5 Years

Content warning: alcohol abuse, binge drinking, discussion of risk of violation of consent and assault, underage drinking, social pressure, childhood trauma, anxiety, PTSD, coping, domestic abuse, suicide mention, self harm mention

I have been drinking since I was twelve years old. Alcohol, that is – water and I go way back. I grew up in a drinking heavy culture with easy access to alcohol and the understanding that booze makes you fun, in spite of my own traumatic experiences as a child showing me that drunk adults were not fun. Nonetheless, I jammed to that song and by the time I was legal to drink, I was seasoned, and it tipped over rapidly into a binge drinking habit that nearly ruined my life.

Content warning: alcohol abuse, binge drinking, discussion of risk of violation of consent and assault, underage drinking, social pressure, childhood trauma, anxiety, PTSD, coping, domestic abuse, suicide mention, self harm mention

I have been drinking since I was twelve years old. Alcohol, that is – water and I go way back. I grew up in a drinking heavy culture with easy access to alcohol and the understanding that booze makes you fun, in spite of my own traumatic experiences as a child showing me that drunk adults were not fun. Nonetheless, I jammed to that song and by the time I was legal to drink, I was seasoned, and it tipped over rapidly into a binge drinking habit that nearly ruined my life.

I have not been drunk since December of 2015. Let’s talk about it.

Why Was I Drinking?

Johnny Lee Miller as Sherlock on Elementary sighing.
Let’s do this.

Over five years of moderation – what I chose instead of abstinence sobriety, knowing my own reaction to abstinence and how often I would still be exposed to alcohol living in Pittsburgh, working in games. And games are part of how it got so bad. Corporate had a huge part in it too, but conventions were the tipping point.

To be clear, I still drink alcohol. But I went from, at worst, a full bottle of liquor a binge (binging over 8 drinks a night, multiple nights a week) to now at most, two small glasses of Manischewitz or mixed drink every couple weeks or so. Sometimes, I’ve gone whole months without even tasting alcohol beyond Listerine. But for me, sobriety is about not being drunk, not abstinence. Learning to control my intake, my exposure, and learning to not get drunk.

Surprisingly, with that came the significant limitation of what I drink – mostly it’s for special occasions or to try something special. To me, with a family history of alcoholism, during this pandemic, this has been a massive achievement. I am proud of how far I’ve come.

Detective Bell and Watson from Elementary at an interrogation table as Bell says "Let's cut the crap."
Let me get to the root of things.

I got there because of three very specific things:

  • Coping with trauma surrounding alcohol by becoming one of the drunk people, including PTSD and anxiety
  • Environments seeping with alcohol and drunkenness in my social and professional life, including people buying excessive alcohol for me
  • People telling me that I, a person with low self esteem, was “more fun” and “better to be around” when drunk

…all of these things combined made me into a monster of a drinker. One corporate networking event, I was given so many free drinks that I enthusiastically drank to hide my anxiety that I passed out in a Subway bathroom, broke my phone, missed work, and had to call my spouse to rescue me while I couldn’t find my car keys. My first Gen Con, I willingly drank an extreme amount of alcohol the first night, aided by many of my peers and people far older than me purchasing me multiple drinks and encouraging me, even when I was obviously drunk.

The drinking made the people around me include me more, talk to me more, say nice things to me – and it dulled my deep, untreated anxiety and PTSD from being around drunk & drinking people – plus everyone else was drinking, and seemed to be drinking a lot at these events, and so many people were drunk or had behaviors that triggered my PTSD about drunk people that I thought I wasn’t the only one. After that night at Gen Con, I woke up without a hangover after getting mad sick all night, and everyone else was wrecked. I thought it was normal. I thought it was okay, and that most people were like this, just like they were in corporate, where I’d watched coworkers and bosses drag in hungover for years. It was not normal, nor was it okay.

What Changed?

Sherlock on Elementary talking to a perpetrator who pulls a drawer out at his desk to reveal a gun. Sherlock says, "It's come to that, has it?"
I considered any degree of self harm, or hoping that someone would finally end me.

After an abusive relationship where my partner encouraged me to drink because I was “more fun” and “not annoying,” where they abused me less when I was drinking, I got to the point where my last Dreamation, 2015, took me over the edge. I was manic, in the midst of a traumatic episode post-abusive-breakup, and I don’t remember most of it. I am sure there are still people I should apologize to, but it took me two years to apologize to one of the people I hurt the most out of shame and self-isolation. I was destroyed after that weekend.

After that, I stopped drinking at all within a week. I tried to cut it out completely for a while, and then at the end of the year I was at a work event and got so trashed I had to be escorted home, got in a verbal fight with a coworker, and broke some items at home (not to mention the bruising from being sloppy). A coworker had said something triggering during the event and I just cruised down the hole, and after that, I realized abstinence and exposure needed some recalibration. My goal became to moderate, minimize, but also avoid environments where drinking was common, plus I made the goal don’t get drunk not don’t drink, and it helped.

I have had the edges of tipsy a few times, but I have even dumped out drinks to risk going further. I started promoting safer drinking spaces and sober spaces, like with the Soda Pop Social, at cons that I attended. I realized that my abusive relationship would have been shorter, my experience with assault may not have happened, and my childhood trauma may not have existed without drunkenness. I pursued therapy doggedly and I stopped attending a lot of events that bred the environment that triggered my bad behaviors, and stopped hanging out with people who did the same.

What Does This Have to Do With Games?

Johnny Lee Miller as Sherlock on Elementary speaking to Lucy Liu as Watson saying "As long as we're together, what does it matter?
We have to be more than together. We need to be committed to safety.

I’m talking about this in a gaming space because dear lordy, is it relevant.

Gaming spaces are flooded with alcohol, references to alcohol, and alcohol abuse, plus predators who take advantage of that. We have seen in the past years many people plied with alcohol, harmed, and then shamed for participating in a toxic and drenched culture of legacy game people, people with power and authority and charisma, and people who have been chosen as darlings of the industry using alcohol to do business, take advantage of people, and abuse the power that they have.

Drinking in moderation can be safe and fun, but when you apply power dynamics and people thinking it’s okay to do business (or pleasure) to an environment full of alcohol, surrounded by and surrounding alcohol, it is toxic and dangerous. The fact that the only drinks we really mention in games like D&D are alcohol is no coincidence to our alcohol focused culture. There was even a “get drunk and get interviewed to spill beans about the industry” interview series that was wildly popular on Kickstarter, and I spent months of anxiety disgusted and upset about it. Few people seemed to care, because hey, drinking’s just fun! Right?

The Fear

Sherlock and Watson from Elementary standing together as Sherlock says "What's it to you?" to someone offscreen.
It is so important to me that things don’t worsen, and instead get better.

And now, we are in the pandemic. We are isolated. We are all broke. When the tide turns, if it does, and we return to events like game days, conventions, private house cons, I feel like the risk will be amplified. Predators will be in full force, and we’ll all want to celebrate, and to celebrate is to drink, according to a lot of cultural baggage we have. We also have a huge influx of people who are designing and gaming who have never been to these events, who may not know how to be safe, or who may be vulnerable to people and structures of power.

