Five or So Questions with Jeff Tidball on The White Box

In a last minute burst, I have an interview with Jeff Tidball about the project he’s currently publishing via Kickstarter, The White Box! It’s an unusual concept and when I saw it, I had to ask about it! See what Jeff has to say below.

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

The White Box is very simple: It’s a book of essays and a box of components. The essays are about how to design and produce tabletop games. The components are a very generic set of pieces — dice, cubes, meeples, etc. — designed to get people started experimenting and prototyping right away.

I really, really like making games. For me, this has also become an enthusiasm for talking about the process of making games, which has lead to more and more teaching folks how to make games. The White Box is a very efficient way to spread that to a large number of people, over (what will hopefully be) a long period of time, if we can establish an evergreen place for it in retail stores.

Something I think we’ve seen more and more, in the last 10–20 years, are increasing non-formal educational opportunities for people who just want to learn to do some particular creative thing. They don’t want a degree, they just really like the idea of learning how to do a thing, and I think they also like thinking of themselves as people who could do that thing. We’ve seen an explosion of classes (in person, online, at retreats, during conventions…) about writing novels, composing screenplays, making documentaries, and — yes — designing games.

One of the non-obvious upsides of this interest in learning is that there’s a chance to do this teaching as something other than philanthropy. Am I going to get rich publishing The White Box? No. Neither is Jeremy (its author), or Gameplaywright, or Atlas Games. But it can become a self-sustaining thing. So, in addition to liking to talk and teach about gaming, I’m excited at having (with this Kickstarter’s apparent success) worked my way into a format for talking and teaching that’s financially sustainable,

What kind of components are inside The White Box, and why?

The stuff inside The White Box is a set of relatively common board game components: cubes, meeples, dice, and punchboard counters. The cubes, meeples, and dice come in a variety of colors. The base was four colors; our 1,000-backer stretch goal added a fifth color. We’ll add a sixth if we hit 100 retail backers.

The one unusual thing we’ve got in that vein of componentry is a giant wooden cube in each color. They look great in the pictures, and I’m interested in seeing what they inspire in designers.

What we *don’t* have is also interesting. Earlier versions of the parts list included blank cards, and a blank game board. We had to cut down the list to make the box more affordable, because we were really invested in the idea that The White Box should be a no-brainer purchase for someone interested in design. We really didn’t want to lose them over price. In my design experience, cards are much better created on a printer (cut a sheet of office paper into nine pieces) and then sleeved. We can’t compete with the cheapness of that (and the reusability of the sleeves), and we’d be providing something worse than that anyway. So they went.

The board was both especially expensive, and not large enough to accommodate what I thought would be relatively standard design uses. And large sheets of paper aren’t hard to come by, so again, it didn’t seem like a huge loss to lose it from the roster.

What was the biggest inspiration for The White Box and its specific components as a product, beyond seeing a need?

Jeremy Holcomb, the creator of The White Box, seems like he was most inspired by both his teaching (he’s a professor at DigiPen) and the same questions recurring in convention panels. The essays in the book are calibrated to answers those perennial questions. But I suppose those are both in the category of “seeing a need.”

I can’t speak for Jeremy as to deeper inspirations, but I have done a fair amount of teaching — formal and informal — and mentoring in the area of game design, and I’m inspired by a love of creative pursuits generally, and game design in particular. I also love the entrepreneurial endeavor of bringing a game to market, and so teaching people how to make games that can succeed in a greater marketplace games is something that I dig, and that I think is valuable.

This is such an unusual product, and sounds like a challenge to prepare for a larger audience. How have you tested The White Box?

Jeremy has literally tested the component mix by collecting samples and dumping them out on a table with friends to see what they can make. He’s also passed the book’s essays around to students and colleagues in order to garner feedback and improve their content.

For my part as a publisher, I spent a lot of time worrying about whether the marketplace had any interest in a product like this, and trying to figure out how I could test the general idea to get a deeper sense before launching a Kickstarter that might fail.

Those concerns seem ridiculous now that we’ve raised five times our funding goal halfway through the campaign, but it’s impossible to know what will succeed and what will fail beforehand, which is *nervewracking*.

My publisher’s “testing” consisted of creating a graphic that looked as much as possible like the contents we were proposing — it’s more or less the same graphic we’re using as the Kickstarter feature image — and showing it to both designers and retailers. I asked things like, “Do you need one of these?” “Would you buy one?” “How much would you pay for one?” “Could you sell this?” “How much would be too much?” That’s the process that provided as much validation as we could get (without doing it for real), and led us to a $29.95 price point, as opposed to something higher.

What benefits do you think educational game products bring, particularly The White Box? Are there skills (ability to complete tasks), or traits (behaviors and trends in ideals)?

I definitely think you can learn things from other people, whether that learning takes the form of reading their written works, listening to their lectures, or talking with them in a conversation.

But I don’t think you can get all the way to an *understanding* that way, and (obviously) learning in that way doesn’t allow you to directly product anything. (Other, maybe, than notes.) To arrive at a deeper understanding, and to produce something, you have to sit down and make. And usually, you have to make iterations. Drafts of a novel, prototypes of a game, or even individual performances (or rehearsals) of a piece of music. And of course, in a creative pursuit like game design, to produce a thing is also the goal. So you deepen your understanding in the act of making.

But then you wind up going back to learning, as you hit walls, or as you seek feedback on the last thing you made. So, I think it’s cyclic. Learn, make, learn more, make again.

Circling back to The White Box, I’ll say this: I think the best thing a teacher — be it a person, a book, or whatever — can do is to encourage the making phase. If the teacher sees the learning as an end in and of itself, I think the whole enterprise is a little sad and incomplete. So part of the crucial thing about The White Box is that *the things inside of it encourage the making*. It’s not just a book of advice; it’s also a call to action. And I think those two things are both critical to the endeavor.

The White Box teaches skills, probably, except insofar as it takes excitement and investment to begin the process of learning (to trigger the process of making), and the way the essays approach game design — with enthusiasm and love — will hopefully engender those traits necessary to invest the time to learn the skills.



