I have puzzled for days on how to make this statement, so I hope this ends up being good enough. The Twitter statement was brief and to the point, but this needs to address some things more specifically. I do appreciate your patience.
Content Warning: Sexual assault, sexual harassment, harassment, grooming, threats, doxxing, rape, missing stairs, abuse of authority.
It starts out bad.
There was recently a statement released by Mandy Morbid and two others, Jennifer and Hannah, all ex-partners of Zak Smith (a.k.a Zak Sabbath, a.k.a. IHitItWithMyAxe, a.k.a. dndwithpornstars). The statement described domestic and sexual abuse by Zak towards the women in some detail (link here, content warning for domestic and sexual abuse, ableism). It was followed up by a statement by Vivka Grey reporting similar issues (link here, content warnings for domestic and sexual abuse, toxic objectification).
The internet in indie and OSR gaming erupted. It spilled elsewhere, too. Zak has been a troublesome member of our community for some time – people have been reporting his harassing, threatening behavior for around a decade, including many marginalized people who were pushed out of the community by the bad behavior or by backlash after reporting. Some people were pushing to excise him immediately, others wanted his story. Some of us got caught up in community in-fighting that served to muddy the waters, but I think it’s beginning to clear.
I will give full disclosure that, by my experiences, Zak has made my life more difficult. The actions of his supporters have done so, as well, including some people who will go on without ever apologizing or making up for it, I know that. I don’t trust a lot of people because of Zak. I think his actions have threatened my professional career and they have been part of the impetus for the clinical acute paranoia and trauma triggers I suffered that partially led to me having to leave my rather lucrative corporate job in 2015. Yes, I was vulnerable in the first place. That doesn’t mean that making it worse through ill behavior was a kind and loving thing to do.
That means it is easier for me to make a statement that I will not publish articles supporting his work, that I will not go to conventions that support his work. However, Zak is not the only missing stair in our community (link to blog post about what missing stairs are, content warning for sexual assault and rape). There are people I used to work for who have done harm too, and one of those has been public since around the Harassment in Indie Games series I did in 2017, but I didn’t make a public statement. I should have.
It gets worse.
Matthew McFarland, someone who I have interviewed for Thoughty and who I have worked for while doing the Demon: Interface project, is a serial predator. Cheyenne Grimes came out about this in 2018 to IGDN (link to Cheyenne’s recent post, content warning for sexual assault and trauma), and the investigation that occurred then is being re-investigated because at the time, Michelle Lyons-McFarland was IGDN president. When Matt was removed from RPG.net as mod, reportedly Michelle was still a mod and helped to prevent further survivors from speaking up. Some of those survivors like Luka Carroll have spoken up publicly (link here, updated link here, content warning for grooming and assault and specifically noting relation to trans individuals as targets.)
I am angry about this. I am bitter that this entire situation occurred, that Matt could keep doing harm, that it was covered up, that people were ever harmed at all. I am angry I ever promoted Matt, or considered him a friend. The thing is, Matt is not the only person I have had an experience like this with.
There is a situation some people find themselves in where they know secrets. These secrets are very important, and if they confessed them, maybe someone could be protected. But if they confess them, maybe someone could be hurt very badly. This is the peril of knowing about missing stairs in the community, and knowing on behalf of their survivors or yourself. I know about multiples of these and until I am authorized to do so by the survivors or those currently affected, I won’t release the information. I made that choice. It still feels absolutely vile. I am angry about it every single day.
Don’t harass, doxx, or threaten anyone for any reason ever.
Take care of yourself.
Take care of each other.
Remember that infighting is what bad actors want.
Center the survivors.
Try to love, if you can.
Sounds harder than anything right now, honestly. But, I’m trying. With these comes people making statements, and sometimes those statements are less than great. I’m not linking to the good ones or the bad ones. I don’t have that time.
What I do have time to do is give my statement. The official Thoughty word, as it were, here on the blog, not just on Twitter. This is what I can do right now. What I will do going forward, a bit, but it’s a now. How do we fix our fractured community? How do we build bridges between indie and OSR and trad when somehow they’ve all been blown up by this? How do we deal with the fact that there are missing stairs everywhere, and they mostly remain some charismatic fuckers? I can’t tell you that.
I can tell you to learn about DARVO, the way abusers behave when called out (link here, content warning for discussion of abuse and trauma), and when someone is an asshole, don’t blame it on the internet. I can tell you to practice apologizing well. I can tell you to check those rules I just shared and follow them. And I can tell you this:
I love you. Even if you fuck up, I will love you. All I ever ask of you is to try to be better. If you are doing bad things, stop doing them. Apologize. Try to make up for it. Don’t hurt the people any more than you already have. If you’re not doing anything bad, keep an eye out for the things that might make you slip up. We all fuck up. Thoughty isn’t a site only to promote and praise the perfect, but we had better do a damn good exercise in trying if we want to make the world stay alive for tomorrow. I expect you to be better. Every chance you get.
