approachable theory: Meta Accessibility Tools

Today on approachable theory we’re talking about meta accessibility tools, and we’re going to start by breaking down what I mean by that term. Read more!

Today on approachable theory we’re talking about meta accessibility tools, and we’re going to start by breaking down what I mean by that term.

Continue reading “approachable theory: Meta Accessibility Tools”

The Man and The Stag on itchio!

A game for two players where they tell stories and play out scenes about the unusual The Man who stays in their cabin in the woods and alone… except for The Stag from the copse who wants to influence the world of man with magic. Whether this connection leads to a revelation or condemnation does truly depend on the cards. Crowdfund ends March 15, 2021!

I am releasing The Man and The Stag as a crowdfunding project as part of #Zinequest3!


A black and white stag with a man between their antlers.
Logo art by Beau, click for the itchio page!

My goal is $1000 by March 15, 2021 and with the following goals, I’ll provide more content! There’s also a number of rewards on the itch page to help me reach my goal!

  • $250 – Art by Thomas A. Novosel, fleshing out the interior sketches!
  • $500 – Art by John W. Sheldon for the cover!
  • $750 – A recorded playthrough with Thomas A. Novosel!
  • $1000 – A Print-on-Demand code will be made available to those who have purchased to get an at-cost copy of the zine!
  • and if we reach $1200, John will do another art piece for us!

I have added a number of rewards that I think suit the project, including one-on-one games and portrait illustrations, but also community copies!

Campaign ends March 15, 2021 at end of day Eastern time!

Continue reading “The Man and The Stag on itchio!”

Script Change 2021 Updates!

Devlog on Itchio: https://briebeau.itch.io/script-change/devlog/209532/script-change-update-2021

Hey all! 

I’m excited to announce that Script Change has experienced a significant update with three more tools and a new layout! You can find the new free text version at briebeau.com/scriptchange and the PDF plus the handouts are still free with option to donate at briebeau.itch.io/script-change. I have raised the suggested donation to $5 because of the sheer amount of time and effort I have put into Script Change over the years, and the continued creation of new content. I hope that’s okay!

In 2021, I’ve added Bloopers & Outtakes, a formal wrap meeting structure, the Editor’s Notes with picks, squicks, and icks to help guide content and response, and Two Thumbs Up to help with quiet check-ins  and for less verbal players. These changes have been developing for a while, and I’m so excited to release them for you all!

Note: For the time being, please use the previous revision’s handout to put out descriptions on the table for reference, as I need more time to do the layout work and nothing’s changed on it. Also, in the new Bloopers & Outtakes section, I managed to only write “bloopers” on each Reel listing, but I’ll fix this soon if I can. I apologize for missing it!

Thank you so much for your continued support!

The Script Change tools for cutting out.
The Script Change RPG Toolbox Handout’s first page. Download the formatted version for free at briebeau.itch.io/script-change to get the full handout and these instructions in a printable format!
The Editor's Notes sheet for Script Change.
The second page of handouts for Script Change.

Homunculus Assembly Line Kickstarter!

Hi All!

It’s been a big week for me – yesterday, the Turn books arrived to ship out to backers after a bundle of effort, and today, I’ve launched Homunculus Assembly Line on Kickstarter, led by John W. Sheldon! John is my business partner at Daedalum AP and also did the art direction and some of the art on Turn, as well as the layout. We’re excited to get this project live and moving!

Homunculus Assembly Line is a really fun experimental zine project focused on RPG art that will include some RPG material written by yours truly and some written by John, and focus on several illustrations by skilled and fantastic artists in the RPG scene including Juan Ochoa, Evlyn Moreau, Sandy Jacobs-Tolle, Thomas Novosel, Alex Mayo, and John himself!

If rad art, supporting diverse artists, and trying something new in games sounds like your thing, check out Homunculus Assembly Line on Kickstarter today!

Of the Woods: Lonely Games of Imagination Now on DriveThruRPG!

