Honey & Hot Wax with Sharang Biswas

I’m super excited to share this interview with Sharang Biswas talking about a lot of things, including Honey & Hot Wax: An Anthology of Erotic Art Games, which you should check out after reading what Sharang has to say below!

The images for the book are by Janna Heidersdorf (Illustration) and Jen McCleary (Layout). (update 7/37/202)

A smiling, dark haired man in a maroon shirt and black tie.
Sharang Biswas, for the Medici Group.

I appreciate you taking time for the interview, Sharang! Would you share with me a little about you and your experience? How did you end up in games doing the kind of work that you’re enthusiastic about?  

I’m a game designer, interactive artist, and writer currently based in NYC. I started formally learning game design under Mary Flanagan at Dartmouth (though I studied engineering), and then went to ITP at Tisch School of the Arts at NYU to get a Masters in Interactive Design. Since then I’ve made numerous games, won an IndieCade, 2 IGDN, and a Golden Cobra Award, exhibited my games at galleries and art museums, mounted interactive theatre productions at various venues, and given a bunch of talks at conferences and universities. I’m also currently on the faculty at both Fordham University and Bard College.

I’m actually pretty enthusiastic about many different kinds of work, so I try and keep myself being by doing different stuff all the time. My major project right now is co-editing Honey & Hot Wax: An Anthology of Erotic Art Games with Lucian Kahn. I’ve been into the idea of procedure and process for a while, and about how mundane actions, when placed in a game context, can convey artistic meaning. I explored this in my games Feast & Verdure, and out of that line of inquiry came the thought: “Can games use sex acts as game mechanics, where the acts themselves are not the sole goal of the game?”. From that arose the idea of the book, though Lucian & I expanded the scope to also include games that discuss sex, sexuality, and related topics, without the use of sex acts between players or characters. 

Lucian and I were very keen to make this project come to life in a way that uplifts artists and game designers, and so we decided to apply for a grant from the Effing Foundation for Sex-Positivity. We received two consecutive grants, and are basically using all the money to pay the creators involved! 

That’s so fantastic to hear! Honey & Hot Wax sounds really brilliant, and also like a unique challenge. One curiosity I have is how you handled ensuring that the games in the collection use consent and are responsible, considering how sex can be. What was your approach to safety and boundaries?

It is my firm belief that art can and should discuss difficult topics–art is one of the ways people, both as individuals and as societies, make sense of the world. However, such art needs to be practiced with care and sensitivity, and as such, Lucian and I were very concerned about issues of consent and safety in the games included in the anthology. To begin with, when we were soliciting proposals, we took a very broad definition of what sex is, and relied on the Effing Foundation’s definitions of “sex-positivity” and “inclusivity” (which you can read here). This was to ensure that everyone was on the same page regarding the goals of our project, and what sorts of depictions of sexuality we would be considering.

Once the finalists were selected, we commissioned Maury Brown for an entirely separate chapter on consent and safety in LARP and TTRPG, to act as a general set of guidelines when playing any of the games in the collection (or indeed, any roleplaying game at all). In the rules for their games, each game designer also included their own sections regarding safety and consent practices, to uniquely address the idiosyncrasies of the experience they were creating. 

Additionally, each game was thoroughly vetted by Lucian, myself, Cat Tobin from Pelgrane Press, and Kit Stubbs from the Effing Foundation, a diverse set of eyes to ensure that the games all represented the values we wanted to promote, and that consent language was clear. As director of the Effing Foundation, Kit, in particular, offered valuable insights concerning such matters!

Finally, we were very serious about the playtesting requirement for each of our accepted games; holes and gaps in rules are hard to predict without playtesting. Running my own game with a trusted friend, for example, showed me places where I could clarify language about safety!

Of course, and unfortunately, no safety mechanics can handle every eventuality, or account for bad actors. It is in the nature of participatory, non-linear stories to defy our expectations and predictions, so to all the players of our games, we ask you to exercise judgment and pay attention to your own boundaries! 