Thanks so much to Jeff for answering my questions! The White Box only has a couple more days on Kickstarter, so if you want in, check it out now


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Five or So Questions with Burning Games on FAITH

Hi All! Today I have an interview with Burning Games on FAITH: The Sci-Fi RPG and Miniatures, which is currently on Kickstarter. FAITH is an Ennie-award winning RPG and this is the FAITH 2.0 version. Check out the interview below!

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

What excites us about FAITH the most is its very essence. We made it as a statement on how we think RPGs should be, however risky that was. It’s an RPG with a card based mechanic that lets players be in control of their actions; it makes the humans a minor species, at the sidelines of the main plot-events; it introduces gods in a sci-fi setting as moral scales to test the very fabric of which characters are made; and it dives right into an ideological conflict between two powerful alien species, without leaving aside morality, politics, or economics.

The fact that people have trusted us and placed their faith in our game, pun intended, is something that we take very seriously and it’s the most potent source of excitement we can imagine. We look forward to continue to expand the game into something greater than we could have imagined when we first started, and we are grateful to everybody who supports us in this journey.

How do you integrate gods with a world of sci-fi and humanity? 


The five Gods of Faith are not the usual “omnipotent being” interpretation of deities. They are moral in nature, , and they can only interact with the world through their believers, by providing them with supernatural powers, thus shaping what actually happens in the universe by giving more power to those who follow one of the moral paths laid out by one of the Gods.

Living beings within the universe of Faith can’t really choose in which God they believe or which God they follow. It is each God itself who chooses certain people to grant powers, depending on their actual actions. Who you are and what you do determines whether one God or another will take notice of you and maybe grant you powers.

There’s little room in the way of “believing” in the Gods; when you see you have been granted a special power, you know that something’s definitely up. On the other end, Clark’s adage “any sufficiently advanced technology is indistinguishable from magic” may be applied, too. Within the lore of the game, there are people who question their nature and go on “Godseek” expeditions within the confines of the Labyrinth wormhole to try to uncover their mysteries. Similarly to how our A Garden in Hell campaign explores the origins of the Ravager, we plan to devote an entire campaign to this topic and we hope it will become an exciting perspective on Gods in a science fiction setting.


Tell me a little about this ideological conflict! What about it encouraged you to make it a major point of the game?

Similarly to forces of nature, the moral bearings rewarded by the Gods have ended up merging with certain civilisations, and shaping their progress and destiny. This means that there are species leaning towards the moral path set by some Gods, while others lean towards others, making them fundamentally different in their approach to cultural interaction both within their own civilisation and with other civilisations. This is the case of the Corvo and the Iz’kal, each leaning respectively to individualism or collectivism, and this is what sparks their constant conflict.

When two such species find each other, there are three options: they fight, they flee or they cooperate. Right now, the Corvo and the Iz’kal must cooperate if they want to avoid total anihilation: the Ravager, a powerful mutant species, is on a destruction sprue through the known universe. Of course, this doesn’t mean they don’t still have their conflicts, and they still fight clandestine, proxy wars to arrest each other’s development in anticipation to the defeat of the Ravager threat.

We made this conflict such an integral part of the setting because we believe it raises very interesting issues that are worth considering and discussing. Both these species have very different approaches to society, each with their rights and their wrongs, and thinking about alien societies can put things in perspectives that are not as apparent if one was to analyse the same issues in the real world.


How do the base mechanics of the cards work, and what do you think is expanded by including the miniatures?
The card mechanics are the aspect we are the most proud of. Many people are extremely skeptic about it at first, but after playing a couple of rounds most people gets it. We need to stress that we didn’t create this mechanic just to be different, or as a gimmick.

It is an honest to God attempt to make a game where the players are in charge of their efforts, as represented by the values of the cards they play. The hand of cards represents the stamina of each character, and, just like in real life, each character can choose when to make a big effort (playing a high card), and when to conserve energies (playing a low card, which often triggers a rule to draw a new card). As you run out of cards, your character gets exhausted and has more and more limited options.

A very common misconception is that people can just attempt banal actions to get rid of low cards. Because you only have the chance to play cards when you are contested, or, as we call it in Faith, confronted, there’s really no possibility for this. When you play your low cards, you will be putting yourself in danger.

Lastly, it’s important to mention that the cards are not proprietary: you can use any regular poker deck to play FAITH.

The miniatures do not change the core mechanics of the game. It’s just that it can be much more immersive for some people to play with a cool set of minis!


What are some of your favorite elements about the available species for play?

What we like the most are the different roleplaying possibilities that each of their civilisations bring to the table. If you are in the Corvosphere, you can basically do whatever you want, but nobody will look out for you. It’s like a cyberpunk jungle: each for their own, and only if you know how to get others to value your specific skillset you will manage to make a life for yourself. On the other hand of the spectrum, we have the Iz’kal state. There, all your basic needs are taken care of, but you can’t own anything, and you must comply with the state’s orders, which will use your skills for the benefit of the state. If you are in a Raag world, you’ll need to be very careful with your approach to technology and how you maintain it, and you may become a renowned scavenger. Lastly, if you are a human, you won’t be the center of the universe for a change. Humans in the universe of Faith have their work cut out for them: they must either bend their knee and serve the corvo; survive in the wasteland; or become part of the Human Front and seek the foundation of a free Earth.


Thanks so much to Burning Games for the interview! I hope you all enjoyed reading and that you’ll check out FAITH: The Sci-Fi RPG and Miniatures on Kickstarter. Make sure to share the post if you think your friends might be interested in FAITH, too!


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

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

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

Designer & Devourer Episode 1, 200wordRPG, Punch, and Upcoming Interviews



ETA 4/16/2017: FYI, the recording for Designer & Devourer Episode 1 has had the hiss removed, so hopefully will be easier listening. Brie learned a skill!

https://www.patreon.com/posts/8779339



New podcast, I think?