Of the Woods: Lonely Games of Imagination now live on DriveThruRPG!

Of the Woods is a collection of six single-player lonely games. A lonely game is a game of questions to tell haunting, introspective, and quiet stories. The original game by Brie Sheldon, Locked Away, inspired the subsequent games by Kimberley Lam, Moyra Turkington, Meera Barry, Chris Bennett, and Adam McConnaughey, the last of which involves a tarot card mechanic. When you play a lonely game, you tell a story no one else has told – to keep locked away, or to share with others who are lonely, too.

Proceeds from the sales will go entirely to The Trevor Project (www.thetrevorproject.org/) to support LGBTQIA+ youth.

This project has been slow in progress for a number of reasons, but the first ever Daedalum Analog Productions release, and my first published project as designer & curator, is now on DriveThruRPG.

http://www.drivethrurpg.com/product/209823/Of-the-Woods-Lonely-Games-of-Imagination


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The Points Don’t Matter

The Points Don’t Matter

A performative/participative game inspired by Whose Line is it Anyway?

(This might already have been done, but I felt like writing it.)

You’ll need:

~30 minutes (~10 setup/takedown, ~20 play)
8-10 players
Up to 5 audience members
Paper and pencil/pen or typed as described
Random tokens (at least 10, not more than 25)
Props if you like them – anything appropriate to an office or holiday party

Before the game, take ten folded pieces of paper (small enough to hold in hand) and on the outside write a basic description of a normal person who would attend an office or holiday party (name, profession, hobby). On the inside of half of the papers, write a description of a ridiculous character (see examples). You’ll want to mix up, add, and remove some of these every time you play.

At the start of the game, tell everyone that they must play all of the characters they are given. The character on the outside is their regular character. The character inside the card is their secret identity, and they need to act it out as well. They can do this by physical movement, vocalizing, and other behaviors, but can’t explain who or what they are. For those without an identity, they play their outside characters as though they are completely normal, and their job is to keep a straight face.

Set a timer for around 20 minutes. During this time, the players will play their parts, starting out as though they’ve just arrived and settled in at an office party. The scene proceeds as improvised, including people playing one or both character parts.

The audience will be seated near the area where the party is going on. Each audience member needs at least 2 tokens. Tokens count as points. When an audience member particularly enjoys one of the player parts and how they’re acting as a part of it, they can go into the party in a role of waitstaff or family dropping off a beverage or snack by passing a token to the player they want to reward. They can give these awards at any time during the game, but the rule is that they do not interrupt play, and the players do not acknowledge them aside from accepting the token.

At the end of the 20 minutes, play ends, and the players reveal their secret identities, if they have them. There is a round of applause, and the game ends.

Normal Person Examples:

Bill, who works in accounting. He enjoys golf.

Jenna, a manager. She rock-climbs on the weekends.

Ashton, a programmer. They do cake decorating.

Ridiculous Character Examples:

A giraffe with too short of a neck.

Someone who has just eaten multiple ghost peppers.

Ten tall men put into a small sized suit.


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Sweet Valley Hell – A like, Hellhole in the Valley

This is the game I’m working on during my pre-week of summer classes. I’m hoping to write up the Principal’s instructions and the monster section over the next couple of weeks. Enjoy!

SWEET VALLEY HELL (DRAFT)

PLAYER’S INSTRUCTIONS


“Oh. My. God. Did you see the dagger that Azazel was carrying last week? Did you know it like, devours souls?”


“No way!”


Yes way. It was totally rad!”



So like, in this game, you play valley gals and guys in this totally sweet alternate universe where a portal to Hell has opened up in the Valley. There are like, really rad monsters, demons, and dead-walkers roaming the ‘burbs and like, magic is a thing. It’s bitchen.


Most of the time, you’ll be hitting up the mall and hanging with your friends, so sosh skills are like way important? But, you’re gonna find out how dangerous it really is living on the edge of Hell, too, so whether you’re into football or cheerleading, rock those abs.


