Emotion Maps as Design Tools

Hi all!

I wanted to write a bit today about a technique I’ve been using for a long time now to design games and conceptualize sessions and campaigns (even if I’m not running, I know how I want my character to feel, or how to advise people who are running). The technique is what I call an “emotion map.”

Emotion maps use word clouds to establish what emotions are the most important to put into a game, and what ones you want to avoid. I have a few different ones I’ve used – one for designing a game itself, one for session planning (for one-shots), and one for campaigns. I’ve put together some examples of them to walk you through!

The first thing I do is grab a piece of paper and pen (you could do this digitally, though!) and title whatever it is I’m working on. Here’s the starting page for Turn.

Look at all that beautiful blank space.

A title is important because it reminds you of what you’re looking for when you’re stumped. You want to have a relatively big space to write on, because it gives some room to breathe or scratch stuff out if you need to.

(ETA:)

Emotion maps are kind of like our solar system, where the words all have different sizes and go around a point just beside what we consider the center (our system circles a spot right off center of the sun). You can choose to put them closer or farther away based on importance as well as based on desired impact, or you can scatter them. I generally use the mapped out on importance with bigger things.

The words are intermixed to show that they can conflict and interfere with each other. You could list them or order them otherwise, but this visual representation works best for me and provides an organic representation of the emotions I want present in the game. (/ETA)

From here, I’ll write in a few words in larger text. Let’s start with four!

Companionship, conflicted, desire, hopeful.

The words here are the most prominent emotions. I want the characters in Turn to feel these things during the game the most. The words don’t have to be consistent (verbs, nouns, adverbs, adjectives, whatever), they just have to mean something and relate to emotions.

The words I chose are companionship, conflicted, desire, and hopeful. You can see how these things would tie into a game like Turn, which is about shapeshifters in small towns struggling between their two identities, wanting to satisfy the needs of both, in need of support from their fellow shapeshifters, and looking forward to finding balance. Right?

More words! In smaller text! Use one more than the prominent emotions, to create some interference.

Hunger, wonder, rejection, isolation, trust.

These are secondary emotions. These leap off of other emotions or are in deeper and less often found, but are still vital to the story. They’re smaller than the prominent emotions in size to show their lessened influence, but big enough to start interfering with the others. The words are hunger, wonder, rejection, isolation, and trust. For Turn, PCs might experience love or greed, or just actual human or animal needs. They could also marvel at the abilities they use and gain, but be denied from the societies they live within – leaving them alone. That’s why they need to rely on their fellow shifters.

Final words! Smallest! Now use two more than the first (so six!), to make the sheet like a minefield.

Satisfaction, confidence, powerlessness, fear, pain, loneliness.

These are avoided emotions. They are the emotions that can come from the experiences in the game that I want to have happen less, or not at all! They are the smallest because they can’t be forgotten but you don’t want to be reminded of what they really are until you look, because you don’t want to seek them out. The words are satisfaction, confidence, powerlessness, fear, pain, and loneliness.

Turn is about shapeshifters with significant power, so they shouldn’t ever feel like there’s nothing they can do. But, they shouldn’t ever feel like everything is done, or feel secure that they have everything under control. I don’t want players to struggle and feel like they’re in a bad state, and as much as there will be times when they are alone, I don’t want them without companionship (callback to the prominent emotions!) or someone to turn to (hey, trust!), components (from my translation) that when lacking produce loneliness.

Here are the notes I made on the sheet to give some context to the map:

Notes! I made them!

These notes are for a full game (obvs), but the point is that they’ll grow over time. You can expand the emotion map, adjust it as time goes on, and so on. You can also use the avoided emotions as reference for threats in the game – how do you have something bad happen without making someone afraid? These also will influence the core elements of my design.

The number of words is important because of where it places emphasis. You only have a few core emotions to focus on as the big ones, or else you’ll get exhausted trying to fill in every experience from just a top-level build. You have more of the secondary emotions so that there’s room to grow into them as the game develops. And you have even more avoided emotions to really highlight this is what I want to avoid, this is what will go away from the point of my game – when you know what you don’t want to do, it helps show what you do want to do.

You’ll notice in the final sheet that there are not just good emotions as prominent, nor are there only bad emotions as avoided.

Not all bad, not all good.

It’s important to know that in long term games, you’ll have good stuff and bad stuff, and when designing a game, you have to factor in all of those possibilities and figure out the big thing: if your players are going to have a negative experience – and they will! – what kind do you want it to be?

I also have in the following gifs the pages of the one-shot session of Shadowrun: Anarchy I conceptualized, and a three-session long-play of Monsterhearts.