I want to see us avoid the pitfalls that will happen. So, the people who may be at risk mostly have been told what to do: be careful, don’t trust strangers, don’t drink at conventions or events, etc. I want to talk to people who don’t think they’re at risk of predation, addiction, or moreso, promoting dangerous behaviors.

  • Don’t offer people alcohol first. Offer soda, juice, food, etc., and only have alcohol as the next option if they opt towards it.
  • Eat meals or snacks with booze. This makes people less likely to get smashed.
  • Go to other areas of the event than the bar or go to restaurants without alcohol.
  • Check in with people if they have been drinking and ensure they are safe to go home/to their rooms without risks, including by finding them someone they feel safe with to escort them if they don’t feel safe with you (if they hesitate, etc.).
  • Bring things other than booze to hotel rooms, or if you do bring something special, limit sharing to one small drink for each person, and don’t serve intoxicated people.
  • Don’t serve drinks to or buy drinks for people who are intoxicated visibly.
  • Avoid using phrases like “I need a drink” or “you look like you need a drink” or referencing partying/drinking to relax or have fun.

For people running conventions, you have some responsibilities.

  • Don’t centralize events near or around the bar, and host actively dry events.
  • Consider offering drink tickets for of-age attendees limiting drinks to 2 alcoholic beverages, pre-purchased through the con and processed through the hotel or event location.
  • Do room checks for room parties to ensure people are being safe, including shutting down parties that are too heavy.
  • Discourage bar socializing by making spaces elsewhere to socialize that have access to water, soda, juice, snacks, etc. (helpful: avoid harsh lighting in these areas if possible, but don’t make them dark – think welcoming).
  • Don’t have alcohol themed events.
  • Have food available in some fashion, whether it’s providing local menus, snack bars, food related events, or helping to arrange food outings for smaller cons.
  • Don’t recommend bars or host major events at bars for cons, game days, or house cons.
  • Encourage events that would normally include alcohol like dances but instead bar alcohol or intoxication from the event.
  • Encourage vetted buddy systems, roommate check-ins, checking less-used areas, and checking with people going to their rooms that they’re with someone safe or that they have a safe escort.
  • Encourage digital check-ins on Discords, Slacks, or other private spaces when guests reach their rooms for the night or reach different at-risk events.
  • Vet staff and special guests rigorously for safety. Post staff & special guest lists in advance of events and allow people to give feedback, if possible.
  • Have a safety coordinator for your event!

This all sounds like a lot of work, but welcome to the modern era of conventions: where we try to give a shit.

For those of you who struggle with alcohol or addiction, I am always here to be your dry buddy. In fact, when I attend cons or events in the future, I am hoping to connect with other people attending who will be dry buddies – people who attend events with you and jointly agree to skip the alcoholic drinks and leave if things get rowdy, and escort each other safely away from events.

We can never guarantee someone is safe alone, or fully safe with any other person, but we can make an effort to vet people before events by getting some references before allowing them to have any access to vulnerable people. I will always try to keep you safe, but I am not perfect. We have to work together, be honest, and stick to what we promise together as a community.

Sherlock's father saying "Shall we attack it together?" to Johnny Lee Miller as Sherlock on Elementary.
Yes.

I want to see a safer community someday, but I fear the pandemic will increase our risk including when it passes. Be safe and be thoughtful. If you feel you are at risk for alcohol abuse, avoid at-risk spaces if possible, and check in regularly with a buddy regardless of where you are. Find help now, and know that your way of getting help doesn’t have to be the same as everyone else’s, so long as it works for you. We can get through this, all of us who struggle.


Bestiary: Hillside Phimf

The people living in those flatlands, they don’t know true horror. They’ve never heard its sound. They’ve never had to run, run downhill to the flats and hope there ain’t just another hill to come, hearing the growls, hearing the scream, the baaaaaaah it roars, the sound of its four feet pounding unevenly behind you. In the hills, we know. The hills don’t have eyes. They have the phimf.

Tarnin Covalesky, woodsman
 The Phimf is a large - some would say gargantuan - beast that has four cloven hooves like a goat, two short on the right and two long on the left, that make it easy for them to travel over hillsides, with a stout torso that’s heavily muscled and four gorilla arms and hands, as well as a ape-like face that’s long in the snout like a goat, and four pointed horns - perhaps the creature’s only point of pride.
This blessed image is of the Hillside Phimf by Thomas Novosel.

Background

The Hillside Phimf is a cryptid. The most elusive kind, that is, until you’re on a hillside at night. Then it’s just nearer than near, its hot breath just bristling your hair and its rage tenable, just behind you. It’s a perilous beast, and like none you’ve ever heard of. There are some who try to compare it to a sidehill gouger, but those beasts are sweet creatures in comparison to the giant Phimf.

It might sound the opposite of terrifying when it’s stuck to hillsides, but you’ll only think that until you spend some days in a region where there’s more sideways than straight. The creature walks on two short legs and two long ones, gripping the hillside, and reaching out with four arms to capture anyone caught unawares on the slope. It rarely goes hungry, and only ranges where dips and valleys make their home.

The screaming roar it makes seems to echo through the hillsides, but is never heard inside the thick-walled homes. The trees buffer its baahhhhing, its cry to the wind. The Phimf is said to be half gorilla, some sort of ape, with large grasping hands and fearful teeth, and half goat, with clopping hooves that find even steep cliffs no trouble at all. Where it comes from, no one knows, but we do know where it goes – ’round the hills, soon as dusk falls, and not stopping until its growls turn into satisfied grumbles from a good meal. If there’s no folk around to have a bite, it’s not afraid of partial cannibalism, eating everything from other goats to spare possums trying to find their way home in the night. All along it stalks the hills.

The Phimf has their weird goat eyes, rectangular pupils and wide, with a legendary ability to see in the dark. Bright lights shy them away, but if they’re hungry they’ll just eat the light. Goat gut’ll digest anything, so they say. They might yell while they do it, truth be told. Their bleating yells reveal squat, square teeth that crush more than shear. They batter on their chest with apelike hands that have long reach and strong grip.

The way to get at them, supposedly, is a crew with strong stomachs who can round it up onto the flat. Its strengths become weaknesses then as it’ll topple to the side, struggling between its short and long legs. It’s still grabby as all get out, but it’ll eat anything you put in front of it – even if that snack happens to be sleep-inducing or worse. No one knows for sure whether it’ll work, but someone had better do something to protect these hills.

Hillside Phimf for D&D 5e

Large cryptid, chaotic neutral

Armor Class
16

Hit Points
84(8d10+ 40)

Speed
40 ft.

All Posts

STR 14|+2DEX 16|+3CON 20|+5INT 8|-1WIS 10|0CHA 7|-2

Proficiency Bonus
+4

Skills
Intimidation +8, Perception +2

Senses

Darkvision 120 ft., Passive Perception 10

Languages
None

Challenge
8 (3900 XP)


All Arms. The Phimf has four arms and is always counted as having reach in all directions, and cannot be flanked.


Actions

Multiattack.The Phimf makes two attacks: one with its bite and one with its hands. It can make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Phimf can’t bite another target.