In the game, you’ll see demons – some are friendly, others are, like complete jerks? I mean, what is their problem? Then, there are the monsters – you know, dudes and chicks who are like, not human and stuff, and they range from vamps to werecritters to like, other creepy stuff. Last are the dead-walkers. They’re like zombies or whatever, but most of the time they’re totally grody and used to be like, murderers, so you gotta watch out.


When you start the game, you get like, anywhere from 4 to 8 points to build your character’s skills, depending on how hard the Principal (the like, person running the game?) wants the game to be, or how long after the Hellhole opens they want it to be. You have two skills: Sosh and Fight. Life is simple in the Valley, so don’t bum anybody out by making it complicated. Your skills buy you die sizes in your skills. The first point in a skill buys you a four-sided die. This is like, sooo lower than average. So you can spend another two points to buy up to a six-sided die. Each die up costs two points, so if you wanted to start the game with a six-sided die in Sosh and an eight-sided die in Fight, you’d spend 3 points in Sosh and 5 points (3 for six-sided and 2 to move up to eight-sided) in Fight. This makes you a little tough for fighting and pretty average in social situations.


Your hit points are on your character sheet. There are both Body and Mind hit points. You only get 5 of each unless you get a magic boost. 

Each player (like, you guys) starts with these things called Popularity Points (We’ll call them Pops, because yeeah) and duuuh, some of Daddy’s Money! Pops are really cool because you can spend them to increase the size of your dice when you are rolling against the baddies. Daddy’s Money buys you more dice to roll! The dice you buy are equal to the die size that your base die is or to the size that is bought with Pops, so like, if you buy your base die up to a ten-sided die, all of your dice you buy with Daddy’s Money would be ten-sided. Sweet!


Each session of the game, you get a bit of each of these – kind of like, an allowance or something. Along with setting the difficulty of the game with the skill points, the Principal will decide how many Pops and how much of Daddy’s Money you get. Typically you’ll start with two Pops and, since Daddy’s Money only comes in hundreds, like, $400? Each die you add with Daddy’s Money will cost you $100. Cha-ching! If it’s going to be an extremely long game or the Hellhole is going to bite you hard, the Principal might up it a bit. You can always gain more Pops by doing sweet things in game, like risking your life for another player or a bystander, or maybe like, doing something epic. Daddy’s money, though, only comes once a sesh.


Fighting demons, monsters, and dead-walkers is pretty rad. You like, run up to them, or try to trick them, or something like that, and then you grab a die from the table – a like, six-sided one sometimes, or bigger. You can change the size of it and totally add more dice.


You’ll roll the die and the Principal (the like, person running the game?) will roll a die or a couple of dice to represent the monster (find more on that later), and you compare them to see who has the highest numbers, and how many of them. The roller who has the highest number on a die wins, and the loser takes hits equal to how many dice show a number higher than their highest.


So like, if you’re rolling against a vamp, and the Principal lays out like, four dice – all six-sided – based on the vamp’s powers? You put out the same number of dice, using your base die (In this case, for your Fight skill), which you buy up to an eight-sided die, and then some added ones. You both roll. You get a 6, 8, 3, and another 3. The vamp’s results are 4, 5, 3, and 2. You win because you have the highest number – 8. They take 2 hits because you have two dice (6 and 8) higher than their highest number (5). Bam, bam! You kick ass.


Social situations are simpler, because bystanders and non-player characters (like your BFF or your Dad or your Coach) mostly have skills equal or lower than yours. If you’re going up against them, this is normally a time you can be pretty chill, unless it like, means a lot. If you’re in a social situation with a demon or a monster, it rolls like the Fighting scenes, except you use your Sosh skill. Dead-walkers can’t be reasoned with – they’re raw and stupid, just filled with rage.

You’re ready to start the game. The next part of this is for the Principal’s eyes only – like, seriously, dudes, you don’t want to be totally uncool.