The Official Thoughty Statement
Thoughty supports survivors of abuse and harassment and believes them.
This platform is not a space for anyone who perpetrates acts of harassment, abuse, or violence, especially against marginalized individuals. Thoughty will not post to promote or endorse these perpetrators on the main site or on social media.
I will not attend or endorse conventions without an effective and enforced code of conduct, and if I know a known perpetrator is a guest, I will not attend or endorse.
Thoughty can and will refuse any and all submissions for interviews, features, reviews, or endorsement if there is a publicly or privately known allegation of abuse or harassment that I can in any way reference.* If I am made aware of an allegation after posting an article, I will assess whether it is safe to contact the accused to let them know they can appeal, and whether it is or not, I will take the post down or post a warning at the top of the post based on the perspective of the survivor if I am able to obtain it.
I reserve the right to take down posts or apply warnings at the top for any reason, even beyond this, because the safety of my readers is paramount.
If you are aware of a post I have up that supports a perpetrator of harm in our community, please notify me using my content form and I will assess it as appropriate. Please understand I am running the site on my own, so things may take time, but they will be resolved to the best of my ability.
Thank you for your time and attention on this big post! And thank you for taking this in, and moving forward for the better. Believe survivors!
*ETA 2/16/19 5:31pm – changed “confirm” to “reference.” The former is not what I meant. I just mean I need to know what the allegation is.
As I wait for the Turn Kickstarter payout to hit my inbox, I reflect on the contracts I’m having my contributors agree to. We ask a lot of freelancers, a very lot – I know, because I am one. I try to be fair to the people I hire, and I know I have not always paid as much as I want to, but I hope someday I will be able to.
One thing I hope to always do, though, is keep the lights on.
I have something that I ask for as a freelancer that can sometimes make people balk. It’s what I call my “keep the lights on” (KTLO) arrangement. The “keep the lights on” arrangement is that upon contract sign, I get 25%-50% of my payment up front, invoiced and paid.
Not everyone can afford this, so I don’t always get it, but that’s okay. Those who can pay it most of the time, and it does what it says on the tin – it helps me keep the lights on. This arrangement has improved my work massively.
When a client is willing to sign onto this, it tells me:
They have funds to pay
They care for my wellbeing
They trust that I will do the work
They understand economic stress
If someone is doing a Kickstarter, they rarely have good reason not to do this. Once they get the KS payout, they should be able to pay you at the very least your KTLO pay. They have all the funds! You shouldn’t be required to work without a contract, and they don’t know they can pay you for the work until they get that payout. Once they give you a contract and you invoice them, funds should hit your account.
This does mean we need to focus a little less on rush deadlines for projects, but that’s just better for the whole damn thing.
Once I’ve accepted just a small like 15% up front payment to KTLO. It ended up paying for the additional cell data costs I had while working to meet the tighter deadline. It was a big help!
I used this model with the freelancers I hired for Behind the Masc and some expressed to me how helpful it was. It was a tiny payout, but even tiny amounts help when you’re struggling, like most freelancers tend to be. It can be a doctor’s copay. A meal. A grocery run. A haircut for a job interview. We should be thinking one step ahead of the encroaching poverty that threatens anyone without a reliable salary!
People do, in my experience, work better when they’re fed. When they are less afraid of their electricity being turned off, or their water or heat. My hands certainly shake less when the temperature is above 50F in my house. I’ve been without various utilities, even briefly, and worrying about that is the worst.
I’ve implemented this with Turn, as well. Every freelancer for the project is receiving the KTLO agreement, unless they require otherwise (though so far it’s all of them). For me, I feel better knowing they’ll have some funds in their account over the holidays. For them, I know some may be in need, as is the way for freelancing!
With the Kickstarter funds, it was an easier choice to make. If you’re working on a project that doesn’t have a lot of up front capital, consider doing a small payment like I talked about earlier – the Behind the Masc 50% payout was $30 and still helped people make it through. Remember that this is as much about a show of faith in the freelancer as it is about their true financial situation, but that even the cost of a meal can be enough to keep someone going and keep them feeling enthused for the project – as well as committed to the work.
