against Dean O’Banion’s largely Irish northside crew in Chicago.

Concussion beam in action by Beth Varni.
How do superpowers function in CAPERS? What makes them really pop?
First a bit on the game mechanic.

The game uses playing cards, rather than dice. Each player, and the GM, has their own deck (52 suit cards plus 2 jokers). Your character has six traits – Charisma, Agility, Perception, Expertise, Resilience, and Strength. Each trait is ranked from 1 to 3 (higher if you have the right powers). When you make a trait check, you look at the trait’s rank and that is your card count. If you have a skill appropriate to the trait check, your card count is increased by 1 .

To make your trait check you flip cards. You can flip as many cards as your card count but can stop at any time and take the most recent card flipped as your check. The pip count of the cards flipped (2, 3, 4, etc, on up to ace) determine success or failure, whilst the suit of the card determines the degree of success or failure, starting with clubs (lowest) and proceeding alphabetically to spades (highest). So, you might succeed, but barely, and choose to gamble for a better success by flipping another card… but risking failure.

Each superpower has a standard effect, the thing it does or effect it generates most of the time. Each power also comes with a variety of boosts. You choose which ones you want when your character gains a power and gain more boosts as you increase a power’s level. Each boost makes the standard effect better or more versatile, provides an alternate standard effect, or provides something else your character can do related to that power. However, each boost you use in a turn reduces the card count of whatever you’re trying to do by one. You can stick with your standard effect and not suffer card count reduction OR you can use several boosts to gain other cool stuff but reduce the chances of success on your action for that turn.

It’s a “press your luck” system. The combination of trait check mechanic and boost use makes the system a balancing act for each character each turn. More power equals reduced chance of success. Less power means greater chance of success. You also have a sense of what cards remain in your deck, so that colors your choices as well. Players have found the system very engaging. You’re making active choices whenever you’re flipping cards, not just rolling a die and looking at the number.

On the street by Beth Varni.
What were challenges you encountered trying to emulate both a unique time and place and a very trope-heavy genre?
Combining a specific time period and a trope-heavy genre can easily become overwhelming. The first thing I did was make a conscious decision that CAPERS is not a superhero game. It’s not a supervillain game. It’s not even a supers game really. It’s a gangsters game where the gangsters and law enforcement HAPPEN to have superpowers at their disposal.

Once I focused in on the gangster game, it became a question of what tropes of supers were appropriate and which weren’t. I wrestled with a number of powers I thought were cool, but ultimately ended up being too complicated for a game that is, at its core, a stylized cops and robbers game. I also scaled back the POWER of the superpowers. There’s no mind control. That’s a power that becomes to easily abused unless you give the target ways to get out from under the influence. And if you make that readily available, mind control loses its “cool factor.” There’s no magnetism control either. It’s just too darn versatile compared to the other powers in the game. There’s a reason Magneto makes such a formidable foe even on his own.

So, too, I looked at other tropes of comic book stories and developed my own take on them (or had another designer help with that). A 1930s version of super-science. An explanation for where powers come from. Alternate Earths and planar travel. Super-prisons. That stuff is in the game, but it’s all optional.


There are a lot of chances for something to fail, even though it’s got a lot of chances to win. What makes failing in CAPERS interesting? 

I’m a big fan of failure in RPGs. They add drama, insert complexity, and turn the story on a dime. That said, I don’t want every failure to be a huge narrative-laden thing that slows the pacing down. In CAPERS, you can succeed with a complication (a mini-failure), fail with a special bonus to help you next time, straight up fail (with no additional effect), or botch. Each type of failure has its place and helps the story in a different way. Complications add interesting tidbits that make the encounter more fun. Failure with a bonus later incentivizes the player to take further risks. Straight failure keeps the pacing moving. And of course, botches make for the best stories, especially when the characters ultimately succeed later, overcoming the botch.

The playing card mechanic requires the players to make choices on whether they keep the card they have or flip another and take a chance. A player who succeeds with a complication may choose to suffer that complication just because the group needs a success, even if it’s minimal. A player who fails with a bonus later may take that failure because they’ve suddenly come up with a cool idea for their character’s action next turn and want that bonus to come into play for their big risk.

How failure plays a role in a character’s actions is in the player’s hands a fair amount of the time. It’s not entirely at the whim of the random. It’s my hope that this provides for a more memorable story for the players.

CAPERS is coming from Craig’s company, Nerdburger Games!


Thanks so much to Craig for the interview! CAPERS looks pretty cool and I hope you’ve all enjoyed learning about it, and that you’ll check it out on Kickstarter today!


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Play with Purpose

Dice by John W. Sheldon

I’m going to try to make this brief, but I wanted to express something that has been sitting with me a while, and that’s about what games we play and why we play them. This stemmed from discussion of Dungeons & Dragons, but it applies to many, many games and all types of players and GMs.

Why do you play RPGs?

I want you to ask yourself this question, dig down. Ask harder. Listen to your first response and dig deeper and ask harder.

Why do you play RPGs?

Now you have an answer, I would hope, that feels right. Now look at the games you play right now. 

How do those games meet your reason?

How do they question your answer – are you sure you want to do that? Can you even do that?

Do all of the mechanics support your type of play?

Do any of the mechanics reject your type of play?

Do you play around any mechanics to enjoy play?

Do you ignore sections of the rulebook to play?

What mechanics do support your play, your reason for playing?

Are the games intended to play one way, while you play the other?

What about this game makes it valuable to you?

Is that valuable thing mechanically in the game, or is it something you’ve introduced?

From here, ask yourself about the awareness you have of games around you that you aren’t playing.

Do you know about other RPGs?

Do you know how to play them?

What games allow you to play comfortably without ignoring rules, if any?

Do any of them meet your reason?

Have you tried playing other games that meet your reason, if there are any?