Grasping Hands. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Phimf can’t grab another target.

Disgusting Roar. The Hillside Phimf has eaten ungodly things and its stomach works hard to digest it. When the Phimf roars to frighten its prey, anyone caught in the 20ft. cone must make a DC 10 Constitution save or suffer nausea and dizziness for 1d4 rounds (Temporary Constitution & Dexterity Penalty of -2).

Facilitator Notes

Drives

  • Driven by unending hunger.
  • Driven to find the tastiest food the most easily.
  • Doggedly pursues anything that smells like food regardless of when it last ate.

Interactions & Reactions

  • The Phimf is almost never seen during the day, seeking caves, shadowed cliffsides, and abandoned houses or barns to hide in when the sun is out.
  • If attacked, the Phimf will only try to fight back or resist. It will never try to run away. At most, it will seek cover when the sun is rising.
  • The Phimf is always hungry, and has no restrictions on its diet.
  • The Phimf is a large – some would say gargantuan – beast that has four cloven hooves like a goat, two short on the right and two long on the left, that make it easy for them to travel over hillsides, with a stout torso that’s heavily muscled and four gorilla arms and hands, as well as a ape-like face that’s long in the snout like a goat, and four pointed horns – perhaps the creature’s only point of pride.

Other System Notes

  • The Hillside Phimf has 8 hit dice.
  • Grasping Hands equivalent damage: Maul or Heavy Two-Handed Weapon.
  • Bite equivalent damage: Greataxe – three attacks for each bite.

Hillside Phimf for Monster of the Week

Monster: Devourer (motivation: to eat everything tasty)

Powers

All Arms: The Phimf has four arms and is always counted as having reach in all directions, and cannot be flanked.

Disgusting Roar: The Hillside Phimf has eaten ungodly things and its stomach works hard to digest it. When the Phimf roars to frighten its prey, anyone caught in the blast takes 1-harm close messy.

Teeth and Hands Attacks: Bite: 3-harm hand; Grasping Hands: 4-harm hand close.

Armor

Tough Skin: 1-armor.

Harm Capacity

12.

Weakness

Hunger & daylight: If the Phimf is tricked into eating something that could harm it, it takes harm more easily (no armor against ingestion). It also is weakened in daylight, but mostly in that it will cower and try to hide.

Designer & Devourer Episode 7: When Love is Not Enough

Designer & Devourer Episode 7 link here!

Lots has happened since our last episode of Designer & Devourer… too much to list. Here are a few important things:

Script Change has some changes!

I talked about Keep the Lights On pay!

I talked about projects that end!

Turn funded at $20,708!

There’s also been tons of interviews, and more to come, plus some articles about design, projects, and games. I’m getting a new website soon at briebeau.com, which currently redirects to the Blogger site y’all know. The Google+ exodus has begun and in a couple months it’ll be no more!

The last of these recordings didn’t properly upload to Google Play because I messed up my SoundCloud upload, but working on fixing that. I’m not great at tech stuff!

This recording is mostly an update on what I’ve been doing, and some thoughts about love. Specifically, loving your work and doing it without burning yourself out, and what to do when all is not enough.

Our recipe this week is what I call scratch cake, found here, even though it’s a family recipe too!

The music for this episode is by Yakov Golman, Reflection, and was found here.


Thoughty is supported by the community on patreon.com/thoughty. 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, follow the instructions on the Contact page.

Five or So Questions on Spaceships and Starwyrms

Hey all, today I have an interview with Benjamin Quiggins (he/him) and Audrey Stolze (she/her), the creators of Spaceships and Starwyrms (Tumblr, Twitter, Facebook). Spaceships and Starwyrms is a Dungeons & Dragons 5th Edition supplement “that brings science fiction to the gaming table in a system that is familiar to many seasoned players and very accessible to new players. The supplement is nearly 400 pages long, with new species, classes, backgrounds, equipment, and combat rules, including rules for spaceship combat and travel.” It seemed different and cool, so I asked a few questions – here’s what Benjamin and Audrey had to say!

The cover of Spaceships and Starwyrms with the title in white mod font and a spaceship flying next to a craggy, monstrous figure that looks to be a dragon.
Tell me a little about Spaceships and Starwyrms. What excites you about it?
Spaceships and Starwyrms is a sci-fi tabletop system built off the core tenets and philosophy of 5th edition. It’s an accessible d20 based system for people who enjoy the style of 5e but want to explore beyond fantasy into the realm of science fiction. The Core Sourcebook, which releases on December 11 on drivethrurpg, has the new combat rules, species, classes, equipment and everything else you need to jump right into a space adventure.

We’re excited to share the system and its setting with the gaming community. Neither of us have ever published something of this magnitude before, and it’s been a great learning experience. In particular, we’re really proud of all the work we put into creating unique spaceships and combat rules for spaceships. Plus, the setting (the Nacora Galaxy) really took on a life of its own during the creation process. It’s awesome to be able to put something out there that we’ve really poured our hearts and souls into. S&S is going to bring a lot of new opportunities and subtle changes to the d20 system everyone knows and loves, and we hope it has a broad appeal.

What made you decide to do a d20 system, and what have you added to it, including the combat rules?
We were aware that there are a lot of sci fi systems out there, and lots of them use special dice or unique systems. We wanted Spaceships and Starwyrms to be as accessible as possible, which is what informed our decision to create it as a 5e supplement. Our gaming table has been using 5e for a long time and Ben has been making homebrew for that system for a while. It only seemed logical to keep building on that system. Anyone who knows how to play 5e can play S&S without having to learn too many new rules.

The main rules changes involve cover and a new action, the Hack action. In addition, there is a whole chapter on spaceship combat that should be a new experience for every table.

A bug person in a pretty blue and gold robe, using a digital tablet, and somewhat resembling a grasshopper.
How did you come up with Nacora Galaxy setting, and what makes it exciting or unusual (or both!)?
When we first started working on this supplement, we were trying to keep the setting pretty generic. But as we made the species and started filling out the flavor of their homeworlds and cultures, we discovered we had a pretty strong foundation for an intriguing setting. We leaned into it 100%, creating planets, governments, religions, travel systems, and tons of other unique content for the setting.

One of the things we’re most excited about is the adaptability of the Nacora setting. We blended fantasy and sci-fi together to leave room for a slew of different genres of play. This came into play a lot in our spaceship-building section. We have options to create your traditional, tech-based spaceship, spaceships that run on magic, or a mix of both!

Plus, with a galaxy this big, there’s a lot of creative freedom for GMs and players to adapt to their preferences. In particular, we tried to turn some sci-fi tropes on their head to give the galaxy a vivid, fresh atmosphere. One of the best examples of this are the Ix, a playable species of humanoid insects. We wanted to counter the stereotypical monstrous attributes and attitudes given to bug species. The Ix of Nacora are a people who believe in community, friendship, and peace. They are inventors of the universal translator used across the Nacora and founders of the Galactic Coalition for galactic peace.