The cover of Honey & Hot Wax with a black background and a honeycomb formation with different symbols inside.
The Honey & Hot Wax cover.

Is this the first game you’ve applied for grants for? It sounds like you’re pretty great at it! What did that process entail and how do you think it’s impacted how the games are designed?

Grants, like most sorts of applications in this world, are partially about luck, so “being great at it” doesn’t mean as much as one might think! But this isn’t the first grant I’ve received to make game-like work, and hopefully won’t be the last!

When Lucian and I sent in our proposal to the Effing Foundation, we were very clear about what the grant-funding would be used for: paying the folks involved in the project a fair amount. This was paramount. All our funding went to the writers and designers involved in the book. 

The creation of any kind of art requires time and space. Time and space are luxuries reserved for those with money. Good art is impossible to make (consistently, at least) if an artist is forever worried about where their next rent check is coming from. As such, Lucian and I were hoping to do our small part in supporting and uplifting indie designers. At the very least, we’ve managed to create a space where artists who might otherwise not be able to make games about risque topics, have the ability to do so, and in a way that’s financially viable!

It might be good to note here that in addition to support from the grant, each designer is also receiving royalties, and a portion of sales is also going towards charitable causes that promote sex-positivity and sex-education!

The cover of The Sleepover with an image of a pillow and flashlight.
The Sleepover by Julia Ellingboe and Kat Jones.

It is great to hear that everyone is being well-paid and that you and Lucian are working to support charitable works! What do you enjoy about working on larger projects like this with lots of collaborators? How does it contrast with how you enjoy working on individual projects, and how that affects your design? (note: please feel free to give examples of your specific projects!)

 I really enjoy working on group projects. Most of the work I’m proudest of is in collaboration with others. However, I wouldn’t call this a “group project” per se. Lucian and I were editors and curators of other people’s work. It was their designs…we just helped them. Granted Lucian and I have games in the book as well, but each of those was an individual work (albeit, with help from others). The book wasn’t really a group project in the same was as some of my bigger, interactive theatre pieces, for example.

For example, when Nick O’Leary and I made the Dark Crystal: Age of Resistance LARP for the Museum of the Moving Image, it truly was collaborative, both with each other and the museum education department. We went back and forth with each other for ideas, to refine mechanics, to flesh out bits and to write content. None of that really for H&HW.

The Feeding Lucy cover written by Jonaya Kemper.
Feeding Lucy, written by Jonaya Kemper.

What are some lessons you’ve learned through design over time that you think your particular path is the only way you would have learned them – as in, if I hadn’t done x, I would never have learned y?

Lol, I feel that’s a weird line of thinking. Who knows what I would or would not have learned under different circumstances or different decisions? Besides, I think looking at other people’s paths is at best an exercise in inspiration. Stories of paths taken ALWAYS leave out some aspect of luck or privilege, and few can ever emulate the advice given in these sorts of tellings.

Maybe the only truth that I can say that has a high probability of working for others is 1) constantly making stuff and pushing yourself to try things you haven’t done before is how you learn and improve; and 2) being kind to people is not only the nice thing to do but more advantageous for you in the long run!

What are some of your favorite projects you’ve worked on in games and what makes them stand out amongst the rest? How were you able to put your unique experiences into play while designing them?

Hmm… this is a fun question because it made me look back on my work, and turns out, I’ve made a fair amount of stuff!