Note: This is my first time recording a larger piece and my first podcast, so please understand I’m new! I hope to use some music in the intros sometime in the future, possibly? But here’s it!


Designer & Devourer is a 15-30 minute audio episode with my thoughts on upcoming games, design, and game theory, plus a semi-relevant personal or internet-sourced recipe. This week I talk upcoming interviews on Thoughty, the #200wordRPG contest, and my Great Grandma’s punch recipe.

Check out Charon, my entry for the 200 Word RPG contest here on Google Drive.

ETA: forgot to include the links to the Kickstarters I mentioned!

FAITH
https://www.kickstarter.com/projects/burninggames/faith-the-sci-fi-rpg-core-book-miniatures
The Sword, The Crown, and The Unspeakable Power
https://www.kickstarter.com/projects/wheeltreepress/the-sword-the-crown-and-the-unspeakable-power

Great Grandma’s Punch Recipe
a fun substitute for Ambrosia (according to a similar internet recipe!)

1 bottle ginger ale, 7Up, or Sprite
1 large can pineapple juice (not frozen)
1 small can frozen orange juice (don’t add water)

Pour into a large punch bowl and stir slowly until the orange juice is fully mixed in, adding lime sherbert or vanilla ice cream.
Top with maraschino cherries if desired, or an ice ring made with pineapple juice and cherries (use a silicone bundt cake mold!).

Thank you for checking out Designer & Devourer! Please share around!


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

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

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

DesignerandDevourerBrieCSbrianna.c.sheldon@gmail.com

What Makes a Good Player? with Andreas Stein

Today’s What Makes a Good Player? feature is with Andreas Stein, who has some pretty detailed thoughts on how his play style makes a difference.

What do you try to do most often while playing games to enhance your experience and the experience of others?

Generally speaking, I think good roleplaying is having an awareness of the game and the other players. Here are a few things I consider during character creation and gameplay:

I don’t pick the Jedi.

My first roleplaying game was Cyberpunk 2020, and the first character I created after giving the book a good read-through was a highly min/maxed Solo – let’s call him “Fighty McFighterson” – who could single-handedly take out a whole squad of cyber-ninjas or corporate security agents, but he wasn’t good for much else, and he wasn’t really fun to roleplay. When I discovered D&D, the question before every new game was “Who’s going to play the cleric?” Out of politeness to those who wanted to be stealthy-cool or smashy-cool, I took up that necessary if oft-neglected class so we could get started already. It should go without saying that the abundance of healer classes that came about in 4E made me really happy (haters gonna hate).

My method these days is to listen to what type of character everyone else is making and then fill in whatever role(s) are needed to form a balanced party. Part of the fun is how this challenges me into creating some interesting, versatile characters. I oftentimes play the “Swiss army knife” of the group or someone who’s specialized in some common part of the setting that nobody else is interested in dealing with – somebody sooner or later is going to have to hack a security door, talk their way past the guards, heal everyone up, communicate with the locals, keep up the magic barrier, or fix that damn hyperdrive. The kicker is that so many of these situations are dramatic (or comedic) gold. This doesn’t necessarily limit me to “support” characters; if the party is a bunch of scientists and scoundrels, I’ll gladly roll up a tank or assassin to round things out.

I play to the story.

I think about the setting and ask myself “What’s going to keep me busy and having fun for a long campaign?” or “What aspect of the setting interests me the most?” When I create a character, I create a *character* rather than just a vessel for my ego. I learn what the setting is about and find my character’s place in that world. I don’t see the need to create a super-complex character background for the emergent fiction of an RPG – there’s more fun in discovering aspects of my creation as the story progresses – so in the beginning I only provide enough raw substance to plausibly plant myself in the story. Roleplaying game characters should be easily recognizable, iconic, and “developable.”

I think about group dynamics.

The point of a social game is for everybody to be entertained, not just me. A big pet peeve of mine is when a player tries to have some “fun” screwing with the group by creating a character that’s so far out of the scope of the common consensus that the GM as well as all the rest of the players are constantly floundering to actively shoe-horn them into the story, because they apparently want to be off doing their own thing or working against everyone else’s interests. If “My character would do it!” is your excuse, you made a crappy character. Nobody likes the thief who’s always out to double-cross the party. I’m not telling anyone to stifle their creativity, but remember that what works in books doesn’t always translate to a roleplaying game; don’t make a broody, loner, one-trick pony of a character that is obsessed about their own darkness and then act surprised when you have nothing to do and nobody to interact with. The players in a roleplaying game should be as much of a team as their characters are.

The same advice, I feel, goes for GMs: you have the social responsibility of making sure everyone is having fun, not abusing your friends for your own entertainment. Just as bad as the iconic “sadistic GM” is the boring one who doesn’t let players sit on the plastic-covered furniture that is their lovingly-(over)crafted game world.

I don’t hog the spotlight.

I can’t overstate the importance of this. When I GM, I make sure every character has a place and time where they shine, and as a player I try to check myself and make sure to let other players’ characters do their thing. I’ll even ask another player, “Hey, can’t you [ability]?” or “Don’t you have [skill/thing]?” or “Don’t you know [subject of expertise/person]?” There’s nothing worse than sitting there watching the rest of the party be badasses without getting a word in, so I help out where I can.

I blow shit up.

My current GM once told me he likes my play style because I “bring the awesome” – in other words, I keep things from getting stale. Truth is, I tend to get bored by excessive navel-gazing and playing it safe in a roleplaying game; I’m not afraid to cause problems for my character in the name of moving the story along. I’m a big fan of half-assed plans and anything that adds an epic cinematic quality to the game – because that’s what folks always talk about afterward. My characters take big risks and are always out to create sweeping badass moments of glory. It usually doesn’t take much to spur the rest of the crew into some heated dice rolls along with me. And it’s not just combat – pulling off an epic con, heist, or jury-rig is just as satisfying as a glorious battle in my book. As always, however, I check in with the other players before I pull some crazy stunt that may adversely affect the party.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

A close friend of mine and fellow gamer likes to say that nothing is cliché if it’s happening to you, and I have lots of fun living by that in an RPG. If there’s a chance of a sci-fi/fantasy/adventure trope being dangerously close to happening, you can bet I’m going for it – busting a steam pipe, stealing a spaceship, running into a burning building, using a Trojan Horse tactic, robbing a train, starting a bar fight – it’s all fair game.