What is spaceship combat like, and how does it integrate with the 5e framework?
Spaceship combat uses the same timing and initiative system as normal combat, (i.e. each round is six seconds) which allows for simultaneous space and land combats mixed together. We find this really adds to the narrative for simultaneous fights while still keeping the pace moving. Combat feels different depending on situation and the size of the crew on the ship, as there’s different actions that can be taken on a spaceship. Using ability checks and attack rolls, your party can fire weapon systems at the enemy, pilot across the field with trick maneuvers, hack another ship, repair damage to their ship, and even boost the engine power. And those are just some of the highlights. There are also special rules for spaceship (and vehicle) chases.
a person with tusks and long hair wearing a red jacket and brown shirt and pants, with a metal forearm that ends in a glowing, bloodied sword
What kind of research and exploration are you doing to build up to cultures, homeworlds, and species in the Nacora setting?


With each of our species, we tried to consider the environment and evolution of the species first and foremost. That process involved a lot of research of biology. For example, we consulted with a botanist for one of our plant species, and we read articles about the effects of living without sunlight for another. Ultimately, we didn’t let the research hold us back too much – this is still a realm of fiction, after all.

As far as the cultures go, we tried to avoid direct parallels between our aliens and past and current cultures on Earth. We’re only human, however, which means that each species inevitably has some bits of our human experiences and knowledge in their cultures, no matter how much we tried to avoid that. The big exceptions to that rule are the Kygorans, who live in an extremely capitalist society, and the two cultures of Humanity in the setting, which both take aspects of real world humanity.

One of the most enjoyable aspects of science fiction for us is asking the big questions about how a species advances to the point of being a galactic power. We spent a lot of time asking ourselves about their belief systems and motives, their governments and economy, and what day-to-day life on their planets might be like. The Nacora Galaxy is a melting pot filled with pockets of deep cultural roots as well as areas where those cultures overlap and blend. Finding a way to have a variety of cultural experiences was very important to us.

The Core Sourcebook contains all the base information you need for planets, species, and cultures, but it does have a pretty broad focus on the history and cultural identities of the galaxy. We are already discussing plans for splat books that will dig into the individual cultures on a deeper basis.

A person with two separate flippers for legs and the look of coral growing out of their head, with spiny fins on their arms. They are wearing a powersuit that has gun gauntlets.

Thanks so much to Audrey and Benjamin! I hope you enjoyed the interview and that you’ll check out Spaceships and Starwyrms, releasing today! Find more at their Tumblr, Twitter, and Facebook, or email directly with any questions at spaceshipsandstarwyrms@gmail.com!


Thoughty is supported by the community on patreon.com/thoughty. 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, follow the instructions on the Contact page.

Five or So Questions on Entromancy

Hi all, today I have an interview with M.S. Farzan about Entromancy: A Cyberpunk Fantasy RPG, which is currently on Kickstarter! I hope you’ll find something interesting in the responses below!

An illustrated masculine appearing person with facial hair holding a gun

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

I am super excited about Entromancy because it represents the realization of a dream: participating in a shared cyberpunk fantasy world with other fans of d20 tabletop games. When I wrote the first novel in the Entromancy series a couple of years ago, I was inspired by my experience playing and GMing for tabletop RPGs, and it’s been an amazing process translating that enthusiasm from the novel back into a game that we can all play.
How did you translate the novel into a mechanical structure like a game without sacrificing the narrative or overcomplicating things?

Great question! Building the world for the novel was a four-year process of scribbling notes, creating characters, and revising systems, in much the same way that one would approach making a game. It was important to me to have, for example, a magic system that was not only internally consistent, but that would also be plausible within the framework of a roleplaying game. Creating the RPG from the novel hasn’t exactly been “easy,” but a lot of things have translated well into mechanics because of that early structural decision. The core concept of magic, for instance, still draws from the same resource, a renewable element called “ceridium,” as in the book, but we’ve had to reconfigure most of the iconic spells that appear in the book (while building out a ton more) so that they make sense in a balanced, TTRPG imagining of the world.
character archetypes from the game in sketched illustration with bright colors overlaid
I love the idea of the Terramancer. What are they like in play? How do they function?

The Terramancer is based on Alina Hadzic, one of the main characters of the novel series and an all-around all-star. She’s a former baseball relief pitcher with powerful earth magic to boot, and represents another area in which we’ve had to work to build mechanics that make sense for a game, rather than just a book.

Like all other character classes in Entromancy, the Terramancer has two archetypes to choose from, which are specific advancement paths for their talents or spells. When you play as a Terramancer, you can choose to be either an Arcane Pitcher or a Nature’s Harbinger, and can add spells from your chosen archetype to suit your play style. The Arcane Pitcher is formidable at range and has spells to empower its returning projectile weapon, the ceridium orb, while the Nature’s Harbinger can support the group with buff spells, healing, and the ability to summon beasts. Both archetypes benefit from a shared Terramancer feat list that allows you to further enhance your character’s abilities and combat prowess.

a character dressed in heavy gear, carrying and reading a gadget shaped like a handheld system
What’s magic like in the narrative, and how do you make it happen mechanically? Is either particularly explosive, or can it be sly?

In the 2020s, green researchers discovered the ability to synthesize ceridium, a renewable energy source that, over time, was found to also power burgeoning schools of magic. These schools are collectively known as “mancy,” and ceridium, while stable, has been proven to expose a genetic mutation among certain populations. This mutation – the “underrace gene” – results in phenotypic variation among carriers of the gene, giving rise to new races of people known colloquially as “underraces” or “aurics.”

It’s posited that ceridium is a synthesization of “blue orichalcum,” a once naturally-occurring element that was depleted by humankind centuries ago. The connection between ceridium and blue orichalcum is unproven, but would explain why most civilizations have a cultural memory of things like magic, spellcasting, and fantastic races and creatures.

In Entromancy, most spells are dependent upon the availability and use of ceridium, and range from the infiltration-focused shadowmancy of the NIGHT Agent to the utility-enhancing spells of the Technomancer.

a character dressed in a cowboy hat and longcoat
What does a d20 system bring to the table to make this specific setting and playstyle flourish?
We love 5th Edition, and find it to be a wonderful springboard for the type of game that we want to share with everyone. We’ve done a lot to streamline the game systems to place an emphasis on meaningful action and storytelling, while building out other systems to support a cyberpunk world that incorporates intrigue, espionage, hacking, and cybernetics. So anyone who’s familiar with 5th Edition or other d20 systems will be instantly familiar with how the core mechanic works, and will also notice the areas in which Entromancy is different, in terms of character creation and progression, spellcasting, equipment, and more.
There are a lot of great game systems out there, and in fact, the first few iterations of Entromancy were based on a proprietary game system that we were developing. Early in the game’s development, we decided instead to utilize 5th Edition as a framework as it felt a natural fit for the game that we wanted to make. Over time, Entromancy grew into the d20 core mechanic and, through development and playtesting, we have been able to identify more and more areas where we’ve been able to streamline, make adjustments, and create our own game that feels authentic to the original fiction.

the Entromancy logo of a neon colored outline of a structure an the text "Entromancy: A Cyberpunk Fantasy RPG" above the text "funded in the first two days" and "available now on Kickstarter

Thank you to M.S. Farzan for the interview! I hope you all enjoyed the interview and that you’ll check out Entromancy: A Cyberpunk Fantasy RPG on Kickstarter today!