Shadowrun: Anarchy Session – Prominent: Excitement, pressured, powerful, motivation.
Secondary: Vindication, amusement, failure, anxiety (should have had 5).
Avoided: Frustrated, anger, disappointment, boredom, lost, vengeful.
Giphy Link

As noted in the gif and caption, I missed one in the secondary emotions, but I think the point still sits! This has a similar structure of fewer prominent emotions to more avoided emotions. The reasoning for this is that in a shorter game like a one-shot, you only have time to hit a few emotional peaks on purpose, but the secondary emotions might come in along with them or be good to throw in as additional bites. But you really want to avoid the emotions you focus on avoiding.

Here are my notes on the one-shot:

One-shot notes!

I noted here that this kind of structure is for one shots or single sessions, if you don’t plan out full campaigns or play an episodic game. It also has notes about having fewer positive emotions on it – if you look at the list, almost all of the avoided emotions are negative. This is totally okay! There are still some negative emotions in the secondary and prominent ones, but the point here is that hey, it’s a one shot of a bombastic game, and I super don’t want my players to get bummed out or bored.

The final Shadowrun: Anarchy one-shot emotion map:

Punchy!

Next, I did one of my more complicated emotion maps that I’ve used for both plotting game stuff, but also fiction! It’s for a three-session Monsterhearts game.

This one is very complicated! giphy link

I’ll summarize each one of these real quick –

Session 1:
Prominent – mistrust, curiosity, panic.
Secondary – suspicion, frustration.
Avoided – safety.

Session 2:
Prominent – comfort, pain, wonder.
Secondary – confidence, understanding.
Avoided – happiness.

Session 3:
Prominent – resolve, assurance, trust.
Secondary – gratitude, obsession.
Avoided – hopeful.

I feel terrible for the players in this game, honestly. Anyway, as you can see, there are some varying emotions all through the sessions, some that reflect off of each other, and some that conflict. This is good! You don’t want the same emotions every session, though you can have them evolve (no safety to finding comfort to building trust and having gratitude, suspicion to understanding to obsession).

My notes on the Monsterhearts emotion map:

In the Monsterhearts sessions, you have more prominent emotions and fewer avoided ones! Why change this? First off, you’re working with a full arc of story – this isn’t encompassing a potential of many stories or a single run in a one-shot, it’s a story told to complete emotional arcs for PCs. You could do something like this for a single session of Monsterhearts or similar games if you intend to go through a full experience, but if it’s a piece of time instead of a range, it’s not as useful.

I also think that it depends on the type of game. Shadowrun, for example, can have emotion in it, but it typically has fewer, focused emotions. Monsterhearts is a game about teenagers and sex and horror, so it runs the whole range of complicated emotions, especially in long play. And you want to welcome all sorts of emotions – it is less common to say “Oh, I don’t want the ghoul to feel that right now” because you really want to see what happens when a ghoul feels, say, absolution, or joy!

The final Monsterhearts long-play emotion map:

I am really bad at sizes of words. I’ll work on it. 🙂

You can go inside out, or outside in, with how many words you use. Just be super cognizant of what you’re saying with that construction!

Remember:

  • Too many prominent emotions can wear people out in shorter games.
  • Fewer overarching prominent emotions for designing full games is better because you can’t predict every session.
  • If the game is super emotionally intense, go wild with the desired emotions, but make sure to avoid emotions that really spoil the essence of the game.

I hope you find the emotion map technique useful! It’s been really valuable for me as a designer, as a creator in general, and as a player. I think it looks at games from the perspective that matters to me as a designer and player, where things feel. I might not be super great at math or anything, but I know feelings pretty damn well.

Have fun!

Yay!
giphy link


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Sagas of Gender, Power, and Emotion

Had a brief discussion just now with John about my experience playing Sagas of the Icelanders at Origins this year, and how it was about gender expression, emotional expression, and struggling with my own abilities.

I played The Huscarl, which is like, Super Manly and involves a lot of behavioral cues, from my perspective. I play men or androgynous/fluid people a lot of the time, more often than women, for any number of reasons, but in part because I can’t be a man or androgynous visibly, or perform that, in any other part of my life. I look and am seen as A Woman and I hate it a lot of the time. So, games! And playing against my assigned gender! This game actually was an element in my walk towards coming out officially, too. But!

One of the things I was discussing elsewhere about toxic masculinity and emotional play (https://plus.google.com/u/0/+BriannaSheldon/posts/CMKjyQG2f8p) is that there are emotions I can express as a man that I can’t as a woman. When I played this character, I did three things I can’t do when I’m presenting as a woman without being given dirty looks, being shamed, or being told to calm down:

– I was jovial, which if you look at a lot of historical language is not commonly used for women, and I was allowed to be so just as I was.