I’m kind of a smartass, so my characters usually are too; I’m not above a James-Bond-style pun, a pop-culture callback, or hanging a lampshade on some aspect of the setting via group banter. At the table I’ve been known to briefly pull up a song or sound effect that seems dramatically appropriate to the moment. Recently we were playing the Cortex+ Marvel RPG with me as Iron Man. Our fantastic Captain America player had just finished an on-point speech about justice when after a beat or two I played the “Cinematic Eagle Cry” I’d pulled off of YouTube. After a second of silence, I continued as Tony “…am I the only one that thought that was funny?”, narrating him retracting a speaker back into his suit. I usually try to keep that kind of thing just below being annoying.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

If we’re running a long-form campaign, I don’t like to go months without gaming because I forget what’s going on and need to spend half the session recapping. It personally removes me from the organic problem solving I rely very heavily on. I don’t take notes because it distracts from the gameplay and messes with my immersion (most notes I take I can never make sense of later anyway if it’s been too long). If it’s more of an episodic thing, I’m okay with longer gaps, but there’s a time when even then I will forget certain things about a character, like their personality, that make things inconsistent.

What kind of games do you feel you are most comfortable with and enjoy the most?

I like an episodic game with an overall story arc, so I know choices I make now may come to bite me later. On the contrary, I admit I like the gonzo no-safety-net gameplay of a one-off, like a con game, where characters can end with a really dramatic crash. My home-group environment is still the best, though – we know each other’s personalities very well and we have a great deal of trust that we’re all there to help one another have a good time.

System-wise I enjoy narrative-heavy games, especially where failure has a mechanical bonus, like FATE or Cortex+. Failure can be fun in any game if you have a good group and GM, but I like asking the GM “What did I break this time?” while holding my hand out for that bonus I will definitely be needing later.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

In our current Star Trek game, our ship made contact with a planet notable for two things: they had a super-efficient food source that the Federation was interested in, and everyone was constantly connected to what was basically a planet-wide social network that governed their lives. At an embassy gala, my science officer noted loudly that he was suspicious of the food they were serving; news quickly spread to the whole planet, and my character instantly became the most hated person on this world.

Later in the evening, the ambassador’s aide made some faux pas that the entire planet felt had embarrassed them as a species in view of the visitors. By the will of the network, the offending staffer was sentenced to death, as by their laws and customs. Through a series of dramatic events, he ended up in the custody of our crew, putting us in a diplomatic standoff vis-à-vis the Prime Directive.

It was a classic Star Trek situation: we needed to establish relations by honoring the inhabitants’ way of life but wanted to spare the ill-fated government attaché. In the discussion we had about how a real Trek crew would handle this, I came upon the idea that we should use a classic Trek trope to solve the dispute: we would hold a debate! My character, the vilified alien from beyond, would debate the merits of Federation law and culture with our recently disgraced refugee representing the merits of his home world’s ways, essentially arguing for his own right to be executed. Through the teamwork of all the players, our plan succeeded in using the planet’s culture of social media persecution against itself; the attaché became a martyred darling to the inhabitants, saving his life, whilst giving the Federation the platform to share their alternative views and perhaps causing them to reconsider their system. To this day we all feel that that was one of the most perfect RPG sessions we’ve ever played.

Thanks so much to Andreas for his interview! I hope you all enjoyed reading.

This post was supported by the community on patreon.com/briecs. Tell your friends!
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

What Makes a Good Player? with Alan Vannes

Today’s What Makes a Good Player? feature is with Alan Vannes. Alan talks a little about experience in Warhammer 40,000: Dark Heresy, as well as playing longer sessions. Check it out!

What do you try to do most often while playing games to enhance your experience and the experience of others?

I’ve found that one of the most effective ways to enhance the experience of both myself, and the other players at the table is to simply invest effort into my character, a well thought out character with a good back story brings so much more to the table than when all you have is numbers on a sheet. I’ve found that a well thought out three dimensional character tends to get me more invested in the role-play, and my enthusiasm often becomes infectious, helping to bring out the best in the players around me.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

I tend to have a very improvisational style to my play, nine times out of ten even when I tell my fellow players that I have a plan I’m really just making everything up as I go (I guess you could call me the Jack Sparrow of gaming). That being said I don’t really use any established techniques as such, but simply respond to the group and game as my own instincts, and experience dictate.


How often do you like to game, and what is most comfortable for you to maintain good energy in games?

I generally favor weekly, or bi-weekly games, any longer between sessions and I tend to lose some of the feel for the game/character. As for comfort, I personally favor longer sessions in a relaxed atmosphere (such as one of the players homes), and I find that it’s best to keep the group size between four and six people, it is possible to do larger groups, but it often becomes difficult to keep the focus on the game, and combat often drags out far too long (I recall a case where I was in a group consisting of the GM plus nine players using the 3.5 edition D&D rules and we had a combat that in game was only four rounds long, but took three sessions to get through).

What kind of games do you feel you are most comfortable with and enjoy the most?

I tend towards a more narrative driven play style so I favor games that support that, and of course I have deep roots in fantasy gaming, but with a little time to learn the game I’m comfortable playing just about anything. I have a particular love of dark fantasy, sword & sorcery, gothic horror, weird western, and cyberpunk settings.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

After over twenty years of gaming it’s difficult to choose a single anecdote, but I asked a couple of my friends with whom I’ve gamed with quite a bit over the course of those years, and several of them recalled the same story as being one of their favorites so I’ll relate that one.

