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.


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New Year Plans 2019

Photo credits to Brie Beau Sheldon 2018.
a pale blue coffee mug on a cofee table in front of a TV and a window, steam pouring from the top, a teabag sitting in it.

Well, y’all, I’m busy and tired.

I’m supposed to start this post with a fired up enthusiasm about all the projects I’m working on and how I’m gonna be awesome and do a great job! But today? Today I do not have that for you.

Here’s what I have for you, in the immediate.

I’m working on interviews with Epidiah Ravachol on Wolfspell and Becky Annison on Bite Me! so once those are finished up we’ll have something to howl about. I don’t actually have further interviews on the docket, but I’ll work on it. I always do.

(As a reminder, the best way to get interviews here is to encourage your favorite creators to go to my contact page and send me an email with the info! That cuts out like three emails worth of information exchange and shows me they’re excited to be interviewed. Plus, it makes sure that you – my readers – see what you want to see. You can also help me do more interviews and posts of all kinds by supporting via Patreon and sending tips via PayPal or ko-fi! Note: I don’t think I’m charging for this post, even though it took a while.)

I have some other posts in mind, like one talking in detail about the updates I’ve done to Script Change, reviews of a product or two, and so on. It would be cool to know if you have interest in anything, as a lot of the time I’m running on my own ideas here and I don’t even know if you’re enjoying the posts sometimes! With the ending of G+, this will get even harder for me to gauge. Please comment, share and tag me, and so on!

Speaking of comments, I’m looking at a move to WordPress since G+ is dying and I have no idea what will happen with comments here, plus the site has been kind of wonky. It’s gonna cost money and time, like a lot of it, so it may be a while.

On the games front, I’m currently working on a number of projects. Some of them are personal, some are professional, and all of them have unique challenges. The issue is, few are having successes, at least by my count.

A small group of red berries against a dark grey sky and branches.
First and foremost is Turn, my game I Kickstarted in October, which I’m in the production phase for. Now that the Kickstarter is done and we’re into production, aside from a few blips on the radar, all positive feedback has ceased. I’ve also had to deal with a ton of financial stuff that’s very hard for me, our beast artist had to step down so we had to replace them, and my own experience going through the editing process has been rough. Some of this was expected, some of it was not! 
This is hard! It’s also exhausting. Especially when I have to dig into my work each day and I find myself questioning all of my decisions, my ability to do my job, and my ability to make this work. 
Second, I’m working on Leading with Class. It’s not a game, but it’s about games, and we have a ton of work to do on it. We can always use more support over on Patreon to help us reach our goals, and some enthusiasm for the project would be something nice to see. I want to do more with it! Or, at least meet our base goals!
Third, I’m also working carefully or not-working-right-now on a number of other games of varying sizes:
Posers – This is currently at a halt as I can’t figure out the right form factor, which has locked up my design. It’s a game about performing masculinity, and has a weird knot-tying/untying resolution mechanic. No idea when I’ll be working on this in earnest.
At the Lake by Morning – This is a game inspired loosely by Annihilation and is supposed to use water and a mirror in the mechanics, which is going to take some fiddling. I want to explore some feelings I got from the film, significantly looking at self-forgiveness and change. It’s new.
The Unhurried Pursuit of Sloth – This I have all the ideas for, just gotta start digging into the mechanics. It won’t start in earnest until Turn’s finished. It’s a game about taking it slow and self-communion.
Laser Kittens Octopus Hack – I’ve been signed on with Glittercats Fine Amusements to write an octopus themed Laser Kittens hack, which involves the octopus being brought into a marine science lab and (perhaps!) escaping. I’m putting down the first bits of it soon. Glittercats awesomely chose to keep the lights on, so my energy can be more easily directed at this. I’m gonna do my best.
Eldrich Inkling – This is a two-player investigation game where one player sets a cosmic horror story for another, played by mail. It mostly requires research, which takes time, especially with my brain.


Tribute – I recently decided to withdraw Tribute from the Gauntlet Codex as the game is based largely in processing loss of love, and my grief (related to my grandmother’s death) won’t allow me to publish it through someone else, and won’t let me finish it until I resolve some things. It’s strong, but there is something missing. It may have to wait until spring – if it does happen at all. I hope it does.

A bird's nest nestled in trees in front of an overcast sky.

And that doesn’t touch my home projects – specifically, the be-a-better-person & be-healthier projects. Which, you know what, are just as important as my deadlines! I’m currently doing physical & speech therapy for my concussion recovery, plus diving back into psych therapy to help treat my bipolar disorder, PTSD, anxiety, and various related troubles. The PT+speech takes up a minimum of 10 hours of appointments, home work, and recovery from those appointments and home work each week – that’s not counting the normal days I have symptoms from my concussion, or dealing with insurance. With my existing disabilities on top… yeah.

Psych therapy is going slower, but is a lot of emotional work. When you go through cognitive type therapy, you can find you get stronger while simultaneously becoming more sensitive and delicate. Those aren’t words I like for myself, but there they are. I’m working on myself as much as I can, while trying to avoid the daggers that are the world – and they are such sharp daggers, and so many! I wish they were something softer.

A tightly framed picture of a fox red colored dog on a white blanket.

I guess where I’m at right now is like, yeah, 2019, lots of plans. Loads of things I have to do, things I want to do, things I’m struggling to do. And hopefully more on the way. I want to be more successful, to help provide for John and me to have a happy life. I just feel like I keep hitting setbacks, and Thoughty can be a casualty of that – it is hard to do this and do everything else and survive. You can bet your bottom I’m trying to reinvest all of this struggle and pain into games and Thoughty – just gotta filter it, refine it, and find a place for it.

I hope that you’ll stick with me as I keep making things and keep asking questions. I also hope you’ll do those things, too!

And hey, take care of yourselves. It helps me believe that I can make it when we aren’t all falling apart together! Let’s build each other up, and build a better year.


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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.

In The End (I’m okay)

Today, on the Twitters, Adam Savidan posted something that just really hit me.