– I was angry, blustering, and loud each at least once or twice, but no one looked down at me, in character or out (this was in part because of a beautifully arranged group, but they were all men, and allowed me to perform that). At one point in the game, I even got to play out the experience of a good man hurting someone unintentionally out of masculine bravado and egoism, and it was totally great to get that experience – not because I hurt someone, but because of the perspective it offered on the entire scenario and my character.

– I was seen as displaying positive vulnerability when I did seek help in character.

This is not meant to say that men have an easier time of playing, not at all. Men playing to express feminine-coded emotions is definitely a valid thing and I totally get that, because this is my experience expressing masculine-coded emotions, where I’m allowed leeway that I wouldn’t be as a woman. And I tell you this after edging-up-to-20-years roleplaying, there are benefits to playing against gender, or against expectation.

But this also got me thinking of one of the things I addressed in game. One of the questions of the game, which is a challenge for me, was the subject of fertility and barrenness. However, it gave me an opportunity I hadn’t expected. While most people were concerned about the ability of my character’s betrothed to reproduce, when it came to light that her past husband had been infertile, I let my character experience the fear of losing or not even having virility.

For me, however, it wasn’t of “can I have children?” but “do I lack the power to support the ones I love and give them what they desire?” See, from my perspective, the concept of fertility in history has often been tied to virtue (though that’s a very ridiculous thing), and virility is tied to power. Fertility is reproducing and making, virility is inception and creation. They work together, obviously, but there’s a lot of emphasis on virility being related to a man’s power and him being weak if he doesn’t have it – his body is weak, his body has failed him – and for fertility, the woman who lacks it has wronged herself and the world somehow.

These are both shit things, but through those concepts and the setting of the game, with the help of my character’s betrothed and the aunt in the story, I was able to express myself in anger, in vulnerability, and with power, and it was incredibly meaningful. One of my favorite moments I’ve ever had in games was having a touching, emotional discussion with Tracy, playing my betrothed, and sitting next to Eric (playing the aunt) while he encouraged me in character to stand up.

I don’t have a lot of physical power, and my mind is not often at its best. To explore the idea of losing power as something my mind conceived to be a powerful person? That was so helpful to me, to work through some serious feelings, and it echoes even now, months later.

Basically what I’m getting at is that sometimes these games can be super meaningful. We can experience all kinds of feelings and think about all sorts of things, and playing against type can really make a difference in that regard. It was such a beautiful game, and I hope to have many more like it.


(Thanks, as always, to +Jason Morningstar for running a great game, and for my cohorts, +Tracy Barnett +Eric Mersmann +Morgan Ellis and +Mark Diaz Truman)


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How Interactive is Your Game?

As a roleplayer, I have played in a number of different situations. Most people have played home games – at your place, or the home of a friend, in a closed environment. Some people have played at local events, or even large cons like GenCon. With larping, people play in all types of environments – small house events, large outdoor weekend events, convention hall rooms, and so on. Our environments often shape our play – how loud we talk, whether we move around, and our props or costumes.

Today I’m thinking very deeply about interactivity. This is not just “does your game involve you and do you do a thing,” but instead “how much does the player emotionally and physically interact with a game?” I wasn’t able to find a lot about interactivity in relation to tabletop and live-action roleplaying games. If I’m missing something, obviously feel free to share them in comments, but please avoid diluting my points.

I’m proposing some concepts on how to evaluate interactivity in tabletop and larp, and these are key for accessibility and player choice

Ask these questions:

  • Will players sit at the table, stand, or move around, or a combination of those?
  • Will players speak in character, use distancing (third-person), or alternate as comfortable?
  • Will players “perform” their character – changing from sitting at the table to standing, entering into other players’ personal space, raising their voice, moving hands more than just standard “talky” movement?
  • Will players be required to do these things, encouraged to do them, or have the option to do them?
  • Is there an opt out option for any of these things, or is the only option not to play?(1) 
  • Will players be in separate spaces, or in one space?
  • Will players need to move from space to space?
  • Will players have assistance moving from space to space if needed?
  • Will players have character sheets, index cards, name tags, props, or other materials to represent characters, powers, abilities, or resources?
  • Will these materials be available in alternate formats, or is there a standard?
  • Is it possible for players to have access to materials in advance?

There are probably more questions to be asked! This is a really complex subject, and it’s come to me from a very specific place: my own fears. Most people who know me are aware that I operate with pretty clear awareness of my fears because without that I can’t make it past them. This comes through in games! I ask for use of X-cards or Script Change or pre-game discussion on boundaries because I can decide then what I’m really comfortable with, and with who. However, the one thing that none of these cover by default or even in some extrapolation is interactivity. 