In my contracts, I don’t typically have clauses that require someone to refund me the funds if they can’t complete work. I do have a note that if they can’t complete it, the remaining funds are forfeit, and any completed work that is usable gets turned over to me, maintaining their credit for the work. You might choose to do things differently, but this has worked for me. I’ve had people drop out before signing a contract, but not so far after.
It might sound like a weird way to make someone work, especially post-Daniel Pink’s talk about how purpose, autonomy, and mastery are the real motivators for people doing brain work and often creative work. But, our economies are supporting that less, and creative work is constantly undervalued as hard work. So, give it a try, maybe.
Help someone keep their lights on. Goodness knows, we could use a little more light in this world.
Photos by and Copyright Brie Beau Sheldon.
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On the subject of Cartel and the disclaimer I put on the interview:
I was enforcing my blog policies. I have a private policy that if I receive a complaint about a post and its not blatant trolling, I post a disclaimer with what happened. I’ve done it before. It’s never caused a mess before. But hey! You know my secret! I have policies I enforce!
Here’s the thing I want to be clear.
I am not saying whether someone is the right person to write anything, but I do think that people it impacts deserve to be heard. I am not saying whether a game should be made, but I do think it’s worthwhile to consider the perspectives of the people affected by the game if they are alive and accessible.
I repeatedly say that we should ask ourselves whose stories we tell, and I’ve talked about changing games entirely to reduce negative impact when considering social issues. I have absolutely asked whether a game is a net positive. I have asked people to explain how their perspective adds value to the product they’re making, and whether they have considered others’ experiences. I ask that we look at what we’re doing and why we do it. I don’t think that’s unreasonable, considering how people claim games are so important and impactful and useful for education.
I have not, however, led harassment campaigns, led my actions with the intent of causing financial or social harm to someone, or bombarded people significantly enough to cause them panic attacks and fear – that I know of. I have not told anyone they’re not valid, or said anyone should absolutely do or not do anything. If I have and don’t remember, I’m really fucking sorry. I am trying to be better.
I have no intention to cause harm or upset to anyone involved with this, and that includes anyone who objected to the development of the game.
I’m not saying anyone involved in this has done or is doing these things. I’m just responding to some of the accusations flung my way. I wasn’t given any time to investigate what has been brought up before the messages started flying.
When someone says to me that something being created offends or distresses them for a reason I find valid (and yes, “I find the depiction of a current violent and active conflict that is immediately relevant to me offensive” is a reason I consider valid), or if it is relevant to an ethical issue or something similar, I will put up a disclaimer. I notify the designer if appropriate, and investigate what I can to see if it’s a deeper issue.
There we go. Final notes:
– I have no responsibility to host debates on my blog.
– I have no intention to ever reveal the identity of a reporting party or to demand that they justify their position.
– I will continue my policy.
– I will not receive further messages about this with anything further than an archive button.
– I will not be investigating further because the information I found during the multi-platform messaging and searching has resulted in my decision to leave the post as-is.
Thanks!
This post was supported by the community on patreon.com/briecs. Tell your friends!
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.
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.
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 particularlynotableexamples, 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.”
This post was supported by the community on patreon.com/briecs. Tell your friends!
I started writing Script Change, from what I can remember and what Google Drive tells me, in 2013. I had started playing indie games a while before, and earlier that year, I’d written about how I’d used the X-card in a game of Monsterhearts. With the X-card, though, I used a secondary card introduced by Kira Magrann called the O-card, effectively a way to encourage people to do the thing that you were enjoying.
I have a lot of feelings about safety mechanics, trigger warnings, and so on. I really appreciated the X-card. It gave me some new freedoms, I could try things I wasn’t familiar with. And the O-card was great, but I realized that I didn’t need it if people already knew what I was looking forward to, what I wasn’t sure about, and if I had something other than the X-card to show what way I thought the story could go.
Script Change has had many, many updates. Briefly, there was an applause function to encourage people to do things, but I felt it wasn’t genuine enough. Thinking it through, I really thought the core things in it – rewinding to redo scenes for whatever reason, pausing to take a break and get perspective, and fast-forwarding to get over things that are too much or that we just don’t want to bore ourselves with them – are more important than anything else. I’ve added some smaller things in the end, like the Wrap Meeting for debriefs, Instant Replay to reduce confusion, and the Highlight Reel to help keep people excited and enthusiastic for the game.
The biggest thing about Script Change is that it’s supposed to be flexible. It demands a conversation about consent, and about what people want in a game. It reminds people that games are not set in stone. We aren’t chipping into marble, here. We are telling a story as we go, and we can change things to make it more exciting, more fun, more of whatever we want – and less of what we don’t want.