Design Brunches and Collaborative Creation

Some of you may be aware that my local gaming community hosts semi-regular game design brunches. We basically get together on a Sunday and chat about game design, and everyone brings a problem with them if they have it, and we’ll discuss things, do rapid playtesting, try out designs, bring prototypes, and all of that. I’ve discussed them before, but I want to delve a little more into some of the stuff I find valuable.

The first thing is that we have a wide variety of experience levels, backgrounds, and types of expertise in the group. I, for example, am mostly a writer and player (aside from now designing), with experience playing more traditional games as well as story games. Stras is an ace playtester, a designer, and has tons of experience with trad and story games alike. He also has a lot of technical knowledge and baseline design knowledge that I don’t have. John, on the other hand, is our graphics genius, and is a really good designer, with traditional experience and the same level of story games experience as me – however, both he and Stras have GM’d WAY more than me. Paul is a designer (the only one paid-published of us, I think) and writer, with a ton of trad experience and story game experience, and one of his biggest points of value (imo) is that he plays with games that most of us have not or don’t anymore (like GURPs and Gumshoe). Marc is almost exclusively traditional/OSR, and has a great mind for math, and is a designer who does most of his own writing. Rachel is mostly a player, but offers a unique perspective, is a great storyteller, and provides us with a good sounding board. Jeff and Heather both have traditional and story game experience, and both offer a good player perspective. Nick, who just started coming, is a really fantastic designer and writer with a lot of experience developing his own games.

I don’t think I’m forgetting anyone! I hope not.  

Reading that, I think most people can see how we’d have a huge variety of input and different perspectives at every brunch, even if some people can’t make it. We also have a good group that gets along pretty well.

It’s awesome. It allows us a lot of opportunities to find flaws in design, or just redirect design that seems to be going away from its purpose. We also can focus on a variety of things: writing, graphics, technique, development, and prototyping.

This week, we playtested Nick’s Medical Bay 3 creation, evaluated Tabletop Blockbuster playsheets, discussed Stras’s Calamity Engine (super excited about that) and looked at his art inspiration for another project he’s working on, and had a long discussion about scenarios for Clash. All in a few hours! (We also talked about Patreons, Creative Commons, power dynamics in the indie RPG industry, and gatekeeping.)

The conversation about Clash was really interesting for me. One of my first scenarios is based on Romeo and Juliet and written by Stras, and I am planning on doing a couple more in the main book with some as stretch goals if/when we crowdfund. I have some great creators in mind and a few already signed up. I am hoping to make this a successful product, and I think scenarios are essential to doing that.

Anyway, one of the coolest things about this is that with all of this variety in input, we have managed to create things by collaborating. Clash would not be where it is without the input of the group, nor would Tabletop Blockbuster. I know that we have put a lot of input into Stras’s Hexes and Eights (which you should check out, btw). We also often run into solving problems for each other – I’ve written monsters for Marc’s Paramount, while John has created character sheets, free-to-use dice icons, and other such things for the group. The others have contributed so many things, it’s impossible to list them all.

We’ve had some shakeups in people’s availability so we might have to start working around an occasional design dinner but I am hoping we can keep this up. I think it’s really valuable.

Do you discuss design with your group? Do you have any regular get-togethers?

Do you find you design better alone, or with outside input?

Game Design Brunch 1-19-14

We had a game design brunch on Sunday. This time it was just four of us, thanks to the plague hitting Pittsburgh and taking out multiple members, plus people being busy due to work, etc. I missed people but it was still good to get together and do the business we needed to do.

First up was Clash. I’m taking Clash to Dreamation in February (OMG NERVOUS), which is exciting and challenging all at once! Problem is, I’m terrible at pitching games and explaining what they’re about. Cue me bothering my Game Design Brunchers for phrases, keywords, and the like about Clash.

(the following is not verbatim)

Marc said: It’s a game where you give up what you want in order to get what you need.