I ask these questions because I want to see us play with purpose, and that purpose is play, an activity that is enjoyable and entertaining (even if that enjoyment is not gathered through “fun”). There are so many RPGs that it is just super unfortunate for people to be stuck playing a game that they aren’t enjoying, that isn’t meeting their needs, that doesn’t fit their reason, that questions them in an unproductive way. I want to see people play games that hit the right spot for them.

This comes to mind because people play around rules so much, and that shouldn’t be necessary! If you play a game and it feels like work, or it feels boring, or you feel exhausted afterwards in a bad way, ask yourself these questions. Take a deep breath, and consider your options. There are hundreds of RPGs out there! Some of them are free, and plenty of them can be learned easily if you look for simplicity, while others are crunchy and mechanics-heavy in ways that some people find delicious.

If the fiction doesn’t work, ask the world for more options. If the mechanics don’t work or seem extraneous or seem too minimal, ask the world for more options. The options are there. Don’t suffer in play. It isn’t fair to you, it isn’t fair to those you play with.

Why do you play RPGs?


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Five or So Questions with Steve Radabaugh on Cast Off

Hi all! I spoke to Steve Radabaugh about his latest mobile game, Cast Off, a movie trivia game! It sounds like a fun time so I’m sharing what he has to say about Cast Off with you!

Tell me a little about Cast Off. What excites you about it?

So Cast Off was originally designed by Jonathan Lavallee as a card game. I’ve turned it into an app. It’s a game where one team will select a famous voice and a role from a selection of 3 each. Someone on the other team will audition for the role by reading a line while impersonating the given voice. The rest of the team has to try to guess the voice and various facts about the movie the line came from.

I’m excited because I think the game really works better as an app than it did as a card game. It’s more convenient to pass around a phone than a deck of cards, and you always have it with you. I really think this will open it up to a new audience.


How did you go about getting authorization to make an app based on someone else’s game? What kind of process is that?

In this case, it’s probably a bit different than normal. I put a message out to IGDN members noting that I was looking for things to collaborate on, or just straight contract work. Jonathan approached me about this project last spring. He’s been great to work with, I’ve given him test builds along the way, and he gives me feedback. He also helps me make sure that the audio and visual elements that weren’t in the original game are on brand.

Images from the Radical Bomb website.

What is the interface of Cast Off like, from the player perspective?

I really tried to stick to the idea that it’s a card game. The players will see the 6 initial cards, and they choose two. It then displays just those two cards much larger for the person who is doing the audition to read. I added tutorial elements that can be turned on or off into the game to really guide the players. After doing testing, I found that most people tried just playing without looking at the tutorial.

What are the major mechanical functions of Cast Off, and how did you make them work?

The biggest part is just drawing and displaying cards. When you start playing it builds an array of the cards that you have access to. (There are 5 sets total to choose from, and you can choose as many as you like. One comes with the game, the other four are in app purchases.) It pulls three random cards out of the array displays them, and them puts them into a second discard array. What’s interesting to me as a programmer is that I don’t actually every “shuffle” the deck of cards. Its more like grabbing a random card out of the middle instead of just grabbing the top card.

How can people access Cast Off and how do they play once they have?

Cast Off will be available as of October 26th, 2017 on both iOS and Android. The best way to play is with a group of at least four people, it can easily play a group of twenty or more. Everyone shares one device, so there’s not a huge requirement of everyone having the device. The players divide into two to four teams, there does need to be at least 2 people on a team. Team one will start with selecting the cards for the role and the voice, then pass the device to one person on team two. That person will attempt to impersonate the voice while reading the line. The rest of their team will have 30 seconds to try and guess the voice and facts about the movie the role came from. The person who did the audition marks which things were correct. Then it’ll be team two’s turn to draw cards.

😀



Thanks to Steve for the interview! Make sure to check out Cast Off on Radical Bomb’s website and share with your friends!


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Five or So Questions with Glenn Given on Slash 2: Thirst Blood

Today I have an interview with Glenn Given from Games By Playdate about the new game, Slash 2: Thirst Blood. Slash 2 is the sequel to Slash: Romance Without Boundaries, a card game about shipping – the fandom kind – and is a really fun and exciting game! Check out Glenn’s responses below.

Tell me a little about Slash 2: Thirst Blood. What excites you about it?

Slash 2 is a standalone sequel to Slash: Romance Without Boundaries. It is a fan fiction shipping party game where players compete to create their favorite One True Pairing while swapping stories and micro-fictions. The thing that excites me the me the most about Slash 2 is the opportunity to incorporate everything we have learned since we began making games (the Original Slash was our very first project). We have researched hundreds of new fandoms and used player feedback and fan communities to better balance our characters while maintaining diversity and accessibility. I am also terribly excited to introduce remix game modes to Slash. We have had loads of fans telling us how they play and they have been some of the most creative and rewarding contributions so we are sharing those with the players as best we can.

Tell me about the different modes of Slash 2: Thirst Blood. What did you do to develop them? Which were the most challenging to codify?


We looked at what other games were popular and said “you know what, I bet you can use Slash for that” and it turns out that works pretty well. Seriously though we took a look at the Board Game Remix Kit, at the litany of party games these days and at fan suggestions about new modes and ran with that. There are simple adaptations that don’t require any further materials like using Slash for your game of Fishbowl. We’ve added a light RPG/larp that riffs off of Ghost Court to try and get more players into the storytelling side of the game and so forth. The most challenging thing was taking these game modes and really distilling them down to a few paragraphs or less of clear and inspirational rules. 
Glenn Given, potentially lurking.

What were some of your favorite new cards to add to the game?

Hands down my favorite new character is “Every Punch Thrown in the film The Raid.”

What was different between this game development experience and the original game’s development?