I had a good weekend, but I seem to be fighting with this big empty hole feeling in my chest after I release any content, like I’m instantly irrelevant after it’s been finished.
– Adam Savidan @WakeUpSuper

 One, I want to state that Adam is awesome and absolutely still relevant. His current show Spectator Mode is an amazing celebration of eSports and is infused with Adam’s enthusiasm. I love that! I don’t even watch eSports, but I watch Spectator Mode. Two, I totally get this, and I get how even after making something a-maaaaaayzing, Adam might feel a little like… bad.

Here I’ll talk about the bad feeling – what I’ll call the suck, some of what I do to try to fix it, and some of where I think it comes from.

The Suck

I just finished a Kickstarter, the most funds I’ve raised in a month through any means in my whole life, for a project that I deeply and passionately care about. But the truth is, for me, Turn has been done for a while – the minute I sent it to the editor, I felt like the main project died. The Kickstarter just performed some necromancy, and the next eight months are just riding on that wave of lich-love.

And right, I’ll get some bursts working on The Confidante (which is actually pretty much done) and a Moose, and doing dev work alongside the stretch goal writers. But like, I will be real with you, the editing process is basically hell for me, I will hate every minute of it ten times more than you hate gum on your shoe. But I’ll do it, cuz it’s what’s necessary to make a product, and yeah.

a clip from Wayne's World showing Wayne eating Pizza Hut in a performative fashion

But when the stuff that keeps me going is done, like my design bits, that suck comes in like

“You’re not a real creator”
“You’re not making anything useful”
“No one cares about the work you’re doing”
“Everyone’s already forgotten about you”
“Nothing you make will last or be memorable”

And just. I can’t tell you how! much! I! HATE! IT! And I feel like I can’t do anything about it, and maybe, most of the time I can’t. I can try, you know? Like poke at it and make an effort. The alternative is to wallow negatively and agree with it and be like yeah, yeah, I super suck and I’m not good at anything. And ugh, gross. Gross.

@that_MAZ also tweeted this video of Wentworth Miller, a gay actor who is super inspiring to me for many reasons, talking about how we talk to ourselves:

It’s real good, and I’m grateful for the words. It’s also challenging, because man, I can’t imagine talking good about myself on a regular basis – I even did a semester-long mindfulness meditation dedicated to reducing negative self-talk. It helped, but it didn’t fix it – probably only constant vigilance would make a difference, and that’s…a lot.

I pretty aggressively beat up on myself for not doing well enough, not succeeding enough, not constantly working. It doesn’t matter how hard I work, there is not enough work done, and the minute the project stops, it’s the suck. This kinda one-two punch of things talking about how we feel about ourselves (that we are irrelevant if we are not creating) and how we talk about ourselves (hurtfully) really hit hard. So, I wanted to talk a little about how I fight the suck, both the better ways and the worser ones, and ways I am gonna try in the future.

Fighting The Suck, Part 1, AKA the Bandage Over the Void

One way I try to circumvent the suck is by lining up new projects of varying sizes and by working on projects alongside the main project. I worked on Ears Are Burning during the Kickstarter, worked on projects for Turn like The Confidante and The Opossum during the Kickstarter, and I announced my new project, The Unhurried Pursuit of Sloth (more soon) at the tail end of the Kickstarter. And I have work to do immediately after, too, like my project for Orun, a sensitivity read, Leading with Class, blog posts to prep, starting a Scion streamed game (as player), supporting the stretch goal writers & doing that dev work, edits for Turn, and a project I just signed on for with Glittercats Fine Amusements (signing the contract probably tomorrow).

Of these, only a couple of them seem like I’ll feel that creative filling for them, and a lot of the others are either different brain space or just not as satisfying as one of my own projects. And even so, even if I get that burst for them, each will end in turn. There’s a lot of fear here.

Where The Suck Comes From

Part of me fears that if I end one project without another lined up, I’ll feel worse, and another project won’t come. This is scary for me financially, too, because I do rely on a lot of this work for income to keep my lights on and ensure we eat. John works, so so much, but maintaining me as a functioning human is expensive. Like, without my income from Thoughty, we get very close to a scarier spot than we’re already in.

Griffin McElroy saying "and let's just have a full blown panic attack together!"

And the other part of me fears two things:

  • that I have nothing left to create – I am no longer a creator
  • that I am not valuable to anyone anymore – I am no longer valid

I have this deep and terrifying anxiety about not being useful? As a disabled person, as a person who has lost their usefulness time and again in varying ways, I am so afraid of the day I stop being useful to people entirely. To the day I am put in the corner to die. That is a full-on constant fear. And not creating anymore would make me much less useful, too much less, in part because of how hard not-game-design work is, and I die a little inside every time I realize how easily it could happen (see also: my brain is broken and some days I can’t words).

And the valuable thing? It’s just the other side of the coin. It’s where I’m nicer to myself about the reality and allow myself that people might see good in me, might benefit from being connected to me. But what if it is just because of what I create? What if they don’t see me creating stuff and being present and being a non-stop content creator every single day and they decide I’m not valuable anymore? There’s nothing good left to see in me? I’m no longer a valid investment of their time and energy.

And I get worried they’re gonna go away. That the people, they will leave me. It’s not like building an audience is easy, like, it’s fucking hard. I’m an entire person on this here internet and I’ve worked hard to make content that brings people to me so I am not alone in this universe, in appreciating the work I’ve done, and so on. And when a project ends it’s like, eeeeeeeeeeeeeeeeeeeesh, I gotta try to keep them here.
A blonde woman saying "Okay, that's okay." nervously.
Losing your audience is a hard hit. I’ve had hits like that, where I fucked up or I was just not what people wanted and I bled followers like so bad. It can mean death to future projects, and it definitely means tons of work rebuilding, networking, trying to be enough. Sometimes finding whole new audiences. It ain’t easy. And that’s part of the fear: even if I manage to recover, if I ever make anything again, I have to redo all of what I’ve done and more, and it may never be enough.

This is even more complicated when you are friends with a lot of your audience, like I am, and like many creators are – you know they’re your friends, but what if someone makes a better, cooler thing while you’re sitting here, unable to create something amazing right now? Wouldn’t you rather they be happy?

Sometimes I wanna dump pudding on my brain for how easily it digs in to try to hurt me like this.

I think part of the resolution of this is identifying what our root fears are that cause this sucking feeling. Looking over them, mine are clear: safety based (wellbeing, financial security), purpose/identity based (usefulness, ability to be creative), social based (losing my social support net which directly impacts the others). And you know… those aren’t illegitimate fears.