Thoughty is 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, follow the instructions on the Contact page.

Making the World Real (#RPGaDAY2018 Inspired)

The RPGaDAY 2018 chart

An August tradition, I suppose, is to respond to the prompts for RPGaDAY, and the 2018 prompts have a lot going on. I figured something I could do today is use one of them as a prompt for a blog post, because it’s something I’ve been thinking about, too.

Today’s prompt is How can players make a world seem real?

Two character sheets, one labeled The Lover, the other labeled a Snake.
Character sheets from a game of Turn I’m currently playing.

I think this can be a bit of a personal thing, but one way to do it for me is to give everything reasoning and give everything a story. NPCs, events in game, etc. all should have some flavor to their existence. It ties directly into collaborative worldbuildimg. This has been really growing for me while working on Turn, a game where everyone has loads of narrative control, and while playing D&D with my partner Dillon.

I’ll talk about Dillon first, because it’s super exciting to me. I’m not naturally a huge D&D fan – honestly, it’s a big game and a lot of the fiction bums me out. But, in the game I’m playing with Dillon, we’ve been rewriting a lot of it. The mechanics mostly remain the same, tho were using house rules and I’m playing cosmic horror investigation type fiction instead of the average adventure. But the fiction!

Two guards in front of a castle door. Overhead, a figure silhouetted by the moon creeps on a parapet.
Credit: John W. Sheldon CC-BY 4.0.

Dillon let me be a part of the world building for the main setting. This is something I once did in a game run by my husband John, where I got to make up dieties and religions and contribute to the fiction for the different species. Dillon is letting me do much the same thing! Collaborative worldbuilding means I get to see things I’m interested in integrated into the world I’m playing in, which inherently makes it more real to me.

For example, we were building up my character’s family and Kelt, my PC, is half tiefling, half half-orc, and I was talking about Kelt’s dad being a cleric. I said how it felt to me, due to some of the other background stuff we’ve done for the game, that tieflings aren’t demonic, they’re more druidic, nature based.

A black and white goat, photographed up close.
You know, more mountain goat than Black Phillip. Photo by Brie Sheldon.

Dillon and I discussed it, and he liked the idea, so we changed the way teiflings work in the game to have them even physically be more based in nature with antlers and ram horns rather than demonic horns, and it suited their culture that we’d developed, too. Now I have more knowledge about my PC’s dad’s history, the world around him, and I have a personal touchstone because I got to be a part of it!

And it reflects in that “everything has a reasoning, everything has a story” too – my character takes public transportation as we’re set in a near-industrial world, so Dillon had a newspaper I could read and gossip I could listen in on, but also he does something that’s important: when I suggest a frivolous detail for the scene, NPCs, etc., he considers it and often accepts it!

Like if I were to pass by someone and they rudely bump into me and I say,

“I bet they’re rushing off to a meeting with their mistress!”

Dillon runs with it, something like “actually, it’s his boyfriend and it’s their anniversary!”

I may never encounter that NPC again, but it feels real.

A green tinged campfire site where someone wearing an antlered mask calls out to a dog running towards the viewer, while another dog sits at their side.
Credit: John W. Sheldon CC-BY 4.0.

This is likewise with how Dillon’s treating Kelt’s dog, Orion, who is his familiar and tied to the Void (Kelt’s patron). It’s awesome when I play knowing that I’ll get to have my character deal with stuff like making sure Orion gets enough play time, or that his leash works in spite of his magical ability to phase through objects (lead lining helps!). Things like how Orion always wakes up to bark at the window-knocker and trolley actually make my in-game experience feel real!

So as a player, I engage back with these things, bring them up, ask questions, offer input. Making the world mine is part of the experience!

And this is all relevant to Turn. In Turn, I’ve tried to design some of this in. The worldbuilding you do with the town creation gives players deep engagement to the roots of the town and all its trappings, letting you understand the relationships and founding and themes before you start play, and you can add to it.

A town map from Turn, just circles and lines with text
A town map from Turn.

You also have vignettes each session with NPCs and the town dealing with real life needs that can be stressful and risk exposure of your shifter identity, even if it’s just going to pick up milk at the farmer’s market or trying to have coffee with your cousin. When players are engaging with Turn, I’m hoping they’ll ask questions of the town and NPCs too, and give reason to things that might seem otherwise random.

As a player in Turn, I’ve been lucky enough to have all of these experiences. John is often my GM in games and in Turn he does a spectacular job executing these ideals I have for a “real” world. He is the source for my researching the Storyteller section of Turn, and will be consulting heavily on it.

I’m so lucky to have two partners who are such amazing GMs and who let me make the world real from the role of a player!

Hope you enjoyed the post today and that you find it useful!

 


Thoughty is 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, follow the instructions on the Contact page.

Last 46 Hours: Behind the Masc

This is the last 46 hours for the game zine I’m curating and contributing to, Behind the Masc, which is currently on Kickstarter. I wanted to write a quick post to remind everyone!

Behind the Masc is a collaborative effort with a team of great creators: Eli Eaton, Patrick Lickman, Raiden Otto, Adrian Heise, Lemmo Pew, Alex McConnaughey, Lawrence Gullo, and Tracy Barnett. They’re all making something new and original for this project! And they’re all non-cisgender masculine people like me, across the spectrum.

To my knowledge, Behind the Masc is a first of its kind as a crowdfunding project in indie games focusing specifically on our goal of reenvisioning masculinity – especially one by entirely non-cisgender creators. We’re using historical and mythological archetypes to show our perspective on masculinity and do so while making cool game products that work with existing games like the Demi and Minotaur skins for Monsterhearts 2, the Apocalypse World Trickster playbook, and the D&D 5th Edition male Baccae character background and Sorcerer recreation.

We’ll also have standalone products with a Twine game about the protector and my audio-text game, Echoes, about the hero. It means a lot to me. Last night, I wrote the first draft of the text for Echoes and I’m really excited to make this game!

My only stretch goal for this project is a higher pay rate for the contributors at $3000. We’re not trending toward that on Kicktraq, but we’ve raised those numbers a bunch throughout this campaign! We can work toward it, with your help!

Behind the Masc is new, and niche, and I knew that going into this project. We’re a collection of creators that make cool things but might not otherwise be noticed – and that’s part of the point. I would love to see more people back the project and potentially raise the pay for the contributors, but I will say now that I’m grateful we’ve come so far, that we’ve funded, and that the community has shown enthusiasm for the project!

Please back the project on Kickstarter if you’re interested, or share it on social media if you’ve already backed/can’t back! Tell your friends and colleagues about it, post it to message boards and raise awareness! We have less than two days to raise funds, and I’d love you to have a copy in your hands when we fulfill. Thank you!!

Hear me talk about Behind the Masc:

Modifier Podcast
The Lounge
[insert quest here]

(Cross posting to a KS update!)


Thoughty is 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.