I was playing in a Warhammer 40,000: Dark Heresy campaign (set in the Warhammer 40,000 universe, which is something of a dystopian sci-fi setting with strong fantasy elements). In Dark Heresy the players take on the role of agents of the Inquisition, ferreting out heresy, and other threats to the imperial doctrine, and any signs of corruption are to be responded to with absolute punitive action (a setting where having your character say ‘cleanse it with fire’ would not actually be all that ridiculous). 

Our group was investigating rumors of a heretical cult on a factory planet, and I was playing the part of what would essentially be the groups ‘rogue’ archetype, he was a skilled gunslinger, and an expert at infiltrating secured locations as well as having a glib tongue that often allowed him to con potential heretics into slipping up and revealing their true nature. As such the other players in the group often asked my character to slip into various locales ahead of the rest of them to suss out the situation, whether it be scouting an enemy base, or making first contact with a group of potential heretics in order to feel them out. 

In this particular case our tactic of having my scoundrel make the first contact with the enemy backfired, as I snuck into the heretic’s supposedly secret headquarters to scout out their security only to find arrive just as they were summoning a demon out of the Warp (this setting variant of hell, and the dimension through which faster than light travel was achieved), and my character was temporarily possessed by the demon. The demon, having drawn information out of my characters mind about the nature of his mission, as well as the identities of his fellow inquisitorial agents (the other player characters) proceeded to attempt to rejoin the group most likely with the intent of corrupting them. My GM, being a generous individual, allowed me to roll to regain control of my characters actions at regular intervals as the demon progressed in it’s intent. 
The rest of the group was waiting outside of the heretic’s headquarters in a nearby alley way, as my demon possessed character was crossing the street to rejoin them the dice favored me, and I was able to regain control of my character. My GM told me I had time to take one action before the demon would regain control so I did the only thing that seemed logical within the settings rules and my own characters mindset. My fast-talking scum drew his pistol, put it to his head, and after locking eyes with his closest friend within the group (an assassin played by an old friend of mine) pulled the trigger. Even my GM was stunned by my chosen course of action, but my choice to stay in character, and do what a true servant of the Emperor would inevitably do ended up preventing what my GM later admitted would probably have been a total party kill, and allowed the other players to retreat, and deal with the threat appropriately.

Thanks so much to Alan for the interview! I hope you all enjoyed reading.


This post was supported by the community on patreon.com/briecs. Tell your friends!
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

What Makes a Good Player? with Alex Carlson


Today’s What Makes a Good Player? feature is with Alex Carlson. They talk in detail about how they play for themselves and others, as well as noting how chronic illness and stress can impact gaming.

What do you try to do most often while playing games to enhance your experience and the experience of others?

My initial answer to this question was very long and roundabout because, for me, there are kind of three questions here, and I was trying to answer them at the same time. There is obviously what I do to enhance the experience for myself, but then there’s “others.” “Others” is usually, in the games I play, either the other players or the facilitator (GM, MC, ST, etc.). There are things I try to do to help out everyone at the table, there are considerations I primarily afford other players, and there are attitudes I usually only hold towards the GM, and then there’s where each of those relationships has priority.
In the category of things I do to enhance everyone’s experience, one jumps out right away. I started improvising a few years before I started playing role playing games regularly, and one of the biggest influences from that on my roleplaying (and life) is that the best way to take care of your scene partner, or other players, (or people in your life,) is to take care of yourself. In games, this means having a character that is interesting and interested, so that there are ways for others to engage with my character and ways for me to engage with and encourage other PCs.
Things I do for other players are also kind of things that I do for myself, because it’s geared a lot towards modelling the behavior that makes me the most comfortable in a game. This is where a second improv lesson comes into play: sharing focus. I have a good sense of interesting plot hooks to get things started right away for my character, and that can end up with the narrative spotlight getting kind of stuck as the game finds it’s footing. I am happy to give up “screen time” for other characters, and if the person running the game (when there is one) doesn’t realize that I’m getting a lot of time, I make sure to find chances to pass the focus to other characters or story lines. If I know there are more hesitant players in the game, I try to present opportunities in my character’s motivations and decisions for them to get involved without pressuring them to jump in, I also have some pretty strict lines on consent, and not just with in-game events. If there is a player struggling with the rules or character decisions, I’ll offer my help, but don’t force my way in to “helping” them if they don’t want it. I’ve seen a lot of shy players get totally turned off to the idea of gaming when someone takes over telling them how to make the most effective character without any thought to what they want or what they’ve asked for.
With respect to the facilitator (if the game has one), I think I’m a lot more deferential than a lot of people I play with. I’ve run a lot of games, and I know how hard it can be, how much time and commitment and risk is involved, and I take that very seriously. If a game puts a lot of power in the facilitators hands, I don’t try and fight them for it, though I’m happy to help out if they ask. If the game is set up as participationist (where the facilitator has a set plot in mind and the players don’t have a lot of control and everyone knows and accepts this ahead of time), I’m okay with the occasional fudged roll or GM fiat. I follow similar rules of consent as well. There have been a few occasions where a friend has expressed an interest in running a system, only to follow it up by saying they’d be too embarrassed to run it for me because I’m very experienced with the game. My response to that is always pure encouragement and reassurance that, unless they ask for my help with rules, I’m not going to challenge them on how they rule or interpret the mechanics for their game. Sometimes the best thing you can do for a facilitator is let them run the game without trying to turn it in to what you think is a good game.
Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?
I mentioned a few above, but improv absolutely influences how I engage at the table. It’s hard for me to pull out specific tools that I use because so much of improv is learning techniques that influence how you behave in every situation, and doubly so in other creative media. “Yes, and,” is one of the biggest and well known tools, and it is definitely relevant in games, but there’s also “No, but,” which is useful when players are steamrolling or suggesting things that I’m not comfortable with or that seem to be causing distress at the table. “No, but,” is sort of like failure in Apocalypse World. You don’t get what you want (most of the time), but there’s more to the story, an alternative fictional element that keeps the action moving forward.
How often do you like to game, and what is most comfortable for you to maintain good energy in games?
I have to game at least once a week. I used to do at least two games a week in college, and I’m currently playing in two games. I’m a creative person with terrible anxiety and gaming is the creative outlet I use to keep feelings of artistic stagnation at bay. It’s like a workout. I’m also super susceptible to stress, so tension at the table usually throws me off unless there’s a resolution to the stressor or off-game time after two people butt heads. I also find that it’s important to keep a good balance of meta conversation and in game play, which varies from group to group. Trying to keep everyone in character all the time just doesn’t work for some groups, but too much out of character time can leave less socially assertive members of the group out in the cold.
What kind of games do you feel you are most comfortable with and enjoy the most?
I gain a LOT of vicarious enjoyment from games. If the facilitator is really into it, or the other players are on a roll, I’m happy. I really enjoy games where “failure” doesn’t just stop the action, because you don’t run the risk of ruining the mood at the table if you flop on a roll, which makes getting involved have much lower stakes.
To get specific, I’d say that my initial comfort level is highest with most of games that are Powered by the Apocalypse and Burning Wheel. I feel like they both address “failure” as something more interesting, and they both give players a high amount of narrative control with the level of world building and plot creating put into the hands of the players. I feel like I always have something to do in those games.
Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?
This is a tricky question for a number of reasons. I have a chronic illness that has made it difficult to remember things that have happened in the past few years, the group of people I play with shifted dramatically a few years ago, shifting my habits along with it, and I don’t know that I ever reflect positively on things I do without major external influence. There was a moment that, in hindsight, feels very brief but is also the first thing that’s come to mind that feels like a good answer for this question. It was a game of Unknown Armies in the year after I graduated college. I was playing a doctor who was pursuing the Avatar path for the Mother (an Avatar is like a socially accepted or recognized archetype that gives powers to those who fit the archetype, because in Unknown Armies, a lot of true occult power comes from human belief and expectation). 
My character’s husband (another PC) had recently been killed because the player was no longer able to be in the game, and in the time since that had happened, she had formed a super codependent relationship with another PC who was an adept of a school of magic that the player had designed called pneumomancy. It involved inhaling toxic substances to gain charges, the resource needed to cast magic, and breathing clean air was the taboo, or forbidden action that would mean the PC would lose all of his charges. Despite her oath as a medical professional, she enabled this other PC constantly by explicitly being on hand to provide medical attention should a substance ever prove to be too toxic. 
One night, these two PCs were locked in a room together for the night, and the pneumomancer inhaled something and failed his check, so he passed out. My character was unable to revive him, so, instead of just letting him lose his charges, she use her Stay Up All Night skill to sit by him and hold a lit cigarette in front of his mouth until he woke up. I feel like this moment lined up to be really cool in several ways. It turned what would have otherwise just been downtime into a very intimate moment, it gave the other player a very significant choice to respond to, as his character, until that point, had been super aloof and stubbornly independent, and it refined how my character was channeling the Mother archetype. It also had mechanical benefits (he didn’t lose his charges) and was strongly in sync with the tone of the game.