Script Change is not the only content tool out there, and there is a lot to be said about doing what works best for you. But, it has been a labor of love for me, because I want people to play games that they enjoy! I want them to have experiences of a lifetime with the chance to pause and get ready for more, or even just a chill beer and pretzels night where the tonal shift can be easily fixed with a “rewind.”
I hope that you’ll check out Script Change and if nothing else, just see if you can glean something new from it. Most of all, I hope you have a hell of a good time playing some games. <3
Check out Episode 6 of Designer & Devourer (click the title of the blog post!)! I’ll be talking recent posts, upcoming stuff, and then unsolicited game design. The recipe this week will be zucchini bread. J Designer & Devourer Episode 6 on Patreon! I’m gonna try to catch all of the recent posts here after the recipe, but first, upcoming is an interview with Keith Stetson on Seco Creek Vigilance Committee, currently on Kickstarter. I also am working on an interview with Jack Berberette about his project for a Braille printer for gamers, currently on GoFundMe.
Posts recently done that are relevant to this podcast episode:
1.Move oven rack to low position so that tops of pans will be in center of oven. Heat oven to 350°F. Grease bottoms only of 2 (8×4-inch) loaf pans or 1 (9×5-inch) loaf pan with shortening or cooking spray.
2.In large bowl, stir zucchini, sugar, oil, vanilla and eggs until well mixed. Stir in remaining ingredients except nuts and raisins. Stir in nuts and raisins. Divide batter evenly between 8-inch pans or pour into 9-inch pan.
3.Bake 8-inch loaves 50 to 60 minutes, 9-inch loaf 1 hour 10 minutes to 1 hour 20 minutes, or until toothpick inserted in center comes out clean. Cool in pans on cooling rack 10 minutes.
4.Loosen sides of loaves from pans; remove from pans and place top side up on cooling rack. Cool completely, about 2 hours, before slicing. Wrap tightly and store at room temperature up to 4 days, or refrigerate up to 10 days.
Posts since Episode 5:
Just Say No (content note: brief mentions of rape and sexual assault, violations of consent.)
Yes, you, the one with a recognizable name! Or you, who has a bunch of followers on social media! Oh how about you, with the style and character that everyone thinks is super cool? Even you, my guy, who just talks a lot.
I’m going to tell tell you something awesome that is also pretty awful.
When you talk, people listen.
They don’t just read you or hear you, they take it in. They appreciate it. They might disagree with you, and some of them will tell you as much, but many of them will just take a deep breath…
share your post…
And be like…”yeah man, this guy is RIGHT!”
After that, when someone else – especially a woman, trans, or nonbinary person, and sometimes (if you are not these things, but sometimes if you are) a person of color, queer person, disabled person, or person of a “lower” social or economic class – says something that isn’t the same as your point, they get a response that can kill discussions and innovation and learning in a hot second:
“But [you, man with influence] thinks…”
Boom. Well, we know who matters now, don’t we? And this is not just a mention of your feelings or what your personal preference. Often, it’s law. This is how games work!
You can’t do that when you hack this game because he said…
You can’t use those words to define something in your game because he said they meant something different 15 years ago.
Well, those aren’t real games because he said…
Yeah. It’s super common. I can think of at least 5 men in games – just in indie games! – who I have had my conversations deadlocked because “well he said…”
And like, guys. I love you. I think so many of you are freaking awesome. Some of you are close friends, and I trust some with things that women and NB people I know have never heard. I respect your opinions and we often agree.
But when I disagree with you, or I just have a perspective that is different, I know I can get shut down with the mention of that social media post you made five years ago when you were bored on a Sunday afternoon. Your words, when it comes to thoughts about games, are often not just your personal thoughts shared with the public that will only be referenced as your feels, man.
And no, this is not only men and not all men but it is way more than you think and way more likely that it’s you than you think.
Here are some suggestions.
Learn to preface your opinions.
“In my opinion…”
“Personally…”
“My personal favorite…”
“For me,…”
“I can’t speak for others…”
Don’t assign value.
“It is more useful for me…”
“What works better for me…”
“I personally enjoy…”
“I have more fun when…”
“My tastes are more suited to…”
Respect those who know the subject.
If you choose to speak your mind about something outside your expertise, or even within your expertise, don’t be a jerk when someone disagrees with you or corrects you. I totally understand feeling a bit defensive but don’t treat them like an idiot, understand that they may know better than you or simply have a different opinion that is also valid, and don’t let anyone supporting you go after them either.
Respect those who are impacted by your opinions.
If you’re going to say that Nordic larps are fundamentally not games, remember that people are still making and playing those larps and deserve human respect. That means not letting your buddies pile on your trash things with personal attacks or even just misguided points of view. If your criticism could impact people financially, think it through damn hard. Real damn hard.