We were consciously developing this product. With the original it came out after a 3 day bender at PAX East from a rented house full of geeks. We drove from Boston back to my job at the time in NH and printed copies that evening to play at the con the next day. With Thirst Blood we took a look at what worked and at how the landscape of fandoms have grown, how fanfiction in general has evolved in just 3 and a half years, and built something directly for those people. The characters are a better reflection of the audiences rather than me just stuffing every Disney Afternoon character into the set.

What are you most looking forward to seeing when the game is out in the wild?

I am really excited to see people look at the new characters and to look at the new rules and have the realization that what they have enjoyed can be played in a completely different way. I hope that they will see that games like this aren’t just rules ad cards but that they are toolkits for having a good time.
Obey your thirst, y’all.

Thanks so much to Glenn for the interview! Please check out the Kickstarter page for Slash 2: Thirst Blood and share with your friends!


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Five or So Questions on New World Magischola: House Rivalry!

Hi all! Today I have an amazing interview with Maury Brown on the New World Magischola: House Rivalry board game! It’s currently on Kickstarter and just a really gorgeous project that sounds like a ton of fun. I hope you all enjoy reading Maury’s responses below:

Tell me a little about New World Magischola House Rivalry. What excites you about it?

New World Magischola House Rivalry is our first foray into board/card games design and publishing. That’s both awesome and scary! When we decided two years ago to open a wizard school live roleplay experience in the United States, we realized that to do it the way we wanted to required us to write a whole new magical world that was specific to North America and its history. We wanted to be both respectful and inclusive of the many peoples and cultures — and magical traditions — of North America, and to also honor and engage thoughtfully with our fraught history of Colonialism. While we originally set out to design a larp, we ended up writing a world, and now we have an intellectual property that exists beyond the larp, with stories that can be told in many media, including board/card games, RPGs, books, and more. 

So for me, I’m excited because we are opening up the world of the Magimundi and the experience of going to wizard school in it to a lot more people than those who are able to attend our 4-day signature wizard school events. They get to experience at the table some of the fun, whimsy, and magical mayhem of Magischola by taking courses, joining clubs, and using conjures to improve their progress or hinder a rival’s. They get a feel of navigating school because you have to pass your courses with a B or better to get credit, and you earn more points for completion the higher your grade is. It’s definitely a competitive game, since only one House can take the Trophy, but there are lots of opportunities for roleplay and fun engagement with your friends around the table.

There are two other things I’m pretty excited about regarding House Rivalry:

1. The deliberate design choices to be inclusive in the playable characters. Of the original 6 PCs, 2 are people of color and also have Hispanic names: Martín Spinoza and Soledad Reyes. We also designed Jax Slager to be deliberately agender or nonbinary, and we ensured our art showed different ages and body types or sizes. It is very important to us to not fall into the same sorts of fantasy art that we often see in posters, games, and comics. This is a diverse and inclusive world, and we want everyone to imagine themselves as being part of it. We have to do that through the fiction and the artwork. Of the five House founders of New World Magischola, there are two women of color (Tituba and Marie Laveau), one white male (Étienne Brûle), one white female (Virginia Dare) and one indigenous nonbinary (Calisaylá). We paid homage to the diverse peoples who form the history of North America: indigenous peoples, people from Africa & West Indies, British, French, and Spanish. All too often people have a tendency to over-simplify our history and our fictions, rather than showing the tensions and the multiplicities within it, and we wanted to embrace that instead. The Magimundi is for everyone, even though it’s not a utopia.

2. I’m excited because this game is designed for mixed groups of gamers. All-too-often we can get into conflicts by identifying as *either* a “gamer” or a “hard-core gamer” or a “casual gamer” or a “non-gamer.” We, as a gaming community, can gatekeep in these ways, subtly asking “are you one of us?” One of the ways we do this is by designing games that are more complex and have a lot of rules to master, or that take a long time to learn. Some gamers look down on casual games as not being challenging enough, and even make fun of these games and the people who play them. It can be difficult to prove your credibility as a gamer, and some gamers don’t want to take the time to include newer gamers to their gaming groups. House Rivalry is designed as a bridge game. It’s complex enough that the more hard-core gamers have something they can do and enjoy. There are multiple strategies and different tactics to manage your resources, choose your actions, and use the variable player powers of your character and House. However, the game is easy-to-learn, and there are lots of party game elements, especially in the Clubs. What this makes House Rivalry really good for are mixed groups of gamers: the hard core and the casual and the in-between. It’s a great game to get people together and to play when you don’t have the time to teach a complicated new system, but you want some strategy. It blends luck and strategy in a way that feels satisfying to all levels of gamers. For me, getting different groups of gamers of varying abilities and credibilities around the table is a great aspect of the game, and one I’m most proud of and excited about.

MORE MAGICAL GOODNESS AFTER THE CUT:


Tasty tasty board game bits.

What were the greatest challenges mechanically for making a themed game that is appealing for mixed groups?

The greatest challenge was finding the balance between being easy-to-learn, but also having depth and strategies that are not necessarily apparent to the casual gamer. We know that frequent gamers prefer strategy and meaningful choices, which should mean that if you play well, you will win. Casual gamers are more tolerant of luck and randomness in a game; too much “swing” and a hardcore gamer will not want to play. One of the things that our developer, Mike Young, did so well was apply math to the game, figuring out the “worth” of each action, and balancing the effects of cards so that when you took a calculated risk, you got a calculated reward. Another thing is the balance of the familiar and the unfamiliar. Everyone has been to school in their lives, so they have some idea of how it works. You take classes (only so many at a time) and you study to improve your grade, or do extra work to finish the course faster. So the actions of Enroll and Study are pretty intuitive, and easy to pick up even for young players. The third action, Conjure, is when you use some resources in your hand to your advantage. This is where the hardcore gamers love to evaluate the different resources they have, and calculate the effects of them based on their turns and time. More casual gamers might choose a Conjure just because they like the art, or because they want to say “take that” to a rival. Either way, because the game is carefully balanced, the effects are going to be similar. A good player will be able to prioritize and stack these resources to greater effect, but a new player can just throw some spells and make things happen. 
We also designed the game with some party mechanics that each player has choice over playing. This is done with our Clubs, which were a new addition to Dylan’s game idea. About one-third of the Clubs include roleplaying party mechanics to earn (or lose!) House Points for the RP. These include singing while in Kokopelli’s Choir, whispering while in the secret society Obsidian Circle, and starting every utterance with “Wrong!” while you’re in Debate Club. Those who love this sort of thing enroll in those clubs and have a great time with it! Others have to catch them messing up, which is fun. If these active, party mechanics are not your jam, you’re not required to enroll in those clubs, and can instead get your club requirement through another club, such as Crossed Wands Club, where you manage your time and resources in a more traditional manner.