Thanks so much to Alex for answering my questions! I hope you all enjoyed reading!


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What Makes a Good Player? with Kaetlyn Kuchta

Today’s What Makes a Good Player? feature is with Kaetlyn Kuchta. Kaetlyn talks a little about being a badass and asking questions (and you all know how I love asking questions!). Check it out below!



What do you try to do most often while playing games to enhance your experience and the experience of others?

I think the most important thing you can do is ask questions about the world. If you’re asking about the environment that everyone is playing in, it helps to keep everyone invested in the game. Yes this happens during character creation and world building in certain games, but it would be impossible to answer every question at that time. I like to ask about the way places look, how people on the street are acting, or if there are any nifty monuments around. This is always open for discussion between the other players and the GM as well, and it helps to create a rich world that the entire table gets to create and love.

I also tend to do whatever action I think is going to be the most fun. Sometimes it gets my character into a lot of trouble, like when they follow their impulsive nature to touch the ancient cursed artifact, but it always creates a really interesting story. I don’t go out of my way to cause trouble for the rest of the party, but I try to play true to any aspects or alignments that I put on the character sheet.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

I use the tried and true improv rule “Yes and…” Meaning no matter what the other players say/do or what the consequences of roll are, I agree to it and build upon it. This doesn’t always mean my character is happy with it. For instance, if a player character beats up a subdued criminal and my character is against random violence, she isn’t going to let them get away with that. The “Yes” is seeing and accepting that the action happened and that there is no way to take that back. The “and…” part is having my character confront the other player character about it.

I also think making sure those in game conflicts stay in game. It doesn’t do any good for me to harass the player for acting out their character the way they imagine them. There were plenty of times when I first started role playing where a player would do something in game that I disagreed with and I would openly ask them why they did that dumb thing. It only created friction between players and created guilt. Itchy itchy guilt. I’ve since discovered that having characters that butt heads from time to time is really fun, especially in games that set you up for PvP conflict that doesn’t result in murder such as Fate or Masks, or most games with social skills. Now I can have my character confront another character while I high five the player for being a badass.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

I game once a week, and for me that’s enough. I tend to become really invested in my characters so having more than one or two to focus on gets a little confusing for me and I’ll end up playing them all the same instead of letting them blossom into individuals. That being said, I also like to switch up what I’m playing after about 8-10 sessions so I can explore another character concept, because for me that’s the biggest draw to these games. I like to try on these different faces and see how they interact in the worlds we build at the table.

What kind of games do you feel you are most comfortable with and enjoy the most?

As I mentioned before, trying on different characters and exploring the world are my favorite parts of the game, so I like games that really create vivid and diverse characters and worlds like Fate and Powered by the Apocalypse systems. These systems are so open that they create a ton of freedom to play around and discover your character and how they feel about their environment. They’re also systems that beg the players and GM to ask questions every session, and I love that open dialog at a table.