And I’m feelin’ them while I look at my planned December break (more on that in a sec).

Fighting the Suck, Part 2, AKA Using Your Words

Sometimes, I turn to Mr. Rogers. See, Mr. Rogers wouldn’t have ever given me shit for not constantly working. He’d probably ask me to work a little less! Or just as much as I felt like was right for me.

And like…one thing I need to learn is that a lot of my audience is there for me as I am, even right after I finish a project, even when I haven’t worked on a project for a while. They care about me more than they care about what I produce. This is contrary to my brain, and fights against my fears.

So let’s start with that. Slam down some affirmations, right? Use the words that work for you. Try to address each of your fears.

  • It’s okay to be afraid of all the things that could go wrong.
  • It’s okay to want to feel useful and creative.
  • It’s okay to feel lonely when all the good words slow.

Next step is to chase away the lies. I try to avoid absolutes and stuff when I do this, but your language might work better for you, as usual.

  • Your creativity isn’t unlimited, but breaks are okay, and reinvigorate you.
  • Usefulness is not based on constant productivity.
  • Your friends and audience aren’t here purely because of what you create.

Then I think it’s important to put some good in. Go wild, be generous.

  • You can think up new projects when your brain and body have rested!
  • You look productive when you have completed projects!
  • Your audience can enjoy your work at their own pace if you take some time!

And now we can do the more action-y part. Here’s where I’d make a plan for how to fill the void.

What Fills Me?

This part is a pain because you have to think of like, the way you feel satisfied as a person. I’m going to talk mine out here.

Obviously there’s trying to do new projects. That helps! Ish. But there’s also like, getting positive comments from people that have nothing to do with my work, like, focusing on me as a person and their feelings about our relationship (or on my selfies & appearance, which is still kind of a bandage instead of stitches but ya know). Loving time with my partners or friends, and fun activities (actually playing games and stuff) help to offset the suck. Other creative activities than design like drawing, photography, and so on help me both distract myself AND keep me creatively satisfied.

Neil Patrick Harris saying "It's like, I don't even care what happens for the rest of the day!"

Fighting the Suck, Part 3 AKA Filling the Void

If you have a project ending, it’s a good thing to set up a schedule for how you’re going to deal with the suck. Using a bandage like in part 1, and using your works like in part 2, both are steps to deal with it. But the final step is filling that void!

What I chose to do right after the Turn Kickstarter was to schedule the Kickstarter to end right when we get a paycheck so our bank account doesn’t feel so starkly empty, schedule & go on a photography trip with John for both love & creative time, make sure I post selfies and stuff to social media within a couple of days so I could get some positive comments from friends, and have a plan in place for the work I’ll be starting. I also did some stuff like drawing (I bought some new colored brush pens) and setting up for the Scion game. And I took some time off the Kickstarter! Like I haven’t sat and did emails or comments or anything, just like I promised. BUT I have been available on social media and interacting.

This can’t be it, though. The recovery has to be proportionate to my productivity, honestly. I did grad school, then did a Kickstarter, then did a Kickstarter. So, I’m also officially taking off the second half of December – from everything. I’ll be making sure I do photography, draw, and spend time with my partners. I’m allowed to work on game design if I really feel like it, so only when I have inspiration and enthusiasm, but no big project work. To facilitate this, I’m doing a two-week period where I’m resolving all my loose ends (edits for Turn, Orun work, pending paid work, etc.), and then I’m going to work on filling my void with something other than productivity.

It’s like a sucking chest wound, right, the suck? You gotta wrap it up and keep an eye on it, be ready to unwrap it if things get yikes inside.

Gina from Brooklyn 99 saying Ew.

To break down what I am doing, I’m addressing:

  • safety fears – scheduling of the Kickstarter near payday, arranging to get paid work done, maintaining my health by taking time off, separating myself from the Kickstarter so it’s no longer my whole life
  • purpose/identity fears – doing other creative things and spending time with partners, getting validation through selfies, allowing myself to be creative in games when I want
  • social fears – connecting with social media and getting engagement on selfies and my tweets from my audience, planning social things that prioritize my deep relationships, ensuring I’m still being “public”

It sounds like a lot but it’s challenging to take care of yourself, to fight your fears, and to find a pathway to deal with the suck! It’s also important to remember how much you can do during a project to ensure it doesn’t become all-encompassing. Like I didn’t do enough, but I tried to balance it by having a consultant do some of the work, not responding to Kickstarter comments when I was supposed to be in bed (this died eventually), and being thoughtful with my scheduling. The initial part 1 with bandaging by doing some design work alongside and ensuring I’d have design work post-Kickstarter was part of this.

One last of these kind of things I’ll be doing is I’ll be letting my audiences know that I’m dealing with this (in part through this post), so that if they’ve got some free energy, they can send good vibes my way.

There’s one more thing.

Fighting the Suck, Part 4, Unsuck Yourself

This is, I think, the hardest part – and it goes back to the Wentworth Miller video. We need to be kinder to ourselves. We need to not slide into telling ourselves we suck, and we need to speak to ourselves lovingly. So when our brain starts those bad things I talked about earlier, and like he says in the video, we gotta refocus. Talk to ourselves out loud, and make them good to us.

“If you do talk to yourself out loud… make sure that the words are loving, supportive, and nourishing. Start the work of being your own best friend.” 
– Wentworth Miller

You aren’t the suck. You’re just a person who is done with a thing. An AWESOME thing! And you’ll have the chance to do more things, you just gotta remember that you need a break, too.

Garnet from Steven Universe saying "There's one more thing I forgot to tell you. I love you! Bye!"

P.S. – Maybe this will not be useful to anybody, but it might be useful to somebody! I just tried to think of all the things that are helpful for me and that I’ve been working on to deal with this problem that is really hard for me.

P.P.S. – The title of this is in reference to Linkin Park’s “In The End” which I’ve listened to constantly during periods of depression, which normally accompany the suck. Since Chester Bennington’s death, I’ve been trying harder to fight my depression than I ever have, because it has been super hard for me to cope with losing him – and I was just a fan who identified with his music. It made me wonder who would care if I was gone, and not want to hurt them. It matters.