Rachel said: It’s a game about relationships and how strained they can be.

Everyone agreed that it really is a game about conflict and that I should zoom in on that, and the sacrifice aspect. I also asked for a few examples of stories that could be told with Clash. Number one, as usual, is Romeo & Juliet. I wish I knew more about the play! Others included our current game-in-progress (the Untouchables vs. the Mob), as well as high school rivalries (which can get surprisingly messy), and John says Eastern Europe during WWII. I know nothing about WWII so I’m not helpful there, but it seems rich for the taking.

Finally, for Clash, I had some thinky time about how the game requires specific things, based on comments at the table. John, Marc, and Rachel said that they noticed that they needed to have time interacting with each other, so it’s hard to do people on distant battlefields, you need people forced together in space. One of the best examples of this in media I can think of is North & South, which I saw multiple times as a kid. I’m sure it’s epically problematic, but I <3 Patrick Swayze and was a big fan. The big thing about the miniseries is that the characters are literally at war with each other but still find themselves in the same places – family gatherings, business meetings, etc. That’s the kind of thing I’m looking at for Clash. Take tons of bad blood and problems, shake ’em up, and put everyone into one place. Bam. Done.

With this in mind, I added a new mechanic to the game. Locations are now like, a thing! And there are mechanical bonuses based on your location, plus some narrative stuff with locations. I’m pretty excited about that.

Up next, we discussed Tabletop Blockbuster and the possibility for going back to positive and negative traits. So far, all of our players have liked the idea, we just need to playtest it now. I think it will work out just fine.

Finally, we did some work with Marc’s Legends of Bardic Distortion game, which he needs to be writing more about. We helped out putting together some new talents for the Kensei tier of talents, and it sounds like we also figured out some stuff that he’d been sitting on. Cool beans.

It was pretty damn productive! I love these brunches.

Clash Playtest 1-11-2014

Yesterday I playtested my in-progress tabletop roleplaying “story game,” Clash. Clash is a game about exploring big conflicts from a small perspective. You fight, you argue, and you look at the moments that change the world. It’s a GM-less, team-based game with a table you roll against to have “The World” act against the players.

Clash has been a big challenge for me. It was put together in a single day and then fiddled with and messed with for about a year before I got the courage to playtest it. I’ve had near-zero luck getting playtesters outside my group to play, but I’ve finally got my group into it. I have a lot of emotional investment in it, as it’s my first solo game, so playtesting was really a tough subject to broach with my group.

Anyway, we finally started playtesting, and this is session 2. We had 4 players and the session was about 3 hours.

The setting is Chicago during the height of prohibition, where one team is playing the Mob and the other team is the Untouchables. We have a pretty nice mix of characters, including a young rookie on one side and the son of the woman mob boss on the other. We’ve fiddled with history a bit in part to allow for some women characters, such as my Untouchable, Penelope Wilson, who is a woman fighting against the Mob and against the discrimination within her own organization.

We had a shoot out, an arrest, threatening notes left on doorsteps, and generally a great time. My biggest goal with Clash is for it to be fun, so that was good to see. Players enjoying themselves, cracking jokes when the time is appropriate (and sometimes inappropriate), getting into the gritty parts of conflict – that part of the game is happening.

The mechanics work. Right now I’m fiddling with some numbers to make it run more smoothly, but it seems to be going pretty much right. I don’t think I’ll have many more changes, honestly, because most of it is rewording or fiddly bits. I haven’t made any big alterations so far, and it seems to be working well. I’m going to keep playtesting for a bit, but more than anything I want to get the game in other people’s hands to see if they run into problems.

The biggest change (addition, really) this time around was to write in rules about how to handle multiple actor conflicts. It was just simply adding some wording and I think the rules I wrote in work great for the narrative and mechanical purposes.

Overall I think the playtest went really well. I’m hoping to do a crunch and play some more but I don’t know how much success I will have there. I just want to play more!