On the other hand, I typically have a hard time with systems that you might call “crunchy”. Games that have a ton of rules and structures for every action that my character may want to do are infuriating to me. I just want to look like a badass taking out villains without having to calculate knock-back based on my strength based on what fighting stance I was in, minus if I’ve slept in the past 12 hours. I totally understand why that would appeal to other people, but for me it takes away from my narrative power and makes me crave a gin and tonic.


Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

My group recently finished up a play of Masks in which I got to play a Nova with a happy façade. I decided from the start that she was going to actively try to be the epitome of a super hero, which I expected to conflict with the Nova’s tendency to destroy everything and the amount of conditions she would end up with. I was right. Throughout the game I got to play a character that was messy and awkward but who truly tried to lead her team in the right direction. I used the rules the game gave me to both incite and resolve conflict between my character and npc’s, and the other player characters as well. In Masks you gain and lose influence over others, and my Nova traded those in and out like baseball cards, which really let me play around with who she was and how she was effected by the environment around her. She ended up being a character who actively drove the story forward and looked out for the team while also creating conflict for the other players to solve. Basically I was never bored while playing her.



Thanks so much to Kaetlyn for the interview! I hope you all enjoyed reading her responses.


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What Makes a Good Player? with Alys Humfleet

Today’s What Makes a Good Player? feature is with Alys Humfleet! Alys provided a little additional background for the interview, as well. Check it and the interview out below.

From Alys:

The very first tabletop/RPG I ever played was a demo for a small independent game … at GenCon. (I got dragged there by a friend of mine because of a resource book release she thought we’d both enjoy. Which got delayed and wasn’t even published by the time we got there, but we had the tickets, so we went.)

I had never played any CRPGs either, (I tended more towards the adventure games), and I’d never even played any of the board games that have some story or plot; my favorite board game by a wide margin is Clue. I say all this just to illustrate how out of my depth I really was; the most clueless of newbies. (I need how many dice? Why are they all weird shapes? What are we doing again? Why? How?)

But I am a writer, have been since my third grade teacher made us do a daily journal and I realized it was fun, so I sat down at that demo, and listened to our GM talk about the game system, and made myself a character I would like to read or write about.

She fit our setting pretty well, and she managed a couple really great and interesting moves throughout the demo, and I had a really good time. (Even if I still had no idea what I was doing. Never let having no idea what youíre doing stop you.)

Now, this company was doing a series of demos with a serialized plot, and a couple people from each demo were picked to continue onto the next one, and then a few from that one would go on again, and then once more throughout the full four days of the Con. Unsurprisingly to me, I was not one of those picked to continue, but the GM took a moment at the end of the game to chat with me about my character, and he commented on how interesting she was, but how she wasn’t interactive enough. (He sounded actually apologetic about it, which was mind-boggling to me, because it hadn’t occurred to me that this thing my friend had made me do with her might be something I could be good at doing, or would ever attempt to do again.)

But I’d made a character with an interesting interior life and internal conflicts (thus good to read or write about), who made a good enough first impression the GM commented on it to me later, but not one whose motivations displayed well and gave the other players something to, well, play off of. And that is the one thing that has always stuck with me about game characters, tabletop or computer. They inhabit a world, they work with other characters, and it is only in those interactions that the gaming happens. Otherwise you’re just playing solitaire. (Which can be fun too, of course, but is not at all the same thing.)


(BrieCS): What do you try to do most often while playing games to enhance your experience and the experience of others?

(Alys) Learning from this, I realize that the very first thing I have to do when I am creating a character that will enhance both my experience and the rest of the players, is make sure that they are flexible enough to be active and reactive. A good game is never just about you. In character creation terms, this can be influenced by your systemís use of strengths and flaws, classes and skills, the spread of various stats. The mechanics change from game to game, but the point is that you both have something to offer, and some way to screw everything up. (Itís recovering from failure where things get interesting, after all.) You can play a quiet introverted character (though it is more difficult) but you still have to give them a stake in the proceedings, you have to give them a reason to act, and a reason to react to the other charactersí actions and behaviors.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

While I certainly seldom consciously break it down, I am sure the way I play is influenced by the way I write, (itís still about moving the character around, in either case), and the bits of drama class and improv class that I still remember from when I was in school.

The first thing they ask you when trying to write plot, is what is the worst thing you can do to your character. What is the one thing they absolutely do not know how to handle … because that is exactly what should happen to them. (Make your character uncomfortable! Thatís usually the fastest way to make them do something.)

The most important concept they teach you in any beginning improv class is that you can’t say no to whatever the last person did, you can’t ignore it and go on with whatever you were thinking about before, you have to say yes, AND. You have to take what the other players and GM give you and build off that, even if it wasn’t at all what you thought you were going to be doing when you started. That doesn’t mean you should forget your personal goals for your character or the plot, but you have to let everything else happen as well.

It’s also really helpful, especially when you’re first starting a campaign, to make sure you’re familiar with the other characters, so you can help create the situations that will make them uncomfortable, that force them into action. (Also so you have decent party balance in terms of solving problems. Clerics are awesome! Be the lone cleric and save everyone’s lives over and over again! Can we tell I have a type?)

It helps to develop all your characters as a group, if you can, maybe even take a look at the other players’ character sheets (or however much they’re willing to share; sometimes someone has secrets, after all, and finding them out in game is a large part of the fun). Remember that the team dynamic is more important to a successful and entertaining game than anything else. You’re choosing to hang out with these people for hours or days or even years at a time. Make sure your character has a reason to stay, and make sure you, the player, will enjoy it.

That doesn’t mean your team can’t have conflict, but they have to have a reason to keep working together anyways, or your group will splinter apart.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

Ideally, I find a weekly game helps keep momentum, and makes sure you all remember what you were doing and why. Realistically, very few people have consistent weekly schedules so every two weeks or even every month can also work, but I find trying to meet every week means that, even when something goes wrong so you miss a week or two here or there, it’s easier to get back into the game as soon as possible. If you only meet once a month, and one month one person can’t, and the next month someone else can’t, you lose group cohesion and motivation. It becomes a chore you have to try and get back to, rather than a hobby you’re enjoying.