P.P.P.S. – I looked up sucking chest wounds for this. There was an autoplay video. I suffer for my art.


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Big Bad Con 2018 Summary

Big Bad Con is my favorite convention.

There are any number of reasons why – some are simple, like “I can always get a glass of water” or “There are easy to read pronoun flags” or “The game offerings are amazing,” but some are far more complex, and today I want to talk about those more complex reasons. I’ll tell you a little about what I did first!

My Big Bad Con 2018 was intense. I was busy as hell, the entire trip. Somehow, though, I still recall distinct moments of calm and chill, even though my schedule was probably the fullest of any convention I’ve done and I had some of the most stressful events I’ve ever participated in. But that’s Big Bad Con, right? I’d say almost anyone who has gone there would say something similar – hell yes, I was busy! But I had a good time, and I don’t feel like my soul’s been ripped out at the end.

I love Big Bad Con because Big Bad Con loves me. If you go to Big Bad Con, I expect you’ll enjoy it, because Big Bad Con doesn’t just care about you, Big Bad Con cares for you.

I attended Big Bad Con last year and it was a remarkable experience. I talked about it in three big posts. I had never felt the way I did at Big Bad Con, not at any other con. This year, I was insistent that John attend with me – John is not huge on conventions, but this one felt so different, I just needed him to try. Plus, he had a game to promote this year. And he did the Tell Me About Your Character booth!

John, a dark haired and bearded man, standing in the Tell Me About Your Character booth at Big Bad Con

Over the course of the convention, I hosted the Soda Pop Social, was on two panels by others (Expanding Fantasy, Other Paths) and one of my own (Beyond the Binary), ran Turn, ran my Leading with Class workshop for non-GMs, and played Roar of Alliance. That’s a lot for me at a con – like, GMing alone kills me, I never expect to survive it. But in spite of all of the overwhelmingness, I feel pretty good about the con.

I’m going to summarize each event here, but there may be more detailed posts about them in the future. I just want to give some framing for the core of what I want to talk about.

Soda Pop Social
I arrived and immediately was escorted by the fantastic Jeremy Tidwell to pick up sodas for the Soda Pop Social. We picked them up, then I set up the event for a soda pop tasting that was quite fantastic, I think. We honestly got amazing feedback! Sean Nittner, who is kind of the guy in charge at the con, ensured I had tons of backup regular sodas for the guests and made sure my space was available.

We had such awesome response that Sean’s already asked about my hosting the social next year – in a bigger room, so more people can attend! It was awesome because my plan for experienced and new gamers and creators to connect worked (supported by people like Meguey Baker stopping by), and having a welcoming event for sober socializing was a real thing. Special thanks to Ken Davidson for helping me hold the door, because it was a very exciting event and I was a very anxious boy!

Expanding Fantasy
The Expanding Fantasy panel was great, and DC (who did an excellent review of Big Bad Con here) did an awesome job running it. Kelsa Delphi and Lauren Bond were both awesome but I admit I felt a little intimidated. I was, I think, a little harsher and less kind than the rest of the panelists. I ended up getting a compliment on that afterwards, weirdly but nicely. But, it was good to talk about the ways we can approach fantasy that are more inclusive and less tied to the historical faves.

I wish I could remember the panels clearly enough to give a bunch of detail, but the general gist was to not reflect back on traditional media just to copy it – try to break down things and do it differently. I specifically recommended, if you do decide to pull from older media, looking back at old political cartoons from the era and see where the racist and otherwise bigoted stereotypes show up in the character descriptions, then move away from them.

Other Paths
Other Paths was a great panel where we got to talk about alternatives to interpersonal violence in games. Anna Kreider ran it, and I was there alongside Meguey Baker and Katherine Cross. Everyone had really excellent things to say about why we are interested in having media that has alternative options to interpersonal violence (for example, because the world is super violent and if you only offer a hammer, every problem is a nail, and it translates back to the real world), and how we approach it.

I got to talk about Headshots and how I took something violent and changed it into something altogether different. That was cool, and I’m still reeling a little over getting a round of applause!

The Turn town map sheet with the Discovering Turn questions

Turn
This will end up with its own post at some point, but I want to especially thank my amazing players for being just the damn best – Jeremy Kostiew, Alex McConnoughey, Vivian Paul, and Karen Twelves. We had a foggy little island town with shifters who all had a lot going on, and in spite of a bunch of interruptions from outside we kept a smooth pace. I hadn’t been able to pre-prep the town like I’d planned, but we still got almost a balance of worldbuilding+character building and actual play.

Alex’s feedback after that the pacing was just right for em really made me happy – pacing for Turn is unusual and not everyone will like it. I am making a few small adjustments to the current text and process of Turn but it still feels very strong, and ready to go to Kickstarter at the end of the month. Having a private room to run the game made a huge difference – I would never have been able to run on a crowded con floor.

Leading with Class – Leadership in Games: Not Just for GMs
The workshop went unbelievably well. I was assisted by the excellent February Helen, who had just the right of support and positive energy to get me through something very meaningful but very stressful! The workshop attendees were fantastic – thank you to all of you! – and engaged well with the materials. I messed up on my script early on and had to recover, but everyone was patient with me, and when I was back on track it was super smooth.

Helping my attendees build their leadership character sheet was so fun, and the feedback afterwards (including that it was better than scrum sessions and that it was easy to follow and exceptionally well organized!) really boosted my hope for Leading with Class, which is something many people know I have been struggling with lately.

A folder with the Leading with Class materials inside

Beyond the Binary
Beyond the Binary was the only thing I was truly upset about afterwards, and it was entirely my fault. My panelists – DC, Krin Irvine, Venn Wylde, and Jason Tasharski – were all great. The big issue was that the room hadn’t been changed to a conference setup when I first arrived, which hadn’t been an issue for the previous panel but considering our estimated attendance was going to be an issue for us. What ended up happening is I had a room full of about 20 people trying to get me to fix the room to meet their needs, while trying to get started on the panel that had to start late in the first place. This was my bad planning – I should have asked Sean to change the room orientation before the panel prior, since the setup was originally done for LwC in the first place – and my bad response.