Just… don’t.
We all have our opinions and it’s cool to share them but sometimes, there’s a real value in the act of shush. I can’t offer deep insight on how early D&D mechanics influence Dungeon World, so I don’t (I have no idea if they do). Maybe if you are a man who has strong financial security and has good education, and access to lots of resources, you shouldn’t say that there’s no way people couldn’t afford games and that implying that anyone who can’t get the money together is irresponsible. Sometimes…shush.
And like, guys, I still want to hear from you. I love your thoughts. I learn from them and share them a lot.
Content note: brief mentions of rape and sexual assault, violations of consent. French translation: http://ptgptb.fr/apprenez-a-dire-non
Cards from Archipelago, a game written by Mattijs Holter
“Yes, and…”
This is the statement I see encouraged endlessly in game introduction texts, at game events, at game tables. This is what is supposed to be the key of play – the center of improv, the best way to have good dialogue and storytelling in games.
But like… no?
Don’t get me wrong, I did improv for years (surprise!), and Yes, and is a huge part of it, but even when I did improv, it wasn’t always the best tool. Sometimes, it leads to consent issues, others, it waters down the story. I want to talk a little about important things that go against the passionate promotion of “yes, and.”
There are alternatives to Yes, and: Yes, but…;No, but…; and No, and… Here’s the thing: most story gamers are familiar with these already. They’re Powered by the Apocalypse/Apocalypse World move result structures.
10+ – Yes, and
7-9 – Yes, but
6- – No, but (or) No, and
Some of this comes up in many stratified result systems in games (“success at cost”), but we don’t really talk about that, I think, and it might not be brought into player-to-player interactions. They’re pretty simple and can be easily understood and taught. Most are familiar with “yes, and” (I accept your fiction and build on it), so here’s the rest:
Yes, but – I accept your fiction, except this piece is more difficult. Basically Archipelago’s “That Might Not Be Quite So Easy!”
No, but – That doesn’t work, but you still get something out of it.
No, and – That doesn’t work, and this is why/here’s how it’s different.
No, but and No, and function similarly to “Try a Different Way!” in Archipelago. To be honest, Archipelago is one of my favorite RPGs because it is so beautifully developed for building rich stories and really flavorful and intense social interactions because the ritual phrases are gorgeous and work really well.
The option to say no (and add to it, or give good reasons why) can make some cool things happen. It can keep things in tone, or allow players who are being left out of controlling the plot to take charge. I also have some problems in general with Yes, and that impact play in a very important way.
Yes, and can impact consent. Oh, no one is being forced to accept something in a story, but if you start playing with the assumption that an idea can be pitched and has to be accepted or else it will negatively impact the story, it can make people feel like they have to give in or they’ll ruin the game. It feels to me like a bad writer’s room gig. Like, why did Tasha Yar come from a rape gang planet?
Writer: Here’s this cool lady character I made for the show, she’s a security officer.
Random Creepy Executive: Yeah and she totally has sexual trauma that made her so cool.
W: Um… I… I guess so?
RCE: And what if there were rape gangs! That she had to run from!
W: If that’s what you think would be cool?
RCE: We’ll have an episode where she’ll have to relive it! It’ll be awesome!
And so on.
How many women in games can say that someone didn’t try to introduce shit into their backstory like this? How many just felt pressured to let it happen even without a Yes, and culture? Now imagine with all of your cool friends saying that you should accept people’s ideas because otherwise stories get boring.
That, and it can lead to the most enthusiastic, outgoing people to controlling the story. Who suggests the most ideas in your group? How much of the time do they dominate it? Now bring in a shy player and say “hey, in this game we play like improv, and when someone suggests something in game, you’re supposed to be like ‘yes, and’ and play on it.” What if they have an idea? If the dominant player pitches them an idea, do you think they’ll feel comfortable being like “hey, that actually doesn’t fit my character, let’s try it a different way.” What if that person has good ideas, but they feel pressured to accept whatever someone throws at them?
Improv is great, by the way. But, improv itself can be harmed by exclusive yes, and culture. Especially in regards to consent! When I was taught improv originally, Yes, and was highly emphasized. I was 15 (I did improv at events until I was 18), and over our practice I struggled with it, but hey, my trainers knew best. So when a 35 year old guy grabbed my arm and started licking my hand and talking about how he was my lover, I was afraid to say no – almost as afraid of the situation. I eventually pulled my hand away and denied it, but that guy – also an improv actor – knew that we were in a culture where I was supposed to say yes. I have felt this way in RPGs, too. Abusers gonna abuse, but they sure as hell can do it better when peer pressure helps it along.