What kind of games do you feel you are most comfortable with and enjoy the most?

I like all sorts of games. I find it easier to get into games that are more free-form (fewer stats, less well-defined locations, no miniatures/battle maps, etc) just because that’s what I started with, and I have always been the kind of person who writes by making up sh*% as I go along. (I am what, in writer circles, is referred to as a gardener or a pantser. As in I write by the seat of mine, and seldom have much of a plan. Outlines tend to slow me down.) It can be a lot of fun to just BS your way through a gaming session. (As long as the other players are helping out, of course.) Let the voices in your head go free and see what happens. (I am, at the moment, playing a Fate Accelerated game, which is pretty much the epitome of that philosophy. You have a few approaches, and a few aspects, and a couple stunts, and everything else you figure out as you go along.)

That said, a game with a really deep mechanics/lore system is also a lot of fun, because you have so much to work with, so many potential hooks into the world and the other characters to help you make your character deeper and more invested in the surroundings. It can also be helpful if you’re in a difficult situation in game, because you have a list of abilities/skills/tricks/etc. that you have chosen, that fit your character, that you can go through to help you decide what to do next, rather than having to think up something entirely new each time you have an encounter.

(Also, it’s only when you have a variety of skills/abilities to try and apply in unusual ways that you get most of the best stories that show up on something like an outofcontextDnD website. You can’t get that completely unexpected juxtaposition of skill/setting/player if you don’t have a skill-check that gave you an unusual result, or a well-defined trope or setting to subvert.)

So basically, I like them all, (I am no help, sorry!) but it’s important to use the mechanics/setting/style that your group is most interested in as a whole, because that’ll keep you all coming back.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

It’s hard to describe these in detail, because they’re usually so reliant on context. Any time you can defuse the most obvious plan and do something different to resolve it? That’s a win. Anytime you drive another character into doing something they didn’t think they could do? That’s a win. Did you try something new and it failed mightily? Even thay’s a win. Even if your party loses their battle and runs into the woods and has to regroup and everyone ís terrified and yelling at each other, and maybe even someone almost died or got kidnapped or really actually died and now you have to try and heal them or save them or mourn them and everything is TERRIBLE … you made the game change because of something you did. And now you have to fix it! More to do right now!

Specifically? In my very first game, when we’d almost entirely screwed up what was basically a boss-battle encounter, and I was in the worst possible position to attack the giant-evil-mech that had shown up, I tried anyways, and rolled a critical success.

The GM just paused for a moment, and tilted his head. “The gun explodes.” The mech was very annoyed and made terrible mechanical yelling sounds and tried to stomp on people, since it couldn’t shoot them anymore. It was delightful. Part of what makes games so interesting is the randomness introduced by the dice. Sometimes the best moment will be the one moment no one had any control over.

Sometimes, the best moments come from the roleplaying. Near the climax of a campaign, while we were fighting an agent of the final villain, my character got completely side-tracked from the actual quest, and instead commented on the agent herself, because my character was personally offended by her actions. (They were both from the same race of elves, and to have one of her own people screw up so badly was infuriating.) She ignored the fight that was building, the Evil they were hunting, and just basically yelled about what a terrible example of their Clans that the agent had become.
Probably not the smartest thing, especially since she wasn’t charismatic, or good with people, or really very sensible a lot of the time. But she was powerful, and she was mad.

And it worked. With the help of the agentís long-estranged daughter they broke through the Evil Influence, the agent gave them a ring that would help in the final stage of the quest, and then sacrificed herself so she couldnít be used again.

We bypassed an entire potential battle! For which the GM had done quite a bit of preparation, but he was delighted, because weíd done such a good job bringing it back to the characters and the setting. A good GM knows how to improvise when the players go off the rails. Sometimes thatís when the best stuff happens. Sometimes it just makes a big mess and you spend a couple sessions trying to get yourselves back in order again, but that’s fine too. You’re still doing things together as a group.
The basis of tabletop gaming, for me, is that it is collaborative entertainment. Whether it turns into a dense political story, or is a ridiculous dungeon crawl that always seems to end up with someone losing a boot and limping into the next room and you’re looting piles of gold and dripping jewels and blood by the end doesnít matter, as long as itís what your group is trying to make together. Yes, your character may do something that is detrimental to the other characters, your group may devolve into petty arguing and inter-party conflict (or they might be best friends and family, or an endless shifting combination of both) but anything is fine as long as the players are still working together and moving the game along.

Thank you so muc to Alys for the interview! Hope you all enjoyed reading this week’s What Makes a Good Player? feature!


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The Beast Giveaway Winners Chosen!

Hi all!

The announcement for the winner(s) of The Beast is here! I played The Beast through and immediately wanted to share this game with my readers.

The lovely creators, Aleksandra Sontowska and Kamil Węgrzynowicz, have sent me an additional copy of The Beast, so I’m giving out TWO copies! Additionally, those who entered will be recieving a discount code to DriveThru Cards for their order of The Beast.

The winners have both asked that their names not be released, and so I imagine their explorations will be the darkest secrets. Congratulations to them both! 

If you want to check out The Beast, click here to go to the DriveThru Cards page.


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The Beast Card Game Contest!

Update: All giveaway entries will receive a discount for The Beast! Discount code will be sent out after the giveaway ends.

Hello friends!

I’m giving away my copy of The Beast! The Beast is an unsettling erotica single-player card game by Aleksandra Sontowska and Kamil Węgrzynowicz that I did a playthrough of via my thatlittleitch blog linking back to Thoughty. It was a hell of an experience, and I want to share it with you!

While the game is very replayable, in my opinion, I want to give others the opportunity to play. I had thought about doing a contest, but I don’t want to demand labor of people. So instead, I’m doing a random drawing!

Enter your information in the form, and I’ll select someone via a randomizer. The information you share is only for my eyes, and I’ll follow up for any mgailing information as needed.

Enter the giveaway for The Beast! Ends October 31st, 2016


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