I struggled to respond to so many people at once because I was anxious about the panel and the panelists and about giving a good impression, and I failed. I also physically couldn’t help, and while trying to manage all of the things at once, I made myself feel helpless and it completely fucked up how I handled the rest of the panel. We had to skip tons of questions because I’d been too ambitious and I did a bad job. On top of that, at the end of the panel I slipped and said “guys” and I’m still incredibly angry at myself for it. So, my fault, but still hard to deal with. Everyone was very kind about it, and supported me even though I fucked up.

One important thing I want to note is that it was indicated I didn’t give equal time to the panelists, and that I gave voice to white panelists over people of color. And I’ll be honest: I didn’t notice I did it. But, I trust that it’s true. It’s potentially partially because I mostly had white panelists, which I didn’t do on purpose – I sought out the only nonbinary person of color I knew was a guest for the panel, but it’s legit that this isn’t enough. I’m not happy that I fucked up on this (AND I let nonbinary cred issues prevent me from wrangling time better), but I’m recognizing it as a note for change. I’m not sure how to do it, but I’ll do my best.

ETA: Overall the panel was good – the panelists had a lot of great stuff to say and their perspectives were super valuable. A lot of it came down to there being a broad variety of ways we all interact with gender identity and expression and how we should always talk to people first to find their unique perspective. Thank you to the panelists, and I’m sorry for being so negative here – this is my disappointment with my performance, not yours.

Roar of Alliance
I got to play an amazing game of Roar of Alliance with John, Rose (not sure of last name), and S. Tan, all excellent roleplayers and strategists. I was feeling pretty rough due to the panel and some emotional stuff afterward, but everyone was really supportive and the private game room allowed me to recline on the couch briefly when I got a bad headache. That was super valuable. Honestly, it’s just such a great game that you can play with varying levels of energy and the players were so fun to play alongside! I had a great time, in spite of how rough I was feeling, and we told a lovely story.

So, now I want to talk about why Big Bad Con matters so much, and what Big Bad Con DOES.

I’ve studied a little about leadership, you might say, and I’ve witnessed a bunch of different ways people run conventions in and out of games and how they lead in general. What the leadership team – cuz that’s what the staff is – at Big Bad Con does is create a culture change, a community, so influential that it impacts everyone who attends, from what I can tell. I think that some of this might be related to the culture of the key leaders on the teams, but everyone at every level at Big Bad Con is doing big things.

A recent Twitter thread by Alex McConnaughey sheds light a bit onto the mentality at the convention, where ey say “I feel like the folks running BBC never forget that the goodness of the community comes from the work put into it.” This is powerful, because it’s right – the people at Big Bad Con never seem to be coming at the convention from the perspective that they are good, but instead that they’re doing good. In the LwC episode on Values and Perception, I talk about my rule that there are no good people (3:18).

This applies to Big Bad Con well, because the people at Big Bad Con are doing good, they are acting good, but their behavior never comes with the sense of pride and self-distancing that comes with thinking that they are inherently good. Which brings me to another point that I mentioned earlier, in ethics. Big Bad Con practices caring ethics, from the best I can translate to convention organizing.

This sounds super weird, right, because they’re a convention! Aren’t they supposed to be about unfettered capitalism, productivity, and unbelievably high standards of goal-meeting? That’s the vibe I frankly get from a lot of conventions. Cuz they are like that – many of them are simply money-making measures and focused on Doing The Things The Most, and lose track somewhere of the fact that we’re all people. Instead, Big Bad Con seems to approach with caring first.

Like, one, check out their community standards. They’re explicit, and they are something you have to accept before you can sign up for the con. They also have really serious consequences for doing things that are harmful, and they’re posted all over the con and reinforced regularly. They also have an entire page dedicated to safety and calibration tools, which they made into a deck of cards this year! And these things aren’t afterthoughts, they’re regularly visited throughout the con, accessible, and the yellow bandanas worn by staff constantly remind you that there are people there to help who are friendly and enthusiastic.

Two, every event that I held, Sean and the rest of the staff were there for me. The fact that the panel didn’t go perfectly was entirely on me – I know for SURE if I had asked Sean for help, it’d have been resolved. But I didn’t. I know that because before the Soda Pop Social, Sean and Jeremy checked in with me and got me a huge ice bucket, a bottle opener, and helped me set up.

I know that, because the night before my workshop, Sean checked in with me specifically to ensure I had the equipment I needed AND supported me as a friend and colleague with kind words AND when he realized I could use an assistant, had it arranged for February to meet with me ahead of the workshop the next morning, fully ensuring I was going to make it through okay. I would have been a disaster without that support, and I hadn’t asked for it – Sean saw the need, and made sure it was addressed. And he made sure I had support, not someone to step over me.

Brie in a viking helmet
Sean has also passed on a Viking helmet to me.

Which brings me to

THREE: Everyone I interacted with at Big Bad Con, staff or otherwise, approached basically every situation with How can I help? rather than You should do this. This is a huge problem for me professionally and especially at conventions – tons and tons of people approach every one of my anxieties and stressors with fix-it bandaids, as though I’ve never had a thought in the world about how to address my issues. I get instructions rather than support. It’s not universal, but it’s the majority, especially when it comes to running games and events. And…that didn’t happen here. Not last year either!

I noticed it especially surrounding things like the Leading with Class workshop, where I routinely feel like people correct me and tell me what to do, and running Turn. Would you believe, not a single person gave me GM advice? They just asked about the game, and asked how they could support me. This, to me, is the difference between caring about and caring for. At a lot of conventions, people care about you, but they don’t do the emotional work to care for you. And it’s not always the place, but approaching with caring for makes a difference.

Like!

Four! The convention has adequate water for attendees, quiet rooms for individual games, events like the Soda Pop Social and the Stitch and Bitch, and there was a low-key dance party on Saturday night. Some of this is thrown by the participants, but I also didn’t feel unsafe at the dance party – it speaks to the culture of the con that no one seemed overly intoxicated, that they checked with each other on the volume of the music, and so on. I saw people checking before they touched each other, even! Plus, Sean and me left the remainder of the sodas donated from the social to be accessible to all – and I know that rescued more than one person from discomfort.

Brie in a black shirt
Including me, to be frank.