We rarely discuss at the table “Hey, are we going to talk in-character for this session?” or “Can I stand up if my character wants me to?” or “Can I sit while others are standing in this session?” or “Can I just write these character stats on an index card for while we move around?” However, these questions are incredibly important! Not just from an accommodations point of view for mental or physical disabilities, but also from the perspective of safety and comfort. I’ll give a brief example.

I was playing a local home game with some people I was mostly familiar with. It was an emotional game, for sure, and the situations were pretty intense at times, but after a few sessions, we had still only used descriptions of raised voices or physical action, and that had been okay. However, the GM at this point brought forth a very (for me) scary and intense situation. In playing the NPC character, they stood up, walked over to me, and screamed at me. Repeatedly. As someone with some history involving abuse and raised voices, the combination of the yelling and interference with my personal space completely terrified me. At that point my mental options were to 1) react violently (which I didn’t), or 2) freeze up. I haven’t spoken to the person about it,(2) but that’s partially because I still feel anxious around them.

I can’t be the only person who has experienced this. If I had known that these kind of actions would have occurred in game, I might not have ever played. Did I have good times? Yes. Was it worth that panicked experience? No.

Upon hearing recently that some people at Games on Demand were playing with more intense interactivity (characters were arguing, so players raised their voices and were physically acting), it brought this idea to the forefront. I’m really frustrated that I haven’t seen a lot of discussion about this, actually, because yes, we’re all playing games and having fun. But, not everyone has fun in the same way, and not setting these expectations can ruin someone’s time.

This is normally when people come in with the “if they don’t like it, they don’t have to play!” or “we aren’t writing/running games for people who won’t do improv/aren’t willing to be physical/can’t handle intense situations!” and you know what? Fuck you. I’m actually really tired of it. Games are not just for one specific class and type of people. You can design games and run games in any way you want to, but if you aren’t willing to tell people up front what to expect, you are doing it wrong.

There is no reason I should be unable to play games because I am afraid someone will shout at me at the table. There is no reason I should be unable to play games because I can’t stand for four hours. I might not be able to play all games, but I should be able to play some games, and if someone tells me the situation and expectations, I can determine whether I can meet those expectations of that game. 

If you are designing games and/or running/facilitating games, please take these things into consideration. It may take time! It may even take effort! But if we want people to enjoy our games, why wouldn’t we take time and effort? People have spent decades designing entire adventures with the minutiae of what potions are available in a chest in the sixteenth room of a 25 room dungeon, so I think we could take a half hour to ask ourselves how interactive our games will be, regardless of their type, to ensure that everyone involved has a good time and can contribute to the game comfortably.

Thank you for reading!

(1) The second is not condemnation, it’s just important to note.
(2) If you see yourself here, this is not the time to talk about it. If I ever want to talk to you about it, I’ll come to you.


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Content Warnings and Trigger Warnings: They Are Not What You Think

Content Warning: I’m going to talk about trigger warnings here, so if you don’t like hearing about that, click away now.

Hey humans! 

I want to talk about what content and trigger warnings are, and why they are important. Let’s first establish what these things are:

Trigger Warnings:

Trigger warnings are related to psychological triggers, like those from abuse and trauma. Triggers are things like sights, scents, sounds, and sensations that can produce flashbacks, painful memories, or anxiety/panic reactions in people who have experienced abuse and/or trauma.

For example: I have been sexually assaulted. When I watch movies, play games, or read books that have sexual assault in them, I can become panicked, stressed, and uncomfortable. This feeling can last anywhere from a minute or so to days or weeks. Some people I know are triggered by scents like smoke, sounds like yelling, or sights like specific violence in media or even something like being on snowy roads in winter.

Triggers are not something of cowardice. They are a psychological reaction to traumatic experiences of someone’s past. No one can define the severity of someone else’s trauma. Even when it comes to professionals, they can’t read someone’s mind. When someone is triggered, they can have complex and extreme reactions, or just some stress and a desire to remove themselves from the situation.

Content Warnings:

Content warnings have some things in common with trigger warnings, but they are not the same. We see content warnings all the time – at the movies (Rated R for language, violence, and sex!), on TV (This presentation may contain material that could upset viewers – just like Law and Order), and on video games (Rated M for content). They are not new, and anyone who is surprised by them may have been living under a rock.

Content warnings are not in regards to people’s mental health or put together to avoid panic attacks or flashbacks. Content warnings are there so people can prepare, or decide what they should let their kids see. They are not censorship, and they are not any restriction on media. They are there to guide consumers to media they want, or away from media they don’t want.