What we wanted was to hit the “sweet spot” where the casual gamers could learn to play quickly and have fun, and the hardcore gamers could see the layers and strategize toward victory at the same time. That means the game has to be seemingly simple and surprisingly complex, accessible as you learn, and then a later epiphany of “oh! I see how this works!” after playing a few times. The game introduces casual gamers to the concept of resource management and variable player powers, but moves along quickly with a series of rounds that include chance-based mechanics such as the Magischola deck, which keeps the hardcore strategists from necessarily running away with it in a mixed group. Definitely a tough balance, but our playtesting shows that we’ve done a pretty good job! (there’s a quote on our Father Geek review that sums this up rather nicely).

The school crest. They’ve got turtles, y’all.
How did you integrate the fiction and themes into the mechanics? Did you leave anything specific out that might feature in other formats?
Ha! Yes, the Magimundi is really deep, and there was no way to include all the elements into this game. One thing we had to leave out that I wish could have had more play is the presence of the House Founders of New World Magischola. It’s one of my favorite parts of the lore, and where the inclusive nature of the world and its engagement with North America’s Colonial past comes through. Otherwise, the game is 2-5 players because there are 5 houses of New World Magischola, and you play by House. We had to name the actions taken by the players to feel like something they would do in magic school. Enroll and Study are definitely school actions, but they’re also rather mundane. The third action was originally called “Dominate” but that didn’t feel very magical, and it also felt too punitive or hyper-competitive for the feel of the game. It took us a while to come up with Conjure, but that has the magical feel of casting spells or using the magical artifacts at your disposal, which either help you along magically, or hex your rivals. There are definitely some easter eggs on the cards for those who are more familiar with the world or the larp. Things like the Wendignado card, which is a reference to the tornado that hit our location during the inaugural larp — while students were in the woods casting elemental wind spells against a wendigo. Rather than call one of the cards “Sugar Rush,” it’s called “Hot Fudge in the Dining Hall,” which was a refrain in our third run as participants discovered the chocolatey goodness was available at every meal, and began to top everything with it. We had created a lot of creatures and lore, so the wizard courses are the actual NWM curriculum, as well as the clubs. The creatures expansion are all from our book, the Compendium of North American Cryptids & Magical Creatures. 
A photo from the New World Magischola larp, the inspiration behind the board game.
What motivated designing a board/card game for Magischola – why move away from roleplaying?
We realized that a lot of people loved the world we created, the lore we had built, and the creatures we’d imagined. We own this work as an intellectual property, so leveraging it into multiple media makes sense. We’re already at work on a collaborative storytelling board game, also set in the Magimundi, but with completely different play. We definitely aren’t moving away from roleplaying as a company! This game has a roleplaying element, the next one does to an even greater extent, and we have two (maybe three!) RPG scenarios coming out in 2018! The world is rich with opportunity so we wanted to have the chance to tell stories within it in a variety of ways. We also realized that we have a lot of fans who can’t attend the premium larp experiences, but want to interact with the world. It’s definitely been a challenge! We’re newcomers to the board game industry and trying to gain a foothold. But it’s a huge market, if we can successfully break in! We want others to know about the Magimundi!
Larpers at a Magischola event repping their house. 🙂
Tell me about the role of competitiveness in New World Magischola: House Rivalry. What made you choose to make a competitive game? How does it further the goals that you have for the game, and the stories you want to tell? 
This is a tough one! I consulted with Ben to answer this one, to talk through my feelings about it, because it’s complicated. One of the things people wanted from their magic school experience at New World Magischola larps, was the kind of fierce competition for House Points that they had seen in the Harry Potter books and films. While neither I nor my partner Ben Morrow are very competitive people (and our larp design is based around consent, cooperation, and relationships), our players were motivated by the competitive aspect of the First House Trophy. It drove a great deal of enthusiasm, creating an external motivation for taking an interest in their magic school classes and engaging in plot that could lead to a points reward. Also, getting recognition feels good, and the adrenaline rush that can come from healthy competition also feels good.

Dylan’s initial idea for the game, long before he met Ben and me, was to capture the feel of being at magic school, and helping your House win the day. When he made his pitch to us, we knew that the competitive play for points was a motivating force for many of our players, and we thought that offering that kind of feeling through a board game would make the game feel like the magic school experience that they had read about, and had been waiting to experience for quite some time. Since the object of the game is to win the First House Trophy, this game is not the most ideal generator of stories, but it does share our world. Players can look at Jax Slager’s card and wonder about their story, and Jax does have a fairly big story waiting to be discovered in some of the other media that’s forecoming. Similarly, our magical creatures book can give players more info about the Ghost Helicoprion when they see its tooth whorl on a Conjure card. Ultimately, we wanted to entertain, and we’re hoping that our game’s content and artwork invites the curious to find out more about our magical world, and the stories within it. The *next* game, already in development, is very collaborative and storytelling-based, akin to Mice & Mystics.