But it’s also important to remember that not all games require improv. We aren’t on a set stage without freedom to ask questions, or step back. One of the reason my safety measures in Script Change suggest talking before you continue is because prioritizing immersion and story over the comfort, safety, and enjoyment of everyone at the table is not only uncool, but also pretty boring. In games where there’s combat and strategy, being able to step back and be like, “hey, is this okay?” is useful. In games without… it’s also useful.
I’ve heard people condemn out-of-character discussion as metagaming and saying that rejecting other people’s ideas stifles play. I don’t agree with that. There are degrees of metagaming that aren’t unreasonable, like pausing to check in with people before moving the story forward, or someone saying “hey, that is a way gorier way for my character to die than I’m okay with, can we rewind and try again?”
I think controlling the narrative is part of the beauty of RPGs, and part of that is being able to say “no.”
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In today’s post, I’ll be talking about my experience at Metatopia 2016, the event I mentioned in my previous post about being a con playtester. This will not be an actual play report, but will include discussion of the games I played and a little about my own time there. I will not be mentioning everyone by name because some of you I don’t know your names, some of them I will have trouble remembering, and some of everything is lost to the winds.
First and foremost, thank you so much to my fellow attendees, and to the event organizers, for making my experience excellent, and for being supportive for me in my time of grief. Going to the convention was a challenge for many reasons, and it was even harder going with the recent loss of my grandmother. You all made my time much, much easier. So, thank you.
Some awesome people.
To the timeline!
I arrived Thursday evening to a bustling lobby and plenty of friendly faces. I mostly just planted in one spot and sat that evening, chatting with friends, and meeting new people who like my blog (hiii!!!). It was a good night to not worry about things. I set up plans for the next day, and conked right out eventually.
Friday morning I woke up earlier than I tend to like for a breakfast with Darcy Ross, who is awesome and you should definitely keep an eye out for the work she’s doing. We were joined by none other than Ron Edwards, the designer of Sorcerer (among others) who also coined GNS theory, who I’d never met.
As with most legacy designers, I was a little apprehensive, since I’m still new and I have a lot of Opinions and Thoughts. My fears were rapidly dashed because Ron was a pleasure to talk to, and initially he, Darcy, and me talked about the game design landscape, tools for content control like Lines and Veils and Script Change (the latter of which both Ron and Darcy said wonderful things about and made me so happy to hear), and what we were playing. After Darcy left, Ron and I continued to the Big Board and further discussed social issues in games, feminism, and a number of other things. It was pretty great! I was happy to meet Ron and I’m hoping I remember as much as I can of what he shared with me, and I hope he finds what I had to say just as valuable.
I didn’t have a game until later, so I mostly just bounced around until then, meeting new friends and seeing older ones, and geared up for Glenn Given‘s Something is Out There, a storytelling game told in third-person inspired by shows like Stranger Things and the movie IT, where young kids are the ones who have to deal with the spooky scary things happening in town. Glenn had asked if I’d play over Twitter, so I luckily got in to try it out.
more here>>>>
Glenn doing prep.
It uses a fun tile-and-dice-based mechanic, somewhat board-game like in mechanism but very narrative otherwise. From the description:
[Something is Out There]…and only you can stop it. Something is Out There is a cooperative storygame of coming-of-age horror in the vein of Stranger Things, IT and Monster Squad. As childhood friends you are the only ones who can defend your community against an unearthly terror stalking your town. For fans of Fall of Magic, Companion’s Tale & The Quiet Year.
The character actions are shared, which makes the story really flow differently. One thing I particularly liked is character creation, where you describe your best childhood friend, and choose their three main traits, then reverse something about them (gender, race, orientation, behaviors). It made the characters both memorable and interesting, which can be hard to do (for me) with children as characters.
In case you were wondering, the baddie was a giant, irradiated, star-nosed mole. We did win after someone blew themselves to allow another character to take out the monster.
The following evening I was lucky enough to have dinner with Kimberley Lam and her wife, along with my husband. Kim’s current project is Blood is Thick, a live-action game about the Cambodian genocide, described on the Metatopia site:
One family struggles with unresolved pain years after the ousting of the Khmer Rouge’s brutal regime by Vietnamese invaders in 1979. “Blood is Thick” is a small group LARP about struggling with the lingering impact of genocide on a family where victims and aggressors reside side by side.
I have heard only good things about the playtest experiences, which is pretty great. Kim has done a lot of research for the project, and I hope this game goes off well.