And there was also stuff like how Jerome Comeau “held court” when injury and discomfort prevented him from participating in the normal events, and in doing so, created this gorgeous social space! John even commented on how nice he found it that he could just go hang out and be quiet or be social, at his own pace (this is the first convention John has not retreated to the room for extended periods!). I often feel free to just sit and be quiet at Big Bad Con, when I’m overwhelmed, and listen to others – I don’t get pressured into joining games or into having conversation. My point with this is that body needs and mental health needs are well respected – there’s peace, there’s sustenance, and different habits are respected.

Five, and this is a big one, is something talked about by DC in their post. When talking about Nathan Black and his exemplary behavior, DC said this:

“That standard became clear to me in many ways. I was on three panels, and I attended a few more. I was surprised to find older cis white men sitting in front of me, taking detailed notes on how to be better about diversity and inclusivity in setting creation. They were in panels on gender fluidity and non-binary players and representation. On working with children. On all sorts of things. They didn’t sling white guilt at me or my co-panelists. They didn’t raise their hands to make statements. They didn’t approach me after with emotionally draining stories. They said thank you, told me how much they appreciated my work and time, and maybe had a question that came from their 3 pages of notes.”

And this rings super true to me. Even the standard issue cis white guys that attend Big Bad Con, for the majority, are there to care and learn. DC notes they were often misgendered, and I get that, too, and that there is still bias (including colorism and so on) in the environment, but in my experience, the level of prejudice and enaction of it is so much less than other cons. I didn’t feel like people were sexist to me like at other conventions, but maybe that was because there are so many more openly gender nonconforming people at the event that fewer people assumed I was a woman? 
Brie in a black shirt and jeans
I did TRY to look more…not a girl.
I recently started using Beau as an alternate name (I use both Beau and Brie pretty equally), and I had the pleasure of a lot of people I know at the con using it, checking which one I’d like to use, confirming my pronouns, and so on. It was really affirming, and leads to my final note (for now!). 
Six: Big Bad Con includes positive masculinity in its progressive basis of caring. I am going to try to break this down simply, because it’s kind of a lot, but we can start with DC’s points about Nathan Black. Nathan represents a lot of what I think about with Big Bad Con as a community: relentless positivity, respect, honesty, kindness, generosity, and passion. And DC is right – that’s not just Nathan, though he is definitely pinnacle of it. I see that same behavior and energy in every Big Bad Con staffer I met, including ones who operate in masculinity like Nathan. 
Sean, for one, is a man who I see as a brilliant leader. Then there are people like Jeremy Kostiew, who has a particular warmth I truly value. And Alex McConnaughey (who worked on Behind the Masc, writing the Minotaur skin for Monsterhearts), who understands masculinity in a truly fantastic way. And there are women and nonbinary people on staff who can express masculinity just like anybody else, too, so my point here is that these people on staff don’t erase that masculinity. They don’t label all masculinity as toxic and try to box it out of the events where caring is focused. There were spaces for people who weren’t masculine, but also mixed spaces, and an overall environment that said to me so long as you are doing good with yourself, you can be whoever yourself is
I feel like somehow because of who all is involved in the convention – women, men, nonbinary people, trans people – Big Bad Con has made an environment that welcomes people of all different kinds. It’s not perfect, but I felt okay being a nonbinary masc person when I was feeling that way, and I felt okay being nonbinary neutral, too. Being nonconforming felt welcomed, even when it wasn’t femme. Because the leadership exemplified a variety of expressions, many of which included masculinity, I felt like my expression was safer and more respected. 
And I think this reflects on the caring nature of the con, and why – as DC mentioned – these older cis white men are part of that community in a greater way than they might otherwise be. When you see people like you, even just a little bit, you’re more likely to engage. But it only works if they’re actually a good example! And I just think that the Big Bad Con community is such a good example. 
I can’t wait for next year!

P.S. – I forgot to mention the HUGE amounts of charitable good that comes from the con itself with the food bank, the Wolf Run, and so on – it matters, and is part of the caring perspective!

A possum with the words "DO NO HARM, TAKE NO SHIT, BEG NO MAN PARDON"
Post-con Brie Beau’s status.

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Boot ‘Em

Today, Paul Stefko tweeted about not playing with people who are problem players. This was in a thread about saying no to your players, which is a thing I’ve discussed before. I wanted to address the topic, so I tweeted about it! The following is the content of my tweets, but expanded.
I want to talk about booting players – including GMs – from your game.

It isn’t the GM or other players’ jobs to fix a problem player. The player should be alerted of the problems and asked to fix it, and if they don’t fix it and it disrupts everyone’s experience, eject the player. Even if they live there. Even if they’re your family. Boot. Them.
This includes GMs. It sounds like a mess to do so, and it may be. But if a GM violates player consent, they could go farther. Just like any other player, GMs should follow a standard of behavior that respects others and is ethical, and one that ensures everyone has the most fun. If they don’t, boot them. You can play a GMless game, keep your character sheets and continue play without them, or start another game. There may be emotional blowback, or even social blowback.
It’s hard and it sucks but honestly, problem players can be a soul sucking experience. They can hurt people. A lot of things like talking over people can lead to bullying, or rude jokes can lead to harassment, ignoring rules to violating consent. Catch it early.
I know this sounds very harsh, but people don’t grow and change if we never make them accountable and provide consequences. If a player is ruining everyone’s fun and doesn’t change after a warning or two (depending on severity), they need to go. If it’s severe? No warnings: boot them.
You need to make a decision as a gaming group what behavior and what kind of disruption is acceptable. People who refuse to follow rules can and will harm people. Don’t be complicit in that. Don’t create more perpetrators of disrespect and harm in games. Be better!
Here are some suggestions on how to address this with your group and set yourselves up for success!
1) Put together a group standard. It doesn’t have to be long or complicated, but it needs to be meaningful.