What is your house, what’s your favorite spell, and why? 🙂

Now, I’m the organizer and designer! I can’t have a favorite House! But I will say that I test into Calisaylá, with Laveau close behind. Favorite spell? Hmmm. A young person at Gen Con created and cast a “Fair Wages” spell. I think that one is pretty awesome. If I could cast “Fair Wages” and “Universal Health Care” on everyone, I would. Otherwise, I really like Pàgakwàn (PAH-guh-kwahn), which is from the Algonquin, and creates a protective shield against physical attacks. 
Go check it out now!

Thank you SO much to Maury for this fantastic(al) interview! I’m excited to see more from Magischola, and hope you’ll all check out the Kickstarter today! Share this interview with your friends, too, so more people can read and enjoy. <3 


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Five or So Questions with Quintin Smith on The Metagame!

Hey all, I know it’s been a while, sorry. Grad school. But hey, NEW INTERVIEW!

Today I have an interview with Quintin Smith from Shut Up & Sit Down about the current Kickstarter for The Metagame: The Games Deck! I had never heard of The Metagame until this Kickstarter came out, but immediately bought it after seeing the Shut Up & Sit Down intro because I am a sucker for this kind of game. I asked for an interview, and Quintin obliged – see the responses below!

This pic is used for the “What the What” game on the game website. 🙂


Tell me a little about The Metagame. What excites you about it?


What excites me about The Metagame is something that a lot of games that Shut Up & Sit Down recommends have in common. It feels high-quality, and it feels different. Either in your hands or in play, it’s like nothing else out there. For people like me who have dozens of board games in their collection, that’s the first thing I’m looking for.

But it’s also exciting because you just never know what’s going to happen next. There are games out there where you never know how this particular match of it will play out. With The Metagame, even once you’ve decided which game to play, you have no idea how a given turn will play out. You might find yourself weighing up whether you’d rather have Saved By the Bell or Legwarmers while you’re stuck on a desert island. You might have to argue why Email Spam is macho. The only consistent thing is that it’s going to be entertaining, and you’re going to learn a little something about your friends or family.


Check out this play video of The Metagame with SU&SD.
What have you experienced while watching & participating in the development of The Metagame & the Games expansion that you felt differentiated it mechanically?

Well, it’s a spin on something that I really enjoy when I’m playing games, which is realising that I’ve miscalculated and suddenly I’m in hot water, and it’s nobody’s fault but my own. It’s a bittersweet problem to be wrestling with, and for whatever reason I just love that.

The thing that differentiates a lot of games packed into The Metagame is that you can create an argument in your head for why a particular Culture card would make a good fit, but what you don’t know is how other people around the table feel about it. So before you make fun of Moustaches, you have to weigh up whether your friends might like moustaches. If someone were to use “D&D” to try and win me over, they might be surprised that while I love games, I have some pretty complicated feelings about D&D. In this way the cards you’re playing with aren’t static, they’re fluid, and playing involves considering your friends and being surprised by your friends. It makes it a very tricky game to play well, but one that it’s fun to fail at.

I have so many ideas about how to have fun with these cards, no lie.
Who have you played The Metagame with, why, and what do you think made the game worth playing with them? (I swear, I’m getting at something with that! 😉 )**
Hmm. You know, I don’t wanna overcomplicate things, so I should just say “I played it with my friends, and what made it worthwhile was that we were laughing and talking excitedly for the entire time.”
But it wouldn’t be the whole story to describe The Metagame as just an engine for hilarious debates and conversations. It’s also a real joy to draw cards from the top of the deck, since they’re so varied and they’re all so beautifully illustrated that you have no idea what you’re going to get.

Games with a lot of spontaneity can put a little bit of cognitive load on shyer people or low-energy groups. Can The Metagame still be approachable for them? How? 


That’s actually one of the reasons that we recommend this box so wholeheartedly. Spontaneous or high-energy games are just some of the games in the box! There’s also perfectly placid games in there like Matchmakers, History 101, Think Alike and Special Occasion. Seriously, there are just so many games in this box. It’s been pretty tricky getting people to understand that! I think some people see “10 games in 1 box” and assume that there’s no one good one, but honestly- they’re all lots of fun.
I love the card layouts, too.

You mentioned how fun it is not knowing what you’re going to get – how did that aspect influence development The Games expansion? How did you come up with enough interesting content that you felt the surprise would still be there?
Oho, great question! Well, anyone who’s seen my (now slightly old and embarrassing) Golden Age of Games talk will know that I think “gamers” have a slightly myopic view of this hobby. As well as Pandemic and Metal Gear Solid, we should be celebrating the 52 card deck, Twister and tennis. It’s all play! It’s all game design. And there are lessons to be learned everywhere.

Both the team at SU&SD and the designers of The Metagame agreed that the games expansion would benefit from this broad view of the hobby. So when you draw cards from it, you might get Dark Souls or you might get a tug of war. You might get Vampire: The Masquerade or you might get hot dog eating contests. Trust me, the surprise and playfulness of the base game is alive and well.


Finally, which games-within-the-game of The Metagame do you think you’re looking forward to playing most in the future, and why? 

I mean, The Metaquilt is the centrepiece of The Metagame, and I can’t see myself stopping playing it ever. Have you played it? A lot of board games know the joy of a tapestry of cards or tiles slowly being stitched together on your table. The combination of building something, while laughing, while being interested in what your friends have to say? That’s just great.
Nice.

Thank you so much to Quintin for this interview! I could hear his head in my voice the entire time, very impressive. Make sure to check out The Metagame on Kickstarter and share with your friends – I have a feeling that many of you would love this game, and I’m looking forward to playing the copy I just bought!

I couldn’t wait for the Kickstarter!

**I admittedly DID hope Quintin would overcomplicate but that’s because I’m a massive dork. However, fyi, this set me up for asking the second to last question. I promise, I have a plan when I do these things. 🙂


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A Handful of Questions on Big Bad Con

I had a chance to talk with Sean Nittner on the subject of Big Bad Con, which is currently Kickstarting, and we got his whole crew in one big Google Doc to answer questions about the con.
This is a VERY LONG interview, so it’s behind a cut after the introductions.