Five or So Questions on UVG

Today I have an interview with Luka Rejec on the Ultraviolet Grasslands (UVG)! Luka designs and illustrates UVG both in a free, introductory RPG and in expanded content on the WizardThiefFighter Patreon! The responses from Luka were really lovely – check them out! 

(All art in this post is by Luka Rejec.)

A ziggurat style building on a green hill covered with bushes, under a purple sky. The ziggurat has neon signage in the shape of cacti, pineapples, and the word "love" with hearts on its walls.
This is my favorite of the images that Luka sent me for the post. It just punched into my heart somehow.

Tell me a little about the UVG. What excites you about it? 

It says on the tin: an rpg sandbox inspired by psychedelic heavy metal, the Dying Earth genre, and Oregon Trail games.

 But let’s break that down a bit.

 You know Shelly’s Ozymandias, right? That sense of awe at a deep, vast time.

 Then you’ve got the journeys of Odysseus or Xuanzang. That sense of wonder at an epic, vast space.

It’s all captured right there, in The Hobbit. The journey there and back again, through the bones of fallen civilizations. That stuff is exciting as all get out. Put on some slow, heavy music, crack open one of those stories, and you’re transported.

 When I got into D&D – this fantasy that promises infinite worlds beyond time – I wanted that. I wanted wonder and awe. Instead, I got hexcrawls. Six mile hexes. Imagine running a hexcrawl of the Santiago de Compostella, say the Camino del Norte. That’s 800 km, or about 80 of those damned hexes. I tried to make something epic, but instead I got a slog.

So, I started tinkering with the format, with the goal of making these massive, awesome journeys feasible within my favorite role-playing game. At the completely mechanical level, I mixed a pointcrawl with the Oregon Trail to create tools a referee and players can use to experience of exploration and alien environments. So, you could say, it’s a caravan simulator.

Rules-wise it’s simple enough – I built on a stripped-down 5E D&D chassis, because that’s what I like, and it can slot into pretty much any D&D adjacent game with ease.

Content-wise, it’s now 80% done at a wee bit over 50k words and 25 major locations that take a caravan across six timezones on a three-month journey into a vast land of wizard cats, body-hopping spirits, multi-bodied abmortals, biomechanical monsters, mountains of bone, floating islands, crystal intelligences, and possibly the end of the world.

That was a little bit about the UVG, as for what excites me: I get to draw and paint and write and share this world of limitless possibility inspired by my favorite pastimes – and here’s the best part – over a hundred people care enough that they put down actual money where their likes are. This is intensely affirming for me as an artist.

 I mean, come on – I write a world that is a literal rainbow of different colored lands, where shamans ride into the sky on chariots of fire from the tops of neon ziggurats and gunslingers possess their enemies with the bullets they shoot. It’s mad, and metal, and colorful. m/

A black, purple, and fuschia background for the cover of UVG, with the text UVG, Update 13, Ultraviolet Grasslands & The Black City, Psychedelic RPG Crawl, Luka Rejec. There appear to be two figures in bright pink and darker blue on the horizon.
The UVG cover update. I love the vivid brights against the darkness.

The setting looks truly psychedelic! When you’re putting the setting, art, and mechanics together, what about that colorful vibe is most important to the stories told in UVG? 

I assume you’re asking, which is the most important to the stories that come out of the game – the setting, the art, or the mechanics?

First let’s clear up element zero: the players (and I always count the referee as a player unless otherwise specified) should not be assholes (is that getting beeped out?).

 The referee, especially, shouldn’t be adversarial or invested in a given story or outcome. Their role isn’t to defeat the heroes, or tell the story of their own world, but to facilitate a weird and wonderful trip for the whole group (and yes, the acid pun is on purpose). Of course, dice and danger should slaughter individual characters mercilessly, but the referee should be impartial and all the random tables are there to also ensure the referee is unknowing – an unreliable guide, who simply doesn’t know in advance what is around the next hill.

Ok, but beyond that – it’s definitely art first, setting second, mechanics third. We’re human – visual monkeys – so a picture, whether painted in words or ink, is what grabs us.

Yes, you have giant walking beasts, yes, you have biomechanical horrors, yes, you have radiation ghosts. The art draws the players in and encourages them to imagine stuff that’s vivid and weird.

The setting itself is a layer cake of kitchen sinks, kitsch, cultural references, and random tables. That’s to drive home the high weirdness and possibilities — it’s not just about 14 types of polearm, but about roleplaying a wizard polymorphed into a lettuce being attacked by a dappled bunny rabbit (true rp story).

The last part are the mechanics. Frankly, the precise numbers are never all that important in a role-playing game — yes, a certain granularity and level of detail is fun. Having a +2 bonus or a +5 bonus feels different. But at the end of the day, dice, tables, and random effects are there to remove predictability (I’m repeating myself).

So, what do the mechanics do in the UVG? They make long overland voyages reasonably playable and work to remind the players that their little caravan is alone in a vast, mind-boggling, huge realm … and that when things go wrong, they will have to eat their pack animals and leave their loot behind.

A black and white cross-section image of a "Vome Hive" depicting characters, creatures, and environment with small text annotating details.
This is fascinating!

How did you develop the setting? Did you use media references, have you cycled through ideas? I’m curious about your process! 

For years now I’ve been moving away from the idea of the referee as some all-knowing ‘world master’ or ‘game master’ who controls the game world.

The UVG started life as a remote and inaccessible region in a campaign I ran and co-created with a group of players, the Golden Goats, over a couple of years. That game ran entirely in the Rainbowlands, which became the ‘civilized’ launching point for the journey into the UVG.

We built the Rainbowlands collaboratively, with me as referee challenging my players to build it fast and loose at our first session, and then we progressively fleshed it out as new elements became relevant.

Please, don’t imagine this involved the writing of any kind of game fiction or prep outside of the session. We got together, unfurled a sheet of paper, scrawled on it with pencils, dribbled cheese and grease on it as we ate, and stuck post-its on the edges once we ran out of space. This became a living, and loose, document of the world.

After I moved away that campaign ended and I started up my patreon page to encourage myself to draw and write (that motivation and people voting with their wallets thing again). I flailed around for several months, before I figured out how to mix writing and art in a single package, and then … I held a vote.

I presented three or four options — existing worlds or mini-settings I had ready to write. The patrons chose the UVG and so the UVG it was. Patron preference substituted for a die roll to determine which world I fleshed out.

It turned out to be the best possible choice. Obviously I enjoyed and knew the world and it reminded me of fun times, but it was an especially good challenge, because the seed of the world was not just my imagination, but the collective creativity of a group of people who became friends through role-play.

For example, the sandbox starts with the magical mind-controlling cats in the Violet City. Trust me, that was not something I would have used without improv world-building!

As to my day-to-day creative process; well, it’s pretty simple. I get up in the morning, open up a word processor and write.

Of course, I slide back and forth through the text, revise and edit, but it’s essentially just me and the keyboard. I don’t refer to specific media or prior art (aside from what marinates in my head), but I do often refer to references on geology, biology, and other sciences, to harvest real-world, tactile details. It sounds better to say a portal is made of flaking schist, and sometimes you’ll play with a geologist, and they’ll take advantage of the effect of schistosity on rock masses in support columns.