Common Objections:

“Trigger warnings and content warnings are for cowards/babies/wusses/immature people!”
Nope! Trigger warnings are there to prevent people with past trauma from experiencing further trauma. Believe it or not, a lot of people suffer from trauma, and it is not something that you can just “tough it out” most of the time. Soldiers who return from war with PTSD (diagnosed or not) can have trouble because of triggers. People who were abused as children can have triggers. Not just soldiers have PTSD, and people of all ages have experienced trauma in their life. This is why trigger warnings are valuable. When you expose someone to a trigger, it has a psychological impact. In some ways, it is like an allergy. If someone were allergic to peanuts, would you tell them to eat peanuts anyway, because their allergy is just “all in their head”?

“Trigger warnings and content warnings are censorship!”
Nope! Slapping a rating or a simplified list of the content of media on the package doesn’t censor anything. The media is still produced, and available for consumption. It might be limited by age, but parents can buy for their kids, so that isn’t a significant issue. People who are triggered by the content might be upset that the product exists – and that’s okay! They can talk to other people about it and say, “hey, if you don’t like this stuff, don’t buy this thing!” and maybe other people won’t buy it. Maybe they still will. People can make choices!

“If people see trigger or content warnings that have stuff they don’t like in them, they won’t buy it or consume it!”
Not necessarily true! While everyone, regardless of their issues with triggers, might decide not to consume a product, there are plenty of people who still will. People can, and often will, still consume media that has objectionable material in it, and that has triggers for them. Seeing a trigger warning isn’t always “That’s not for me!” It might be “I can watch this when I am having a good day” or “Maybe I will save this until when I am not in a depression” or “If I get a friend to watch this with me, I’ll be great” or even “Maybe if someone tells me what part to skip, I can enjoy the rest of the thing!” Also, we are not in the business of forcing people to buy things. No one has to buy what you are selling. It’s not like creators walk beside people in the store just putting things in their cart and telling them that it’s something they should watch, even if they don’t like it. That’s like forcing people who like action movies to watch Oscar bait.

“People will abuse them to get out of work/school/responsibilities!”
Totally! And you know what? That’s okay. It’s okay because those people will be few. It’s okay because people use excuses to get out of work/school/responsibilities already. It’s okay because the people who use trigger warnings and content warnings for their own wellbeing and awareness will, a lot of the time, still take the classes or go to work or fulfill their responsibilities. People abusing systems is nothing new, and we shouldn’t put other people through difficult and often dangerous situations just because some people are jerks.

ETA: “You can’t possibly list all of the triggers, how am I supposed to know what they are?”
Well, for one, you can’t list all of them. That’s okay. You don’t have to list them all, but that doesn’t mean you shouldn’t list any. Part of the point of trigger warnings is demonstrating that you are aware of your audience and willing to listen to them. You can try to focus on the common ones: graphic violence, sexual assault and abuse, domestic/child abuse, and rape. From that, most people can get an idea of whether it’s their kind of media. Trigger and content warnings are not an all or nothing tool. You can talk to your audiences or potential audiences, you can check around in forums and on social media to see what your potential audiences might have issues with. Even if you don’t do that, you can still be considerate even with limited information.


Why are these things important?

A lot of reasons, actually! I have covered a lot of them already, but I’ll summarize.

  • Many people have been affected by trauma in their lives, and it is important to provide support for them to feel safe and still able to enjoy their lives in any way we can.
  • A lot of people prefer to consume different types of media for many different reasons. Some have kids, some like to compartmentalize their media, and some people just don’t enjoy all types of content.
  • We should respect psychological issues just like we do physical issues. They are valid, and denying people the ability to avoid things that hurt them is, honestly, just rude.
  • Everyone should have choices in their media! Everyone is different, and we shouldn’t force everyone to enjoy one thing just because the majority enjoys it, or because not liking it makes them seem judgmental. 

How can this be applied?

In school, it’s simple. Put a note on your syllabus about what kind of content will be discussed in class, what materials you’ll be using, and how to contact instructors to either change classes, consider alternate materials or assignments, or help to figure out a good way to go through the classes without putting students in a position where they don’t feel safe in class.