Tell me a little about yourself and how you’re involved with Big Bad Con. What’s your role? What’s important to you?
SL: I’m Sophie Lagacé and I’m the Event Coordinator. That means working with other staff organizing specific event tracks like tabletop and live-action role-playing (RPGs and LARPs), Games on Demand, workshops and panels, and this year board games as well. I’m there to bridge the gaps and make sure the convention events come together as one big well-timed volley of fireworks.

What’s important to me is to help support and improve our community, whether we mean by that the gaming community or the local Bay Area community. I want more new people to feel welcome, to try and enjoy our hobby; and I want gamers to have an exceptional experience — as I do every time — at Big Bad Con.

I started gaming as a teen and I have the hobby to thank for some of the best things in my life, starting with my friends and family but also extending to practical skills as a facilitator, speaker, project manager, writer, and so forth. I want others to reap the same joys and benefits I have. 

KT: I’m Karen Twelves, editor and marketing assistant. I review most of the communications that Big Bad Con puts out on the blog, emails, and through Kickstarter. I also do a lot of work on the convention programs–editing the game descriptions down to size, cross-checking the schedule. Con-wise what’s important to me is making sure that people get all the information they need, clearly and concisely.

I’ve been gaming since high school and love that BBC makes it so easy to play a variety of games and meet new people. Everyone’s just really excited to be there and committed to having a good time.

ED: I’m Ezra Denney, I am helping coordinate boardgames at BBC. I’m thrilled to be involved with my favorite con, and psyched to be giving back to a con that has given me so much. I really want to put boardgames on people’s calendar at BBC, and share my love of all games with the attendees.
Table at Big Bad Con 2016

YK: I am Yann Kherian, simple volunteer at BBC. I have been attending since the first year. I now give a hand on the event, move tables, help people, smooth the games-on-demand dispatching, make the participants feel good. I love BBC as it has a different vibe than other cons, more indies games, and a very friendly community.
SN: Sean Nittner here. I wear a few hats for Big Bad Con. Last year we incorporated as a non-profit organization and I became the president of the board, which means I get cool moves like opening a board meeting and calling for votes (yes, our board meetings are powered by the apocalypse as well). The boards primary concern once the convention is underway, is the growth of our programs outside the con, specifically our outreach program to run games in schools. At the con itself, I work with all our coordinators to ensure we have a great list of games and events, and a hotel to play them all in.

I started running one-day conventions for Good Omens over a decade ago. I remember the first one felt like it was my birthday, Christmas, and Thanksgiving all rolled up into one day. I love watching people game and enjoy their time together. Over the years though, my focus has shifted from creating a place where we play great games to creating a place where everyone feels welcome and safe playing great games.

BH: I’m Bryanna Hitchcock and I help run the Big Bad Gauntlet. BBG is a flagship event with an interesting history. It started as a competitive event and has turned into a multi-table, shared RPG experience. In addition to the gauntlet, BBC always has an amazing schedule of excellent indie games run by designers and great local GMs.

But beyond the games there is another layer to BBC. It’s also a place where queerness and gender variance are accepted and even welcomed. I love that the community code of conduct is posted around the con. I feel safe there. I’m a trans woman and the BBC community has given me a place where both my hobby and identity feel welcome.

RO: My name is Ryan Ossum, and I am your Reigning, Defending, and Undisputed Champion of the Tell Me About Your Character Booth. Oh, I also run some games here, and maybe play in some, and stuff. My role is… Honestly, insignificant. I (for one shift or so a year since I learned of the Booth) stick myself in it and raise money for Doctors Without Borders by being that ear that wishes to hear your tales. The tales your friends are TIRED OF HEARING ABOUT. I haven’t heard them! I may… repurpose them… for nefarious plans later in games I’ll run elsewhere, but I want to know about it, and you. I want you to want to tell me more, because it’s $5 for 5 minutes of my therapy. Let me hear those tales of your gaming, for good and for justice!
AM: I’m Adrienne Mueller, Data Editor. For BBC 2016 I proofed and cross-referenced data from BackerKit, the BBC website and other sources to make sure all the information was accurate.

I offered to help out with BBC because I wanted to relieve some of the overhead for my friends, who were already devoting a ton of time and effort to make the con happen. It’s important to me that the good people who organize the con have support!

KS: I’m Kristin Sullivan and I am Present at the convention. I’d like to think I’m the back-up jack of all trades to the powerhouse that is Sean Nittner, but that’s giving myself way too much credit. Beforehand I bake for Little Red’s Basket. During the convention you can find me loitering behind or near the reg desk, heading up Games on Demand, or bopping between game rooms. I’m the person who can solve your problem and if I’m not, I’ll know just who can help us.

I love what Big Bad has become without sacrificing what it set out to do. From the beginning, we’ve been home to primarily indie and small press games, those games we collect and fall in love with but can’t get the damn home group to play. There’s no lack of confidence when I say Big Bad offers the best spread of RPGs on the west coast. Couple that with the welcoming atmosphere the con provides, arms outstretched to welcome every flavor of participant, and it’s a premiere convention, unmatched by any other I’ve attended.

Also, see Ryan in the booth. He truly is legendary. Is it even braggadocio if it’s so damn true?

NB: Hello, I’m Nathan Black. I’m the Community Coordinator for Big Bad Con. I wrote the Community Standards under Sean’s careful supervision. Big Bad Con 2015 was my first trip to BBC, and I fell in love immediately. Everyone was kind and welcoming and playing weird and interesting games. My role on site is more of a support role, checking with people and making sure that everyone is doing ok.

It is very important to me to protect and nurture our community. We have a great cross section of people at Big Bad. Our diversity and inclusiveness is our strength.

Ryan may be the champion of the booth, but Nathan sure as heck makes it look good.