This weekend carried one unsurprising thing: I would be playing a game by Will Hindmarch. The surprising thing is that somehow I managed to land in three Will Hindmarch games over the weekend: Databank, Adventurous, and Chroma (a follow-up to Always/Never/Now). Will is a great designer, and I always enjoy his game master style and his games, so I’d tried to get into all of them, figuring I’d only get into one. Surprise! I played Databank Friday night, Adventurous Saturday night, and Chroma on a very sleepy Sunday morning.
Databank was really, really cool. From the description:
Don’t dream like an electric sheep. Remix yourself, body and mind, into the person you want to be, whether you were born an android or not. On this derelict colony planet, everything you need to be who you want to be is in the databank, where the top percent lives. You just have to get it.
Each character has a psyche, where you have your general personality, memories, and some basic stats. Using certain tags lets you add dice, and you roll mainly with a d20, adding d6s. The cool part came next.
When Will pulled out the whole character sheet, which is your psyche laid over a body (the chassis in which your personality is housed), I teased a bit because I’ve been messing around with this exact character sheet layout and setup for a shapeshifter game in private. This is actually kind of funny because I like that a lot of what Will does is what I think quietly that I’d like to do (aside from that whole card mechanic situation in Project: Dark ;P), so it was another moment where I felt lucky to share any part of my design sense with someone I admire.
There is interaction between the body and psyche, including gaining memories and therefore abilities from the body into your permanent psyche. I really dug the game, and there are multiple types of bodies that you can switch out, including – I shit you not – a centaur. Now, how the bodies look is up to the players, and we all got very creepy, I have to be honest. So when I saw the centaur body type, I knew I had to have it, so we stormed the location where the bodies were held, and I yoinked it, then described it: a half-formed bio horse that they had to give up on making because it didn’t work, so they added a robotic upper body (why? because science, that’s why!) and started using it for violence. In the end, I got the centaur’s memory from the horse body – the horse body with the skin stretched taut and hydraulically opened compartments in the torso, mind you – of the horse being created, and it gave me battle disadvantage.
Brutal.
I took pictures at a somewhat-off-books Goth Court that will be released after I gain permission from the creators and attendees. I generally ask permission before taking photos, and when I take them in closed games, I prefer to check before I post them.
I spent the night with good friends and good company. It was a blessing, honestly, to be near so many wonderful people. Special, deep thanks to Anders Smith for his kindness, generosity, and shared experiences that will never leave me.
Anders is the best!
The next morning, I had the absolute joy of playing Storybox.
A cooperative storytelling game that has players randomly drawing physical objects from a box at specific moments to help them tell their tale. Everything associated with the object in hand, from physical descriptors to abstract memories, is fair game for adding details and establishing elements about the story. Designed for newcomers and old hands of story games alike, Storybox blends the familiar with the new, creating a uniquely inspired story each game.
I got to play with two people I adore: Jason Morningstar and Amanda Valentine. They’re really great people and really good players, and the designer, Roe Nix, is a fantastically kind and intelligent person. The game is relatively simple and somewhat early in development, I think, but I liked it! You build characters and setting around pieces pulled out of the box of objects, and then pull more to inspire scenes. Did you know you can find junk drawer boxes on Etsy and eBay to play this?
We constructed a kind of heartbreaking story about a family tied around a piece of property and a cobbler’s shop, with three very age-separated children whose parents had just passed and an apprentice of the father who had owned the cobbler’s shop. In the end of the story, we discovered that the parents had sold off the mineral rights to the land and that it was worthless. This kind of game is really my jam, and playing alongside Jason in story games is such an amazing experience for me, every time, so having a game that allowed that to happen without me worrying that the mechanics wouldn’t support our story was great, and I’m really happy about it. I can’t wait until Storybox is in my hands and on my table.
We told a gorgeous story with these items.
I told Roe once they finish the game, I’m going to hack it to make a con-floor game. 🙂
To be honest, most of the rest of the day is kind of a blur. I did the Con Wellness check-in, which went pretty well. Not many people showed up for any particular purpose, but those that were seemed to appreciate the space. I’m hoping to do it both days I’m there all day next year.
I saw a lot of people I loved to see. I got to chat with new friends. I also spent probably over an hour talking to people about behavior in games, conflict types, accessible formats of information about conflict resolution and player behavior for GMs, and a whole bunch of associated stuff. Poor people.
That evening another Hindmarch was up – Adventurous!
Stranded beyond our world and outside of time in a mystical netherworld, the only way to survive is to explore. Delve into ancient tombs. Recover futuristic treasures. Build a new home. Discover hidden secrets of the Islands of the Never. Together, we’ll fist-fight evil and learn how (or why) an airplane got inside an ancient pyramid.