In media, it’s pretty easy. Create what you want, but put a note on it. It can be simple: “This film includes rape, sexual assault, and sexualized violence.” It can also be more complex: “This game has mechanics that allow for PC mind control, which are not optional and central to the game’s premise.” Either of these options are great, and importantly, they are way better than nothing. If you are planning a convention game, you can put notes in your description, or let the players know when they arrive at the table, and offer them the opportunity to step out.
What about in games where we aren’t using a script? What if something happens in game that wasn’t planned?
This is more difficult! The cool thing is that it’s not impossible! One of the first things you can do is establish boundaries with your players so that if there is something completely off the table, you know in advance and can avoid that material. Another thing is that you can provide tools like Script Change and the X Card. These tools give you either the option to skip content altogether, or to back up and go through a scene again with new content, fade to black, or pause for a moment to evaluate players’ comfort with moving forward. It gives players more control of the content, as well as helping them to feel comfortable. It is awesome because sometimes it makes players even more likely to try adventurous content they may not have otherwise tried.
I want to emphasize: You can still create whatever you want to create. The key is to allow those who aren’t interested in your content to safely avoid it, and give those who want to enjoy your content an easy way to navigate. People have more fun doing the things that they enjoy, and when they are stuck doing things they don’t want to, it drags everyone down. Trigger warnings and content warnings help people find content that they can enjoy, and can encourage them to try new things.
—-
In the end, trigger warnings and content warnings are a great way to support other people in trying new things, expanding their boundaries, and exploring, without leaving them with no safety net, and without ignoring the importance of their mental and emotional health. Some people might not care about this at all, and that’s okay. However, I think that kind of attitude definitely shines a light on who is likely to consume their media, and whether they are the kind of person those who have experienced trauma are willing to trust. For me, there’s no question: I want everyone to have fun – not just the people who don’t care.



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Clueless and Teenage Drama

I just finished watching Clueless.

Now, not everyone knows that I was homeschooled, but many people do. I didn’t have a standard high school experience, and I always envied people who did. While I know the likelihood of me surviving standard high school is low, a part of me always feels like I missed out on things that I could have really used – good friends, better education, greater awareness, and some support for my learning disabilities that would have been great.

On top of that, I also really regret not doing high school things when I was in high school. A lot of the stuff – going to parties, dating, etc. – didn’t happen for me until after, and it left me a little unprepared. Hell, I’ve never even actually dated people. I don’t regret being married to John or our long relationship, but had I been in public school, I feel like I’d have at least witnessed other people dating, and been less blind to how romantic relationships are supposed to work, and might not have needed the extensive time reading and researching.

This might all be wishful thinking. A lot of people hated high school, and it was very unkind to a lot of people. It’s still pretty cruel to a lot of people. It’s probably just a grass-is-always-greener thing, but that doesn’t make it go away. I still cling to high school media, like Clueless and Mean Girls and Bring It On. They’re not realistic, but they aren’t supposed to be – they’re the way we wish things could be, or wish we could control them.

Bringing this back around to something people reading this might actually care about…

This is why games like Monsterhearts are my favorites. They take one thing that is deep in the heart of my fantasies: a real high school experience, then add something I love and enjoy: supernatural fantasy, and mix it with fictional control. I can tell a story I want to tell with heartbreaks and falling in love and good grades and worse grades and werewolves and cheerleaders and it’s fucking awesome. And Monsterhearts is not alone (School Days is another good example), but I’d still like to see MORE games like this, with different twists and different systems.

I’ve been quietly working on a teenage superhero game with evolving patterns of skills using a graphic representation hex grid for character growth. It’s a slow moving process, but this kind of thing is key to what I would want to happen in the game. Players acting against each other, twisting narratives, emotional investment, and discovery. I want to see more games do things like I saw the early version of Masks do – make me love and hate a character, want to be them and want to ruin them, make me want to be a hero and a villain, and turn the expected on end. Let people judge me and let me judge them back. Let me fall in love with the wrong person. Let me spurn lovers. Let me do it at a point in life where my emotions are completely out of my control, because for once, teenage hormones are a good excuse for something. Let me cheer. Let me hang out behind the bleachers.

Let me be a teen, in the best way and the worst way. I want to live it in new and different ways every time I hit the table.

I guess this is just kind of a love letter to the teenage drama. I wish for more. There is nothing quite like living a life you’ve never led.

Five or So Questions with Brendan Conway on Masks

Tell me a little about Masks. What has you excited about it?

Masks is my Powered by the Apocalypse game of young supers, figuring out who they are when the world keeps telling them different things. You’ll play a young superhero type person, someone who’s capable already, but not at the peak of their ability. Somebody who’s still learning about who they are, and the world they live in, and trying to figure out where they fit, even as adults and peers are shouting at them constantly, trying to tell them exactly where that is. You’ll be part of a team of others like yourself, who are of course also nothing like yourself, and who are all struggling to find their own places. And you’ll be telling them who they are even as they do the same to you. Oh, yeah, and of course amid all this drama, tons of super-heroic action. Cars flying through the air, ice beams, absurd acrobatics, that kind of thing.