SM: I am Shantih Moriarty, the chick who wanted board games. I harassed Sean earlier this year about having a proper board game track, and he said that would be great if someone would organise it.. And I grabbed Ezra :D.

CF: I’m Colin Fahrion, a graphic designer, gamer, immersive performance artist, experience designer, and royal portrait photographer for Prince Wrinkles Nonesuch (my cat who has way more my Instagram followers than I do). I have since I was young loved games, art, and design, and I am fascinated by those places where they all intersect.

I’ve been going to Big Bad Con for five years both as a player and a GM running games. Last year, I joined on as the head of marketing and the website — bringing my design, front-end web, and communications skills to the team. I decided to join on as I really love the Big Bad Con community, the staff, and all that they do to create a welcoming event that encourages creative play!


What are you most looking forward to about Big Bad Con? Is there anything that’s happened before or that’s new that’s really piqued your enthusiasm?
SL: Big Bad Con is my favourite weekend of the year, it’s my Christmas. I have been there since the first edition in 2011. Some of the best memories I have over its six years of existence include exciting adventures with excellent people — in the Asteroid Belt, near Loch Ness, in the ‘Verse, in Aldea, on Coruscant, or above Stalingrad — and shared meals and drinks, peppered with gaming tales. The player caliber is amazing. The people who come to Big Bad Con are there to try new things and they are so enthusiastic about jumping into the story! 
KT: I love seeing what larps are going on; there’s always something cool and fun that I’ve never heard of before. It’s really exciting to try out new RPGs—sometimes run by the designers!—or see a well-loved classic get some attention.

Editing the schedule can be so hard sometimes because after reading each and every game description, I have such a hard time deciding what to sign up for!

ED: I think the renewed focus on boardgames at BBC is pretty exciting. We have more gaming space than ever before, great games that you can play to win, and 2 staff people focused on making your time in the boardgame room awesome.
YK: With the time we know the participants and shared many adventures. Nowadays at each table there is always someone I played with in the past. I also love the public here, they are very eager to try new stuff, I use BBC to bring strange games, and run some europeans game RPG gems. Maybe one day will I wake up early to run with the wolf.
SN: This year we’re moving Games on Demand and improving our staffing level there. I’m also encouraging more GMs to submit games and I hope to have a really robust track. We’re adding board games as well. I have so many good friends who love their Thurn & Taxis more than their Dungeons & Dragons, so I’m really happy to be adding that to! But most excited…seeing old friends and welcoming new peeps to the con, it’s the best part every year!
BH: I’m always really excited for the Big Bad Gauntlet. I love playing and running games, especially Fate and Monster of the Week. At BBC I get to do that with a bunch of brilliant, open-minded people.

An off-kilter table at Big Bad Con 2016. 😉

RO: What am I most looking forward to? Honestly, it’s two things equally. First is the Tell Me About Your Character Booth, because I bought myself a championship belt I plan on wearing during my shift to hopefully draw more attention to the booth and what it’s there for in general. Second, and again, equally important to me, is that I’m running three games this year at Big Bad Con. Each of these games I am planning on running have the same THEME, but do not have the same setting. I want to see just how differently my groups of players play the same scenario (which can be explained upon request) but in three wildly different settings. Those settings are 1) A Sailor Moon-esque high school, 2) A Star Wars Padawan Training Facility, and 3) Xavier’s School For The Gifted from the X-Men universe. Those two sets of activities combined are what I’m more excited about. 

AM: Playing new games and meeting new people! BBC always offers a huge range of games, and I love getting to try out new systems and settings. Also, BBC has been expanding a lot and I think it will have even higher attendance in 2017. I love gaming with friends I seldom get to see, but I also love getting to play with amazing strangers. The caliber of BBC attendees is really high, and some of my favourite games have been one-shots with people I’ve never met before.

Games on Demand is being expanded! The first BBC I attended I hadn’t signed up for any games and GoD games were the only games I got to play. They’re one of my favourite parts of gaming conventions and I’m really happy that BBC’s GoD is getting even bigger and better.

KS: Seriously, Ryan bought a championship belt? I’ve deleted all my answers to just say I’m looking forward to that.

Honestly, I love the people. Now, if you know me, you’ll cough obscene words behind your hand when I say that, mostly referencing the waste of a male bovine, but it’s still true. Big Bad provides my favorite injection of beautiful humanity every single year. I find it invigorating. The vast majority of these attendees I only see once a year, in October, at the convention, and the truth of that is that it’s a shame. But if that’s what I can get, I’ll take it.

I think that’s why I love being at or near the reg desk. I love watching everybody come through, being the first to greet return attendees and meet newcomers. It’s like keeping two fingers on the pulse of the con and finding comfort in the steady flow.

This year, I think I’d like to actually sign up for a game. That’d be a first…ha!

NB: Of course Ryan has a championship belt. HE IS A CHAMPION.

I’m looking forward to seeing friends old and new.

Last year we introduced a convention-wide game reinforcing our shared values called Big Bad World. Everyone gets to pick a playbook when they get to the convention and gets experience points for doing nice things for each other. It’s a fun way to remind people that we are all together in this and playing to make a better community. I am really proud of what we are doing at BBC and it is totally a highlight of the year.

SM: BBC is so fun because you get an INCREDIBLE amount of systems, and people who are excited about them. They invite you into their worlds, and you get to play in them. I am also a HUGE fan of the sign up system, and am excited about some of the possible changes to make it better this year. I am also looking forward to having the snot beat out of me in terraforming Mars. 
CF: My staff role with Big Bad Con is mostly all pre-con, so once the con starts it’s time to get my game on! Every year, I look forward to seeing what unique and interesting games people run. And every year, I look forward to running games myself because there are so many amazing creative people bringing their all to the table!