  • I wrote an interactive fiction piece for Sub-Q magazine called “The Book of Chroma“. That I’m quite proud of. The concept–gay priests– was actually my first idea for my submission to Honey & Hot Wax, but I couldn’t get a LARP version to work…glad it worked ut here though. It’s also my first IF piece with a significant puzzle component! I also added a sort of Indic feel to the fantasy religion I made up, because many such religions tend towards a Christian feel…
  • I just published an essay titled “Towards More Speculative Sex: Why Sci-Fi Fucking Needs to Get Weirder and How Games are Paving the Way” through Eurogamer,  and I feel it’s one of my strongest essays. Plus it hit a more mainstream gamer audience, who I think really needs messages like this! I try and write essays in a multi-disciplinary approach, and I feel I managed that quite well with this one!
  • I was just nominated for an IGDN award for my short game “An Elegy From the Hive Witches“, making it the third time in a row I’ve been nominated for the Most Innovative category (hopefully it’ll also be my third win!) Looking back on the game, I really did enjoy it. It’s vaguely anti-colonial, uses words and language as game mechanics, stuff I’m really interested in!
The cover for Pass the Sugar, Please, written by Clio Yun-su Davis.
Pass the Sugar, Please, written by Clio Yun-su Davis.

In Honey & Hot Wax, what are some of the specific pieces that you’re particularly looking forward to seeing people talk about and seeing the impact on the design landscape from? Were there any you learned from?

I mean, Clio Davis’ “Pas the Sugar, Please” has already generated conversations, after it got picked up by Intramersive Productions as an interactive theatre piece, so that’s great. Otherwise, I thinkLucian and I curated a decent selection of game, each of which has something new and interesting to offer to the gaming landscape. Lol, obviously, I’d love it if people talk about my game and how (queer) sex can be more normalized in culture!  

Thank you so much Sharang for the interview! Check out Honey & Hot Wax: An Anthology of Erotic Art Games and get intimate!

Five or So Questions with Glenn Given on Slash 2: Thirst Blood

Today I have an interview with Glenn Given from Games By Playdate about the new game, Slash 2: Thirst Blood. Slash 2 is the sequel to Slash: Romance Without Boundaries, a card game about shipping – the fandom kind – and is a really fun and exciting game! Check out Glenn’s responses below.

Tell me a little about Slash 2: Thirst Blood. What excites you about it?

Slash 2 is a standalone sequel to Slash: Romance Without Boundaries. It is a fan fiction shipping party game where players compete to create their favorite One True Pairing while swapping stories and micro-fictions. The thing that excites me the me the most about Slash 2 is the opportunity to incorporate everything we have learned since we began making games (the Original Slash was our very first project). We have researched hundreds of new fandoms and used player feedback and fan communities to better balance our characters while maintaining diversity and accessibility. I am also terribly excited to introduce remix game modes to Slash. We have had loads of fans telling us how they play and they have been some of the most creative and rewarding contributions so we are sharing those with the players as best we can.

Tell me about the different modes of Slash 2: Thirst Blood. What did you do to develop them? Which were the most challenging to codify?


We looked at what other games were popular and said “you know what, I bet you can use Slash for that” and it turns out that works pretty well. Seriously though we took a look at the Board Game Remix Kit, at the litany of party games these days and at fan suggestions about new modes and ran with that. There are simple adaptations that don’t require any further materials like using Slash for your game of Fishbowl. We’ve added a light RPG/larp that riffs off of Ghost Court to try and get more players into the storytelling side of the game and so forth. The most challenging thing was taking these game modes and really distilling them down to a few paragraphs or less of clear and inspirational rules. 
Glenn Given, potentially lurking.

What were some of your favorite new cards to add to the game?

Hands down my favorite new character is “Every Punch Thrown in the film The Raid.”

What was different between this game development experience and the original game’s development?

We were consciously developing this product. With the original it came out after a 3 day bender at PAX East from a rented house full of geeks. We drove from Boston back to my job at the time in NH and printed copies that evening to play at the con the next day. With Thirst Blood we took a look at what worked and at how the landscape of fandoms have grown, how fanfiction in general has evolved in just 3 and a half years, and built something directly for those people. The characters are a better reflection of the audiences rather than me just stuffing every Disney Afternoon character into the set.

What are you most looking forward to seeing when the game is out in the wild?

I am really excited to see people look at the new characters and to look at the new rules and have the realization that what they have enjoyed can be played in a completely different way. I hope that they will see that games like this aren’t just rules ad cards but that they are toolkits for having a good time.
Obey your thirst, y’all.