The other thing that has a pretty large influence is some of the music I listen to. Genres and subgenres like psychedelia, space rock, stoner rock, and doom metal. I wrap all this up and call it “psychedelic metal”, to the dismay of some heavy metal music conservatives. I rarely refer to songs or albums directly, but I try to evoke the mood and feel of these genres — summed up perfectly by that chorus line from Truckin’ by the Grateful Dead

 “Lately it occurs to me
What a long strange trip it’s been.” 

 As for the art, well, sometimes a scene comes before the text, sometimes after. Usually after. And yes, I’m inspired by my favorite artists: Moebius, Frazetta, Corbusier, Pratt … well, another long story. Let’s say I’ll make a post on artists and music I connect with the UVG at some point. After another strange journey.

A moon obscured partially with clouds over a pale blue sky, over the horizon of bright yellow grasslands. A group of people emerge from the right, crossing in a caravan.
The bright yellow here just really grabbed my eye. I love the details and the rough edges!

How did you make UVG look so intense? What techniques did you use? 

You mean the art? I use a mix of digital and traditional media — no surprises there, since every piece has to pass through processing before going into layout.

Most of the pieces starts as a blue pencil or graphite sketch, followed by inking. For inking I use a whole series of tools, depending on my mood and the mood I’m going for with the piece. Pens, gel pens, felt nib pens, markers, brush pens, and various regular brushes.

The contrasts are key here, between white space and figure, between thin lines and thick lines, between detail and emptiness, between light and dark. That’s all intensity is, really – contrast dialed up.

After I have the piece inked I ‘digitize’ it — which is a fancy way of saying I take a photo or a scan, bring it into Affinity Photo or Photoshop and roughly clean it up – remove vignettes, even out the lighting, drop all the colors, and ramp up the contrast to get rid of the pencils (more or less).

For the digital colors, I try to stay with the hand-drawn mood of my lines – so rough brushes, fast strokes, limited palette, stark contrasts. It’s a bit different when I work with water colors, poster colors, or colored inks – since I do the coloring at the same time as the inking. But, that’s about all there is to it.

 don’t go for polished linework and perfect lines — I’ve become bored with the hyper-polished art styles that are so prevalent in fantasy and comics these days (gradient fills are something I particularly detest). I want it to keep that hand-drawn feel.

As for … how to get the artwork looking intense? You think it’s intense? I keep thinking it’s not there yet – I want it starker and better, but I estimate I’ve another 3–4 years of practice ahead of me before I reach the precise mood and style I want these days.

A blue sky and yellow landscape with two angled, vertical sets of rocks in dark brown jutting from the ground. They are mirrored, but angled away from each other. A small blue and orange caravan travels down a straight road headed away from the viewer.
I find this exceptionally pretty because it reminds me of the desert, one of my favorite places in the world. The colors and style are very evocative!

What would you like to try on your next project, keeping in mind your experiences on UVG? What have you learned from it? 

The next project? Or projects?

Overall, I’ve learned I need to be more uncompromising. I need to be tighter with my writing, more minimalist with my rules, richer with my content, less restrained with my art.

I’m going to try harder to explode the idea of pre-built, whole, unbreakable, static units: the setting, the character. I see this dominant approach in rpgs of all colors that tries to overdetermine every single aspect of every character and setting.

Characters and settings are built up, layer by layer, into these lovingly crafted, optimized, perfect bundles projecting the hopes and dreams of their players. But when I look at the great stories, from the Mahabharata to the Forever War, success is followed by failure, loss is the seed of victory. The arcs are dialectical, and sustain a creative tension.

Many of the players I game with love to test both their worlds and their characters to the breaking point and beyond. That moment, when a hero dives into the gullet of a leviathan with nothing but a sword, ready to die – that is epic right there. The player should be rewarded! Instead, the whole table groans. If he dies, they’re going to have to wait thirty minutes (or more!) for the player to build a new character.

 At my game table, there is no wait. The building of the new character is a game – often collective – with input from all the players, and a lot of random rolls, long odds and weird effects. I want to bring that to other tables, other referees, other players. The deaths and failures of characters, villages, kingdoms, worlds, should be opportunities for fun, weird games.

 So … I guess that’s the thread running through the Necropolis (working project title), the Voyages of the Black Obelisk (working project title), and Sixty-Six Heroes (working project title): life out of death.

Huh. That’s a simpler theme than I expected when I started writing this answer.

A grey and brown landscape with two rocky mountains and a dark blue-grey sky. Between the mountains, a small circular building erupts with a full color rainbow shooting into the sky.
This is my second favorite of the images Luka shared – the calm, muted landscape with the bright, vivid rainbow is a great juxtaposition.



Thank you so much to Luka for the great interview! I hope you all enjoyed the interview! Make sure to check out Ultraviolet Grasslands (UVG) and consider supporting Luka on Patreon!


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.

Quick Shot on Vintage RPG

I recently found an Instagram account called @vintagerpg, thanks to being tagged in by John. I was immediately enthused by it, excited to see all of the different games showcased there. There’s not a lot of interestingly showcased and easily accessible game material history/curation, and the creator, Stu Horvath, shares a lot of great information about the games shown on Vintage RPG. Stu was willing to answer a few questions of mine – check them out!

What inspired you to start your Instagram? What makes you excited to post?

My friend Ken (@zombiegentleman on Instagram) prodded me to start @VintageRPG. Over the last couple years, my collection went from respectable to Serious and, coupled with the fact that my brain somehow got packed with RPG history, it just seemed like a no-brainer to find a way to share it. Instagram seemed like the place to do that.

The excitement, that’s changed and evolved a bit over the course of the feed’s (shockingly short) existence. I’ve written about tabletop RPGs in the course of my career, so at the start it was mostly just an extension of that, maybe in the service of some nebulous larger project. A lot of the early entries seem like notes for a book, or something along those lines. Still do, I guess. As the feed drew more and more followers (it blows my mind that so many people are following me – I truly expected a couple hundred folks and for the whole thing to fizzle after a few months), I’d be lying if I said that watching the Likes accrue didn’t give my lizard brain some primitive satisfaction. 
I spend a few happy minutes every day rooting for new posts to break my top ten most liked. Lately, though, I’ve been enjoying puzzling out what folks will respond to and it is always a surprise. I run a criticism site called Unwinnable and we long ago closed the comments sections because they were so toxic. The experience with @VintageRPG has been the complete opposite: almost entirely positive, an outpouring of enthusiasm and personal stories. When communication works on social media, its a hell of a drug.

How do you curate the games, and where do you find backup information for them?

Curation is improvisational. A lot of it comes down to my whims – what I feel like photographing and writing about on a given week. A lot of it is context. I try to not do too much of any one thing in consecutive weeks. If I’m bored, I’ll do something from totally left field, like covers of fiction books that inspired games. A lot of it is just plain editorial instinct, too. I try to work four to five weeks ahead to give myself some ability to address what I think my followers want to see. Big name games, like D&D (a mainstay) and some of the big licenses like Star Wars and Middle Earth Roleplaying get a lot of attention and demand a lot of interaction, so I try to cool things down after a big week with more obscure games I am passionately interested in but probably won’t generate a ton of comments, like the modern indie I covered last week.