The key mechanical innovation that I’m playing with to get this tone across (and the one that has me most excited) is Labels. Instead of Stats, which are used in most Powered by the Apocalypse games, you have Labels. Stats are sort of objective measures of who you are. If you have a +3 Hard, then you’re a hard guy. If you have -2 Volatile, then you wouldn’t hurt a puppy. Stats are objective measurements of subjective qualities. Labels, on the other hand, are explicitly about how you see yourself. So they fluctuate a lot. As people tell you who you are, their words have impact on your self-image, and your Labels will change. As you decide who you are, your Labels will change. As a result, the things that you’re good at and the things that you’re bad at are never quite set in stone. The consequence of being a young person who doesn’t quite know who they are yet.

Beyond the fact that I’m psyched to explore that game mechanic, and that I’ve had great fun testing it so far, and that I just get a thrill putting pen to paper and writing up more ideas for it…I’m super excited by the potential to create a system that consistently produces stories like ones I love. I am enamored of RPGs that set themselves up as story-engines, capable of consistently producing particular kinds of stories that you might find in movies, books, comics, whatever. For Masks, I wanted to create an engine that could produce stories like those in Young Avengers, Runaways, Avengers Academy, Teen Titans, and certain iterations of the X-Men. In particular, I’ve been watching Young Justice, and every time I think about how Masks could be the system that creates Young Justice style stories at your table, I get chills. That’s what I want — to be able to create my own Young Justice stories with friends. If Masks gets anywhere close to that goal, I’ll be pretty happy.

How do Labels work, mechanically?

The caveat is that they’re still in development, but here’s how the Label mechanics look right now. There are six different Labels: Hero, Danger, Freak, Star, Radical, and Mundane. Each one is ranked just like normal Powered by the Apocalypse stats, from -3 to +3. Each one has a single basic move attached to it, and when you make that move, you’ll roll 2d6 + the appropriate Label. All of this is par for the course in Powered by the Apocalypse games.

The difference comes with the seventh basic move, “Tell someone who they are.” This move has you rolling+Influence, which is the amount of sway your words have over someone, to adjust that person’s Labels. You’ll have a different amount of Influence over each other Mask (PC). So if I’m playing Robin, I might have 0 Influence over Superboy because he doesn’t really have anything staked on my opinions of him. I’ll be rolling+0, then, when I tell Superboy that if he keeps acting the way he has been, he’s going to get someone hurt! I’m telling Superboy that he’s a Danger. If I get a hit, then my words have sunk in, and Superboy’s Danger Label will go up by 1. As a consequence, though, another of Superboy’s Labels will go down by 1. That’ll be Superboy’s player’s choice. If, on the other hand, I tell Superboy that he’s endangering people and heroes don’t do that, then I might actually be telling Superboy that he is not a Hero. In that case, on a hit I can decrease Superboy’s Hero Label by 1, and then Superboy’s player can increase another Label by 1.

That’s the basic idea, but then I’ve got a lot of other accouterments I’m hanging on it. For example, every playbook has six unique moves, one for each Label. When you are at +1 in a particular Label, you’ll get access to that move automatically, but you’ll lose access if you drop below +1 in that Label. As you advance, you’ll gain the opportunity to permanently unlock those moves. Other advancement opportunities include the ability to add +1 to a Label — no, you can’t be guaranteed that it will stay higher, but it means that on the whole, your Labels ecosystem will add up to one point higher than before. I think of that as having developed a stronger sense of self on the whole — you’re still figuring out who you are, but you’re growing in the sense that you are somebody. Another advancement opportunity is the ability to lock your Labels in place at the time you take the advance, to solidify your self-image. You can lock your Hero in at a +3, for instance, ensuring that no one can tell you that you aren’t a Hero anymore — you know that you are. Or, you could lock your Hero in when it’s a -3 — you’re not a Hero, and you never will be, no matter what they tell you.

Tell me a little about the Paragons. How do they work and how do they help shape the game?

Paragons in Masks are folks like Magneto and Xavier. They are NPCs, the big, most important highlighted people in the world of these young Masks. They might be anything from teachers to idols to feared criminals to hated enemies, but one way or another they are critically important to shaping the world that the Masks live in.

At the start of play, you’ll create three Paragons as a group. Each Paragon embodies one Label, denies another Label, and has a particular type. For example, you might wind up with a Paragon who embodies Radical (he thinks he knows how to change the world, himself), denies Danger (he would never harm anyone if he can possibly avoid it), and be of the Teacher type (with the move: Highlight inexperience). The exact details would be up to your group to fill in, with the GM asking questions about the Paragon until you all have a clear idea of that character. In this case, that Paragon might be Professor Charles Xavier.