Last year, I co-produced and co-ran a “wide-con” game of the Warren with Jason Morningstar, Steve Segey, and Jeese Coombs — 4 GMs, 4 tables, 4 players per table all “playing to see what happens” in their Grand Warren rabbit society. I was thrilled see all the individual stories at each table of each rabbit clan and I was riveted by the larger Grand Warren story that was shaped as the action spilled out to the other tables! It was certainly an intense game with so much going on and honestly afterwards I was exhausted, but happily so! Unique play experiences such as this are what makes me keep coming back to Big Bad Con.

tiny kitties!

For coordinators: 

What challenges do you encounter arranging the games, events, and overall setup of the con, and what do you find exciting about making them happen?
SL: I work with GMs to schedule solid events which we hope will interest players, and with event coordinators to arrange this into a coherent whole. I love the feeling I get when I can help find effective solutions for problems (I usually exclaim to myself: “Zoidberg helped!”), when I have a good idea for a special event, and when I manage to make someone’s job easier.
KT: We always have a badge-stuffing party with some of the volunteers (and people who got into town early and are crashing at our place) the night before the con. We order a ton of yummy food and put badges into badge-holders, fold and staple programs, and tackle any other last-minute tasks that might need doing. It can be a little hectic but with friends there it’s so much fun.
SN: Getting everyone into as many games as they want is always the great tetris game we play. First it’s a matter of making sure we have the games available. We do a lot of GM recruiting up front and then when a game fills up quickly we’ll often ask the GM if they want to run another session, or find other GMs who are known for running the same system. We also have the Games on Demand Track that’s specifically meant for folks who don’t want to plan out their games before the con, or who have an open slot they want to fill when they arrive.

The other side of making our games run smoothly is addressing cancellations. When game cancellations happen, especially last minute, we look for replacement options for the players. Either other games they can get into, or replacement GMs to run the game (or something similar). We’re so fortunate to have a host of great GMs, many of which have stepped up in the last minute to run a game. And when players aren’t able to make a game, we post the opening to try and find another person to take their place. In the past that has been through a manual sign up sheet on the wall, but we’ve always found those sheets hard to navigate. Too many games, too small font, and no way to guarantee that if someone cancelled a game online, we’d update the sheets in time for someone else to see the opening. This year we’re going to keep open our digital sign ups throughout the con so players can see what’s open real time and sign up for games either from their mobile devices or from Kiosks at the registration desk.

For marketing:
How do you market a con that’s got so much energy, so much going on, and capture it all – both word of mouth and official communication?
KT: We do a lot of word of mouth marketing for sure. We’ve got a lot of supporters who volunteer to promote it while at other conventions, or pass out fliers where appropriate. What’s very touching for me is the praise for the con I see on social media that’s completely unsolicited–people really love Big Bad Con and want to spread the word!
CF: The plethora of games themselves do a lot to promote the con. Big Bad Con attracts a lot of really creative people running great games. As a result, a lot of our promotion of the con is actually promotion of the game masters and designers themselves. The list of games for Big Bad Con has just started to fill in as people submit their games. But already it is filled with some really unique and interesting games including some playtests. Once the games list fills up there with be something for everybody. Actually, one of the common “complaints” from people is that there are so many great games that they wish they had a clone so that they can play all the games they want to play. It’s a good problem to have!
Specifically for those coordinating games:
How do you filter or choose what games get scheduled? Do you have criteria, and if so, what?
SL: Because Big Bad Con places its priorities on creating an amazing, welcoming experience at the individual level rather than based on number of attendees, it requires tasks that resemble more a game day event than a typical game convention. In particular, we actively recruit GMs who we know are particularly good, and we work with them individually to present their game in the most attractive fashion we can. Since we’ve been inviting attendee feedback since year one, we now have a pretty solid roster of people who return to run excellent games that receive player acclaim.

As far as criteria, we mostly leave it to what GMs feel like running; however, we also create our own wish list of hot new games and perennial favourite titles, and if people ask us for suggestions, we draw from it. If there is something that really seems to be missing by the time we’re approaching online game signups, we recruit among a pool of GMs who are often willing to pitch in to run something new.

SN: Sophie has it all!

Fall of Magic in action.

For anyone:

What excites you about Big Bad Teens and Outreach? How do you get involved?
KT: When promoting Big Bad Teens for its first run 2016, we reached out to a lot of gaming clubs at local middle schools and high schools to let them know about the con. I enjoyed connecting with Bay Area teachers and am really excited about our plans to bring more games to young players outside of the convention weekend.
SN: Outreach is our chance to introduce locals both to Big Bad Con and to tabletop gaming! We’re still developing the curriculum, but I’m very excited about running games for teens in the Bay Area, and hopefully having some of them out at Big Bad Con after that!
How does the scholarship program work?
KT: The Scholarship Fund supports women, people of color, and disabled or lgbtqia+ individuals in need of a little extra assistance to attend the con. It goes towards travel, hotel, and badge fees, for as many applicants as we have the funds for. The application for the Scholarship Fund is over on our website (http://www.bigbadcon.com/big-bad-con-scholarship-fund/) and people can contribute to the Fund through the Kickstarter!

What are bonus things — rewards, recognition — that people can take away from the con?
SL: On the tangible side, there are the various pins you can collect for the various to pitch in — GMing, volunteering, chipping in on the Kickstarter campaign, donating to the food bank or to Doctors Without Borders, and so forth. You can also collect playbooks for our meta-game, Big Bad World. Some game companies also provide prizes for those who try their games at the convention.

But to me the real reward that stays with me the rest of the year is playing and hanging out with great people and, the next time I see them, thinking “Oh, I know them, they’re so great to play with!” I keep relationships online, at game day events, at other conventions, and in regular campaigns.



Thanks so much to everyone for participating in the interview! It was great to hear about the con and everything involved. The Big Bad Con Kickstarter still has a little longer to go – don’t miss out on backing if it sounds like a good time to you!


Note: I don’t currently have notes for who took these photos, but I will check with Sean to see if I can update this with those names!

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