When I was invited to the Indie Game Developer Network (IGDN) by Mark Diaz Truman, I was excited – but nervous. One of the first things I did was create and put forward an organization code of conduct. It wasn’t easy, but it meant a lot to me. I wish I’d instituted it in other parts of my gaming world, but I didn’t. What I’ve learned is that even something simple makes a difference. Here is an example of some standards that are actionable and have consequences baked in:
“As a group, we will:
Respect each other’s consent and privacy,
Respect each other’s personal space,
Ask for consent before we act,
Be honest and trustworthy,
Listen to each other’s perspectives, and,
Participate fairly in play and game tasks.
If anyone does not meet these, we will ask them to change their behaviors. If they do not change their behaviors, they will leave the group. If their behavior causes immediateb or serious harm, they will leave immediately.”
It sounds silly and formal. So does asking your friend before you take an action that might affect them in game, honestly. But if they protect people and make the game space better? Worth a little formality.
You can also provide these at cons, local game spaces, and so on. If people want to play the game, they can consent to guidelines like these.
2) Use safety and content tools consistently.

There are a variety of content and safety tools, including my Script Change, lines and veils, and John Stavropolous’s X-card.
These tools are about guiding behaviors, respecting boundaries, and making sure the game is the most enjoyable it can be. They aren’t about shutting people down or bailing, they’re about honesty, openness, and trust. This is important to remember.
Choose a tool based on the game you’re playing or style of play, or even try a few out over the first few sessions. Once you figure out what works best, always have it available. Get everyone’s buy-in, and use that as a habit.
3) Talk to each other.

Be clear about which behaviors are okay, and which are not. Talk to each other regularly about what’s working for you in game, and what’s not. Tell each other when their behaviors make you uncomfortable, and when they make you happy!
Have group discussions, mediated discussions, or one-on-one discussions, but talk. Be honest. If you can’t talk to and be honest with a person in your group, that isn’t good, and your game experience will be better if someone changes their behaviors or leaves the game.
Know that sometimes, that person might be you. Be willing to change. If you feel you can’t or that others who need to change won’t, it’s time to find a new place to be – and try to learn from what you’ve experienced. It’s okay to leave a game or group you don’t enjoy or you can’t comfortably engage with. You just have to make that choice.
This sounds like a lot, I know. Still, you need to ask yourself: does the game matter more than the people?
If your answer is yes, I don’t think we’re gonna get along.

Be honest. Be caring. Be better.
Boot ’em.


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Holstering Your Concepts

I have mentioned a few times that I’m working on a project that is based on the concept of the John Wick universe with assassins, etc., called Shoot to Kill. It’s a pervasive larp that I’m working on an augmented reality app for. I’ve been pretty excited about it! However, it’s being revamped. Here’s why.

(Content note: discussion of gun violence and mention of suicide.)

(This will contain my personal feelings on gun use. I honestly Do Not Care if you disagree. *shrug*)

Description: A United States flag over an illustration of ships, with the words “knock knock. it’s the United States.”

Well, in case you’re unfamiliar with the United States, we have a fucking problem with guns. While there are recent events that are particularly notable examples, our incidences of mass shootings are common and significant. I’ve been thinking about it a lot.

I grew up in an environment with a lot of guns. Like, my dad, pap, and cousin owned probably nearly arsenals and my brother wasn’t far behind (I don’t keep track of how many they own these days). While my pap was shot twice (by someone else, once when he was a kid – in the eye – and once while hunting small game – in the dick, no lies), in our direct family I only know of one other incident of gun violence in my family, which was a different cousin who committed suicide.

I’m pointing this out because when I was growing up, guns were used “responsibly,” as in, we didn’t use them in unsafe ways, we were taught gun safety very early, etc. I shot a rifle for the first time when I was like 9. I actually own guns (that may be changing, I’m not sure). So these people misusing guns, they were not us, they weren’t responsible gun owners. 

But I totally grew up right next to some of the classic trash bags who own a shitton of guns and want to use them to hurt people. You can be “safe” with your guns all you fuckin’ want but when it comes to mass shootings, that’s not about how well you can avoid accidentally shooting someone. Like, let’s be real. Responsible gun ownership means shit right now. People are electing to go kill people, in public, en masse, with guns. For like, a whole host a reasons that are… okay nah. There’s no good reason.

Description: Andy Samberg as Jake Peralta pressing a button to speak to someone who has been arrested, saying “Cool motive! Still murder.”

(My official opinion on guns: it would be nice to have strongly regulated gun use for those who hunt and stuff, but otherwise, fuck it, we don’t freaking need them. If I’m wrong, you can shoot me later.)

How does this relate to games, you ask?

I was writing a game about shooting people in public.

I have thought about this so deeply. I’ve been thinking about it for a while. And I can’t make a game about shooting people in public.

I especially can’t make one that’s supposed to be actively played at conventions in-between other games. Like, there’s a whole host of problems with pervasive larps that involve finding other people in the first place.

So, the original game was, you’re professional assassins like in John Wick and you find people who are also playing the game and “shoot” them (originally just getting in touch with them and marking off their shots). There were gold coins, armor piercing rounds, and armor. It had (still has) varying levels of engagement, both performative and participative, with players becoming NPCs after they’re taken out. It seemed like it would be really fun. It also served an important purpose: getting people to meet new people and engage over something.

Still, every time I design stuff, I try to think of ethical issues or any way the game could be misused (this is why there’s like an entire two pages in the Turn essays about what you should really fucking not do with the game). This is because people can be stale bagels and also I’d rather not bring further harm into the world. So many people hurt people with games and otherwise already.

Yeah, I’m throwing a little Obamas in here. Description: Michelle Obama saying “When they go low, we go high!”

I’m revamping the game. I’m using the title Headshots because I’m going to try to subvert the violent/game standard use of the term for instead taking pictures of each other – taking “headshots” like in modeling. In this, the fiction will be that you are still professionals, but you’re doing reconnaissance instead of assassinating people. You’re finding people and identifying them to break their cover stories, and you can use trackers to break cover stories or fake passports to get new ones.

I’m hoping people still like it, and I’m planning to work on it more after I finish school. It sounds fun to me, and it has the elements I thought would be the most fun. I’ve retained the varying levels of participation, the ability to meet new people and engage with them, and the network of people in the fiction. I’m pretty happy about it, but I feel weird about the fact that some people might think I’m overreacting!

I’m not, tho. So like. Chill for a minute if you were getting those thoughts in your head.

Description: A picture of a parrot with the text “Alas, there is no fruit on my fuck tree.”

