Five or So Questions on Brinkwood

Today I have an interview with Erik Bernhardt about the game Brinkwood: The Blood of Tyrants, on Kickstarter perfectly in time for the spooky season. It’s also the first example of castylpunk on Thoughty – if you’re curious what that means, read on!

Content warnings for images: blood, gory imagery

The Brinkwood: The Blood of Tyrants logo of white textured text on a black background with a smear of red blood.

Tell me a little about Brinkwood: Blood of Tyrants. What excites you about it?

Brinkwood is a Forged in the Dark game, a system I love working in. This is my second attempt at putting a hack of Blades together, and I’m excited to be working as part of a team now, as so many good ideas flow into the project from our consultants, playtesters, and others involved in the project.

The four-word pitch is “Robin Hood versus Vampires”, which I think, if that grabs your attention, this is a game you’ll be interested in. What excites me about it is the chance to build a game that has a lot of depth and longevity to it’s campaign level, without a lot of the baggage and book-keeping that typically goes into this sort of game. We’re putting a lot of work in to make it so that you have an evolving experience, starting from just a few bandits out in the woods, slowly building allies and relationships with other factions, many of whom who have been working at this a lot longer than you have, and slowly turning from a band, to a coalition, to a movement, to finally a true revolutionary force.

I’m probably most excited to bring in some of the real-world experience I’ve had in leftist organizing. In a lot of games or media about rebellion and revolution, the focus is on heroic individuals, rather than groups and movements. I think both narratives are valuable, and I wanted to include both in this game. In many ways, this game is about taking different groups who all share the same ideological goals, but differ in the details of how to accomplish said goals, which mirrors my experiences from 2016 onward. This isn’t a game where you try to get deeply opposed groups to work together, it’s about the smaller frictions of approach between groups that are incredibly committed to the same goals, and negotiating those competing approaches to try and build a successful rebellion.

Tell me more about integrating your organizing experience into the game. How does this come forth in play?

For my organizing experience, I think it comes out in play in two main ways, one subtle, and one not-so-subtle. On the subtle side, I think the interplay of the various campaign-level systems, be it your allied factions, their strength feeding into your strength, the sedition mechanics, and even the actions the GM takes as the “Vampire Lord” create a sort of test-kitchen effect, where players are put into the mind-space of organizers and revolutionaries. One of my favorite examples came in a recent game, where my players asked themselves first, not what they thought a community needed, but what they could do to find out what a community actually needed. I saw this problem crop up a lot in my organizing experience, with groups coming in with their own agenda, imposing solutions to what they thought were a community’s problems, without actually consulting said community. It was thrilling to see this very issue emerge organically, and for the pressures of the game system to guide my players to (what I believe to be) the correct choice for any organization: Ask people what they need first, don’t assume you know better, and then work with the community itself to provide mutual aid.

On the not-so-subtle side, we have the Conclave, a system whereby every few sessions, depending on the player’s actions, they will meet with the stakeholders in their rebellion. I was inspired in my own experience of meetings between different faction representatives (called “spokes”, both in anarchist organizing and in Brinkwood) to determine what goals to prioritize, what resources to allocate, etc. It’s a messy process in real life, and so far, when played out, it’s messy and dramatic in-game. To me, the most interesting conflicts are between people who both have the same goals and ideas, but differ only in their approach. It’s interesting for players to be in a space where they have to stake an opinion on the world, and actively make decisions about who-gets-what that actually impact the game’s world and their own relationships with one another and their NPC allies.

An illustration of a masked figure in a long sweeping cloak and practical clothing, carrying a bow and arrows. The mask has dramatic antlers, and the figure is traversing a tangled wood.
Art by Olivia Rea.

How are you building hope and the possibility of success into the game when mechanically Forged in the Dark mechanically can trend a little bleak?

We’ve done a lot of under-the-hood work on the Blades system to try and make things more hopeful and less bleak. The slow grind of vice, stress, and trauma tends to “wear down” PCs in Blades, and I’ve read a lot of reviews and analyses (some critical, some positive) of both Blades and, in some ways, Brinkwood‘s closer antecedent, Band of Blades. On the first level, I’ve changed how the stress grind works. For every resistance roll (Blades’s main mechanic for players to resist, or “cancel out” negative consequences), I’ve changed the math so that the range of stress goes from one to three, rather than from zero to six on a single roll. This means that most every action now carries a price, albeit a smaller, slower burn-down that, in my opinion, allows the players better control of how quickly their characters get into trouble.

Similarly, I’ve “split” the typical Blades sheet into two pieces, with the player character on one sheet, and the special abilities / archetype information on a separate “Mask” sheet. Players are free to choose between these masks on each Foray, and this allow players to be more flexible than they would in other systems (ie, play the mask of Violence if their character needs to be able to defend themselves, or play the mask of Lies if they need to deceive or socially manipulate their enemies). I’ve also “split” the stress track between Stress and Essence, so that players have access to more resources overall, but still have the tension of two slowly burning resources.

Lastly, in the reference documents we’ve prepared for players, we’ve put a lot of emphasis on giving the players all the tools they need to succeed, with advice on how to boost their rolls, their effectiveness, or what to spend and what to do. I think Blades can be an intimidating game to learn in some ways, and if you don’t have access to all the knowledge the game demands, it can become a lot more deadly or stressful than intended. We also state explicitly in our GM advice is that the GM is a co-conspirator and a player, and should remain on the PC’s side, giving advice on how to use the rules, how to spend resources, or how to navigate other more complicated aspects of the game to ensure the PCs know all of their options in a given situation. It amazes me how much less “aggressive” and more fun Blades becomes when you remember to do simple things like offer Devil’s Bargains, or remind players that they can resist any consequence you throw at them.

What is the world like that the characters exist in and that they’re encountering challenges in?

Brinkwood takes place in a castylpunk world, meaning it’s aesthetic is very much in line with stuff like Castlevania or similar properties, but with a punk intention brought to bear on it. So it’s medieval / gothic-esque, with lots of castles, gothic architecture, gloomy cities, sprawling manors, small villages, etc, but also alongside things like primitive firearms, smoke-belching factories, flesh-steamwork amalgamations, and other more anachronistic monstrosities and details. By saying this is a “punk” game, we mean that you aren’t here to admire the scenery or sympathize with oppressors, you are here to tear down systems of control and oppression, not to replicate or replace them.

An illustration of an arrow-ridden corpse laid over a stone block with "The Blood of Tyrants" written in blood on the wall behind it.
Art by Olivia Rea.

What inspired the choice to split the character sheet into two parts, and what are some of the benefits that come with that design choice?

The inspiration came from a common problem I saw in some campaigns of Blades, as well as other games I ran. I found that often times, people would lose interest in the mechanical side of a character long before the character’s “story” had completed. By separating most of the mechanics out to a separate sheet, it allows people the freedom to “try out” different mechanical archetypes, and not shackle their character’s story development as closely to their mechanical development. Likewise, it allows interesting groups of characters to play together, without necessarily worrying that they’re “missing” a key archetype or ability.

Playgroups are free to experiment, try different types of Forays, and not feel pigeonholed into doing the same sort of thing over and over again. In a narrative sense, it helps contribute to the theme of “commonplace heroism,” your character isn’t exceptional by virtue of some in-born talent or ability, but by their willingness to take up the mantle of responsibility and take action.

A Brinkwood: The Blood of Tyrants promotion with preview of the book, a link to www.brinkwood.net, and a brief description before a call to action to "Join the Rebellion!"

Thanks so much Erik for the interview! I hope you all enjoyed it and that you’ll check out Brinkwood: The Blood of Tyrants on Kickstarter today!