Thanks so much to Glenn for the interview! Please check out the Kickstarter page for Slash 2: Thirst Blood and share with your friends!


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The Beast Giveaway Winners Chosen!

Hi all!

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

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

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

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


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.

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The Beast, Reflections

Over the past 22 days I played a card game on my thatlittleitch blog called The Beast (link) by Aleksandra Sontowska and Kamil Węgrzynowicz of naked female giant. I had played a version in beta that had been pretty interesting and fascinating, but I had trouble keeping up with it. I also had trouble keeping up with it this time, but was able to make up for it, which made all the difference.

My experience with The Beast begins here. (link)

Today, I finished the game. I am – for I think the first time – struggling with ending a game. I have always been sad to end games because of the people, but I don’t think it’s ever a game that has made me feel afraid and anxious to be done.  I’ve been thinking about it and there are a few key reasons:

1) This game has the ability to dig into you emotionally and mentally in a way most people might be unfamiliar. If you let it, it keys into dark desires and horrors, and if you take the time to write those out in an exploratory fashion, it can open up a lot of thoughts you might otherwise hide.

2) I played in public. This is not recommended by the book, but I chose to do it as a way to demonstrate what such a game can be, and to show the kind of experience someone could have, even for people who would never play it. It also made it hard to decide how much I would share.

3) Some of these questions get incredibly personal, and I’ll tell you now that I was 100% honest, and pulled all of those responses from somewhere inside me. There is something to be said to being honest with everyone including yourself, especially about things that might be scary or taboo or gross.

4) This game opened me up to a lot of opportunities to express things I haven’t. Talking about pains I’ve hidden or sexual desires I don’t talk about – you don’t just decide randomly to say that stuff. This gives a special place to do it, where you tell the stories, you control the events that happen – and the consequences.

Questions I received while working on this:

1) Is their replayability?

Yes! You’d have to be creative and I’d take a break inbetween but yes, I totally think The Beast is replayable.

2)  What about triggering content?

Most of what actually goes into the content is up to you. There are prompts on the cards, but there is no forcing you into using specific behaviors. I admittedly triggered myself twice, but it was a choice I made to go through something really hard and the reality that it was in my control made a difference. 

With all of that in mind, I have to say I honestly wouldn’t change a thing about The Beast. There’s so much there to explore and so many things to do. In all, I feel like there is a rock in my throat as I write this. I feel terrified but yet so grateful. I look forward to free days with no digging into my soul but yet I will miss them, I will miss the excuse to be bare and open, I will miss something deep to pour them into.

I feel like I’m breaking up with a toxic lover who I had the deepest of intimacies with, and who satisfied me in ways I didn’t think could be done, but hurt me in the same. It has surely be an experience.

I do think I may be giving away my copy of The Beast not because I wouldn’t play it again, but because I want someone else to get to play it, and carry forward something that treated me so well.

Best to you all!


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

The Beast, Closure

I’m playing The Beast on thatlittleitch! Closure.

(Debrief post soon to come.)

These posts linking to thatlittleitch are not sponsored posts. 


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

The Beast, Day 20

I’m playing The Beast on thatlittleitchDay 20 is now posted!

These posts linking to thatlittleitch are not sponsored posts. 


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

The Beast, Day 19

I’m playing The Beast on thatlittleitchDay 19 is now posted!

These posts linking to thatlittleitch are not sponsored posts. 


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

The Beast, Day 18

I’m playing The Beast on thatlittleitchDay 18 is now posted!

These posts linking to thatlittleitch are not sponsored posts. 


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

The Beast, Day 17

I’m playing The Beast on thatlittleitchDay 17 is now posted!

(content warning: gender-related body issues (dysphoria?) within. gross related to menstruation.)

These posts linking to thatlittleitch are not sponsored posts. 


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

The Beast, Day 16

I’m playing The Beast on thatlittleitchDay 16 is now posted!

These posts linking to thatlittleitch are not sponsored posts. 


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