See, the reality is that game designers have just as much responsibility as every other creator to do their best to make ethical choices in design. I have talked about this before, and it goes beyond cultural appropriation and sexism and all. I don’t give a bit of a shit what people’s actual political beliefs are. It is very obvious that the use of guns in the US is not handled well, and that the casual attitude towards violence in media contributes to that.

And no, I’m not saying “violent video games and movies cause violent behavior.” No. What I’m saying is: if I make a game that could potentially make others (who are not playing a game but are in the place where it is being held) feel unsafe because I don’t consider the fact that we live in a society where there are active and persistent threats of violence using the method in my game? I’m not being responsible.

Responsibility is so, so important. We talk about responsible gun owners, right? They can’t solve this problem. But as creators, we can choose to be responsible. We can make products that people can engage with without harming themselves or others. We can make products that engage people in the activity that is enjoyable and provide a good fictional backdrop without doing something toxic or harmful.

I’m making this change because I have seen too many body counts, and because I want to be the best I can be. Let’s all think of the world and what we can do in it, and for it.

Be better.

Description: A picture of an angry possum with the words “Do no harm, take no shit, beg no man pardon.”

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Love, Joy, Empathy, and Why I I’m Not Giving Up

Last night I had the awesome experience of going to see Mikey Neumann’s Movies with Mikey Live, courtesy of my friend Anders as a 30th birthday gift. Mikey reviews films and is a video game writer, and he is one of my favorite people. It was amazing – I laughed, I cried, and it hit some nerves in important ways.
There are a few things Mikey said that made an impact more than all the rest, and some of them weren’t just a few words. I’m gonna go through the hard ones first then roll it back to good. This will relate to games, I swear.
Mikey at one point asked, “how many of you have been alone with your thoughts for two months?”
I raised my hand (I think there were two or three of us). When he said it, my mind rubberbanded – shot backwards and snapped forward. When my husband John was deployed in Iraq, I lived alone for over a year in an unfamiliar neighborhood. I shut myself inside, I tried to vent it out in journals or on places like LiveJournal that was mostly screaming into a void, but I couldn’t escape my own mind.
My mental health deteriorated rapidly, and my physical health didn’t do well – I’d lock myself in the house for days. I saw people, but it wasn’t broken until I sat on the floor of my mom’s house, completely delusional and fully in belief that the world was ending. I sobbed for hours and sat in terror of what would come and my biggest fear, the scariest thing about an apocalypse, was that I might live and be alone with myself forever.
That fear hasn’t faded. It’s still scary to me, and I worry that my being a trash fire to be around will make that a reality – my behavior and incompetence will lead to my partners and friends deserting me, because I know I would desert me.
So there was that.
Then Mikey talked about his experiences in the hospital when he had his frankly terrifying event last year. I have not been hospitalized long term, but the facts of physically deteriorating, not having diagnoses, and sudden onset symptoms are familiar – and the experience he described is one I desperately fear. Every time I have a twinge in my back, a cold, a night where waking up seems like the worst option. So it shook me up, just like listening to him talk about things close to this before. I cried a lot.
I’m struggling right now because every thing that goes wrong just wrecks me. I made one mistake at work the other day and just destroyed myself over it for hours. I’m still thinking about it. I struggled with design work and almost bailed out on a contract because I can’t look at my own work and see value. I told myself I wasn’t allowed a birthday because I don’t deserve it.
So that also happened.
Mikey also, earlier, had talked about altering perspectives, helping people see movies in different ways that might change how they feel about them. He talked about Deep Dive, and it reminded me how I wished he would do a do-over of the Jupiter Ascending episode because John said it wasn’t nice and that I would get upset. See, I love Jupiter Ascending, and it’s often hard to get people to see the good in it. But it made me think about how our first tries are often not our best ones. That gave me a little shiver of hope. Over the past few years I’ve nearly shut down this blog and quit games multiple times, after my work continued to be inadequate and the blog floundered. I don’t want to end things, but my self-loathing and lack of success has been heavy. But maybe if I keep trying?
Then he talked about the important part – love, joy, empathy.
I honestly can’t remember everything he said. I was so overwhelmed. A lot of people might know that I’ve been struggling with my mental and physical health for a long time, and one of the ways I’ve tried to do that is to try to be kinder.
I’m an angry person. I always have been, angry, ready to fight, every day. I’m bitter and fiery and it’s exhausting. But ever since the Dark Years, I’ve been trying so hard to be better.
I worked on not calling people names and swearing at them. I disengaged from relationships that allowed my anger to grow and fester. I preached to be kinder, to love people, and I asked people to stop hurting people.
But lately, I have not done this. I have been exhausted, surrounded by everyone else’s anger, boiling in hurt every day by the words of my friends, colleagues, and the people who control my life. My work makes me angry. School makes me angry. I am so angry all of the time, and it turns into this cycle of self loathing because I don’t want to be angry, but it often feels like my only alternative is sadness.
My doctors have told me that a happy medium will always be a challenge for me, and that experiencing joy will be fraught because it’ll be hard to find and the crash can often be very brutal. I’m glad they told me, but it’s something I struggle with because it’s true.
I need to change that. I may never normalize to happy, and I might not be able to be joyful without a crash. But that has to be okay. It must be. With that in mind, I’m reflecting on how I pursue games and create them, and how I engage with the community.
Love
– I will give my love freely in all ways, even if it’s just a general love of humanity.
– I will try to ensure that love is a part of my games, encouraged and recognized.
– I will remember that hate is less effective than love.
Joy
– I will have more fun! I want to find at least one fun thing a week to enjoy, in games or out.
– I will support joyful games, bring attention, and encourage more joyful games to be made.
– I will put joy out, too, by trying to post more about good in my life, including the positive work I’m doing in design.
Empathy
– I will support those in my community who struggle in the ways I can.
– I will continue to fight against injustice, and against harassment, and try to find opportunities to change our landscape to support those in need.
– I will let go of bitterness against those who have wronged me.
The last of those is one I have already started pursuing, with my apology weekend where I asked people to apologize to me freely, without any given reason, and I forgave everyone who did. It was revolutionary for me.
I have realized, just while thinking on this, that my recent deep struggles might not be solved by these efforts, but that it doesn’t actually matter. This isn’t about fixing me, or anyone else.
It’s about living.
<3