I’ve been reading, reading about and playing RPGs practically my entire life, so a lot of what I’m writing is stuff I’ve internalized or my critical impressions of art or mechanics or theme or what have you. I have a near complete run of Dragon Magazine that has contributed greatly to my historical knowledge, as has Shannon Applecline’s four-volume history of the industry, Designers & Dungeons. If I’m in a bind, I hit up RPG.net or just reach out to the creator in question – a lot of RPG designers are pretty accessible online these days. If all else fails, I guess – and if I get it wrong, someone who knows better points it out in the comments, which is always pretty great.

What are a few of the coolest things you have discovered while running the account? What’s something that just really blew you away with how unusual or interesting it was?

I am going to answer this two different ways, if you don’t mind.

One of the most surprising things was actually discovered by my pal and DM, @JohnMiserable. We had played through a series of classic modules – Against the Slavers and Against the Giants – and, using Vintage RPG, I publicly guilted him into finishing up the drow modules after a long hiatus. In one session, he noticed something in Bill Willingham’s art for the D&D module D1-2: Descent into the Depths of the Earth and it just blew all our minds.

[The following Instagram embed includes art from the aforementioned module, captioned: OK, check this out – don’t flip to the second image yet. This is an illustration from D1-2 – Descent into the Depths of the Earth by Bill Willingham. I posted it a few weeks back. We’re playing it in a 5E conversion now and our DM, @JohnMiserable, spotted something super cool in there. Can you see it? OK, you can flip to the second image now. Captain America’s shield and Iron Man’s helmet, in a drow chest, decorated with what some might call Spider-Man eyes. What the hell did the drow do to the Avengers?!”]

Second, a few months ago, I scored a copy of something I have been searching for a long time: the 1983 Imperial Toys catalog. I love it because Imperial Toys sold knock-off D&D toys and just, you know, totally ripped off the art for the cover in a way only a Hong Kong toy manufacturer in the 80s could. It is delightful in every singe way. So I love it for that, but I also love it because no else does. Most people probably have no clue this exists or how weird it is. That I was able to find something so disposable as a dime store distribution catalog feels important to me in a way I suspect few people would understand. And that’s OK! That’s why I’m here, doing my thing.

[The following Instagram embed includes images from the 1983 Imperial Toys catalog, including a Pegasus and two-headed dragons, and the caption: “This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. 

The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves.”]

This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. ¶ I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. ¶ The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. ¶ Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. ¶ It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves. ¶ #DnD #DungeonsAndDragons #ADnD #DandD #AdvancedDungeonsAndDragons #TSR #RPG #TabletopRPG #roleplayinggame #dragonsanddaggers #ImperialToys #ClashoftheTitans #HeMan #fiveanddime #BenFranklin #MonsterManual #DavidCSutherlandIII
A post shared by Vintage RPG (@vintagerpg) on

Thanks so much to Stu for the interview! I hope you’ll all check out @vintagerpg on Instagram

Do you have a favorite pre-2000s game cover or piece of game art? Share it on Instagram, G+, or Twitter and tag it #myvintagerpg. 
Feel free to tag me in, too – I’d love to see what you love!


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.

Power IRL Powered by D&D

I wrote this for school, but I wanted to post it here so others could use it, also, example of how I’d like to use games to explain concepts of leadership and development. -Brie

The illustrations on this page are licensed under a Creative Commons Attribution 4.0 International License by John W. Sheldon.

The best way for me to understand the different types of power was to put it into perspective of a fantasy roleplaying game. This might sound lazy, but it helps me remember it better and gives me perspectives.

Did I list druids here? Of course not – their power is more fluid in nature and depends on their interpretation of their magic, at least partially. I would consider them to have something like reward/referant. They’re a weird cookie.
Some of the main archetypes or roles in tabletop fantasy games are paladins, clerics, fighters, wizards, rangers, rogues, and bards. They each have different ways of moving about the game and taking actions, and have different abilities. When reading over the types of power initially probably four years ago, the following role assignments stuck out to me:

Paladins have legitimate power. Legitimate power is “the authority granted from a formal position in an organization” (Daft, p. 370). Paladins are typically given a role of power from their chosen deity, and can occupy a position in a church, as well. They are literally assigned power. With this, they can take actions themselves, as well as call others to action. To use this power, a paladin (or someone in real life) could call back to their own authority and speak to how their actions reflect the intentions of that authority.

Clerics have reward power. Reward power is “the authority to bestow rewards on other people” (Daft, p. 371). Clerics are also religiously-based, and can give people healing or blessings with deific magic. They have the ability to reward people for heroism through those blessings and through healing and recovery. A cleric (or someone in real life) might use reward power by promising that if a certain goal is met, there would be monetary, emotional, or needs-based reward.

Sassy fighter is sassy – and coercive.
Fighters have coercive power. Coercive power is “the authority to punish or recommend punishment” (Daft, p. 371). Fighters are typically combat based and often brutal and violent. Their typical modus operandi is to go punishment first. (Shoot first, ask questions later.) Their work is mostly done with threats! Fighters (or people in real life) could use coercive power by promising retribution should people not follow their orders and satisfy their goal requirements, and follow up on it if there is failure.

Rangers and wizards have expert power. Rogues also have this power. Expert power is “the authority resulting from a leader’s special knowledge or skill” (Daft, p. 371). Both wizards and rangers are experts in their fields, with deep knowledge of whatever it is they do. Wizards are academics, while rangers are more on-the-ground and experience based, and very skilled. Rogues have many skills but are more jack-of-all-trades in a lot of cases, which makes them have a lot of generalized authority because they know at least a little bit about almost everything. These type of archetypes (or people in real life) can use their power by explaining the facts and support behind the requested actions and goal-focus, and use their knowledge to propel action. 

Rogues know where it’s at (in your safe, that is).
Bards have referent power. Referent power is “authority based on personality characteristics that command followers’ attention, respect, and admiration so that they want to emulate the leader” (Daft, p.372). Bards are charisma based (mechanically and conceptually) and can guide people however they see fit. A bard (or person in real life) could use their power by speaking to ideals and behaviors that they hold and ensuring that others know the value of those, inspiring them to act to also carry those goals and behaviors into their work and personal life.

Legitimate, reward, and coercive power are hard power because they are all about control. If you do this, I give you or take away this. If you don’t do this, the whole authority will know you defied them. They are concrete things that immediately threaten or promise things, or simply force authority on people, and that makes them almost immovable. Soft power like expert power and referent power are explanatory and guiding instead of forcing, and therefore can lead people towards success or goal-meeting without making them feel like they have no choice or making them feel like they have to do something instead of wanting to do something, because it makes sense or satisfies some higher-level need.

What kind of power would a dragon have compared to a barbarian? It depends on the dragon, frankly.
Daft, R.L. (2015). The leadership experience. (6th ed.). Stamford,CT: Cengage Learning.


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.