This was really fun! Will has done some interesting things with pacing in regards to having peril that you have to challenge with die rolls to whittle it down, but allows you to add to it by using key phrases on your character sheet. You also use Fate dice!
The +, -, and [blank] all matter to the way the game plays. The + rolls count as successes and can be used to knock off peril and the peril descriptors, and can also be added to the tracks on the table to gather experience for upping stats.
Overall, I really enjoyed the game! I think it did great with pacing for the theme of the game, the characters were really fun and interesting, and I certainly enjoyed when Kevin Kulp’s (of Timewatch) very-well-performed character fought a dilophosaurus-velociraptor hybrid using old batteries. For further reference, Kevin is a hell of a roleplayer – I discovered this at a Bluebeard’s Bride playtest two years ago, and it is still very accurate.
A small note: During this playtest I was introduced to the Edgewise card. The Edgewise card is an accompaniment to the X-card like the O-card that I’ve spoken about before. The purpose of the Edgewise card is to make people aware that you want to interject into a conversation without interrupting. While I see the card has uses and I hope people find it useful, I’m not a huge fan, but unpacking it will have to wait for another time. I just know that the tool was brought up this weekend and wanted to make sure everyone knew I know about it, and that I’ll explain why I personally won’t be using it at some point in the future.
Saturday night I freaked out for a while about being in a room full of femmeness before I was, in fact, in a room full of femmeness. I did makeup and took pictures for the Crystal Council, a late-night event where a group of attendees playedTales of the Crystals, which is effectively a boxed live-action game for children. When I was around… 6? Maybe? I remember seeing it in stores and desperately wanting it, but between lack of money and lack of friends, it didn’t happen. Seeing it brought up on Twitter by Glenn and Meghan Dornbrock made me super excited, but I admit that I slowly realized that I’m not 6 anymore, and that with my current gender adjustments, being in really femme spaces can be pretty fraught. So, I elected to just take pictures, and it was great to watch everyone play the ridiculous game in their tutus and tiaras. I haven’t gotten permission to post the closed-door pictures yet, but I did take some of the play materials.
Play materials from the game box.
Player-contributed materials during the game.
There were also cupcakes and mochi. That made it very much a good time!
I then stayed up inappropriately late, misbehaving as I tend to. I woke up to go to Chroma and I was sleeeeeeeeeeeeeeeeeepy. But thankfully, Will was great and excused my almost-sleeping-at-the-table fuzziness. I promise to be better next time!
Chroma was a great time. It enabled me to play my character going from masquerading as a bumbling intern at a high tech organization to John Wick-ing the shit out of the place. I killed many. I gave no mercy. *evil laugh*
Chroma has some Lady Blackbird in its lineage, I think, using various narrative tags to add dice to your roll. The experience system looks really fascinating, though we didn’t get to try it out overmuch. We had a really interesting crew of characters, and I want to note that Will has – in every game I’ve played of his that I can recall – included a nonbinary or agender character. It sounds simple, but for me, it’s really great to see.
The big interesting thing for me is the pacing mechanic Will has included.
The game has a small flowchart-esque map, with different stats identified by differently shaped boxes. Each box is a section/room with a challenge of some type, and you can overcome them with tests that match the stat associated with that box. I admit to missing some of the details here due to fuzzy brain, but I really enjoyed it and felt like it did a great job setting pace for the session and giving structure to the adventure.
I want to point something out and I really hope that the people I played with will read this and identify themselves to me here or privately, but, that session of Chroma had some of the best player dialog behavior I’ve ever been a part of. While I can definitely be a dominant player, I can also easily be steamrolled. I play with my friends more often at cons to avoid that experience, and at Metatopia I always have to branch out. The fellow players of mine at this table were amazing. We shared the discussion both during the action and when we were giving feedback, and I was so happy to see that people gave each other space to talk, and not just one or the other of us, not just a gendered permissiveness.
There were multiple times where I made the indication that I wanted to speak and instead of someone else taking an opening when they also wanted to talk, indicated that people should listen to me, and I saw that around the table. Even when we interrupted, we apologized, and gave each other space. This was amazing, and inspired my heart into desiring to play more games with these people, so much. Unfortunately, I lost track of all of their names (thanks sleepy brain). Still, it was wonderful, and gave me such a good end to the con.
I left Metatopia really satisfied with all of the games I’d played, and I was so happy to see all of the people I cared about. It was a hell of a con, and I can’t wait until next year!
Want to have a cup of coffee with me next time? Let me know, and we’ll make plans.
Soy milk, please.
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