After making the three Paragons, each Mask picks one to label as the most important to them. The idea here is to have the Masks with strong feelings already toward the iconic characters in their setting, the way that Young Justice characters like Robin, Artemis, and Superboy have strong feelings about Batman, Sportsmaster, and Superman. Or the way that the young X-Men have strong feelings about either Xavier or Magneto. The Paragons would then give the GM the equivalent of Fronts for Masks, as well as giving the GM a means by which to actually affect the Masks’ Labels — if you deeply care what Xavier thinks and then Xavier tells you you aren’t ready to go out there and fight to save lives, you can rest assured it’s going to affect your Labels.

The Paragons are there to be pillars, to be the major forces that you can deny, or accept, or join with, or run from. If young people define themselves in contrast to or similarity with the important people in their lives, then Paragons are those important people.

What is the biggest change, tonally, from other Powered by the Apocalypse games and Masks?

Tough question! I don’t think that, tonally speaking, the Powered by the Apocalypse games can be easily lumped together. If I had to answer on the whole, the biggest thing I’d call out is the difference in one of the fundamental principles for Masks. While I still see Masks as a “Play to find out” kind of game, I also keep rephrasing it in my head as “Play to find out who the Masks are”. Less of a focus on events and actions, per se — more of a focus on identity and personality. To answer a bit better though, I need to call out some of those games individually.

Monsterhearts is a wonderful game about being a teenager where adolescence is depicted through the lens of being a monster, and it pretty much says whatever I could think to say about adolescence from that perspective. Masks is about being a teenager or a young adult, but with much more focus on figuring out who the heck you are and how the voices of everybody around you can affect you. So beyond just the obvious horror versus superhero fiction difference, I see the difference being between your internal struggle with yourself and with control and understanding and growing up, and your external struggle to hear what other people are telling you about yourself and internalize that helpfully and healthily, without losing yourself to other people’s opinions. Or something.

Dungeon World is a wonderful game about fantasy fiction, particularly of the D&D vein. It pretty much does what Masks tries to do in functioning as an engine that will consistently produce stories of a particular variety. A key difference, though, is that I’m working to make sure that Masks has a heavily emotional component, something that produces what I have heard experts describe as “the feels”. I don’t think that DW is really all that worried about producing said “feels” in the same way, but that’s appropriate to the type of fiction that DW is designed to emulate. DW is very heavily focused on action and awesome and cinematic coolness, while Masks is trying to have some of that action, along with its scenes of people yelling at each other while tears slide down their faces.

Apocalypse World is a wonderful game about scarcity and violence and human struggle and right and wrong. Perhaps the most important tonal difference here is about the badassitude of characters. In AW, you’re the baddest asses around. You’re really, really great at what you do, and NPCs are chumps. Chumps with guns, sure, but in general no NPC is ever really your equal. In Masks, though, you’re young supers. You have enormous amounts of potential, and you can still do some pretty awesome things, but it’s an explicit element of the game that you’re not there yet. You’re Robin, not Batman. Someday, you’ll be in the big leagues if that’s what you want (though who knows what side you’ll be on), but right now? You’re still learning.

There are a couple of supers Powered by the Apocalypse games that I can think of — Worlds in Peril is one of the most prominent examples, having just finished a successful Kickstarter. I haven’t really delved deeply into Worlds in Peril‘s rules, so I don’t know for sure how exactly it works, but my impression of it is that it’s focusing on superheroes generally, with a tone that reminds me more of the Avengers movie, or superhero comics in general. Masks is designed to delve deeply into a particular style of superhero story, not into superhero stories in general, so that alone is a substantial divide. I’m also noticing that Worlds in Peril has mechanics that are meant to reflect the physics of superhero stories, while Masks has mechanics that all feed into the fundamental idea of Labels and figuring out who you actually are. Of course, all that’s a very superficial analysis.

Another superhuman Powered by the Apocalypse game is Mutanthearts, which last I’d heard was being worked on by some great people, and which I had the pleasure of playtesting. It deals with similar setting ideas to Masks, focusing on young mutants, and the issues facing them. It was great! I think that this is one of those interesting cases where Masks and Mutanthearts may be playing in very similar sandboxes, but they’re not doing the exact same thing, and that means that they’re elucidating different ideas about the genre. Mutanthearts, from my perspective at least, is way more about being a mutant and telling X-Men stories in all their glory, and it’s GREAT at that. Masks is much more about just plain being a young super person, dealing with growing up and becoming a full adult super person. That has some X-Men elements in it, but not every X-Men story would fit Masks. Mutanthearts‘ focus on the drama of being a mutant teenager aims it at a different tonal target than Masks, so really what I’m saying is that if both games ever fully exist you should buy both.

Do you have a timeline for Masks, and if so, when can we expect to see it out in the wild?

Right now, I think I have a very strong core for Masks, a set of ideas and baseline rules that are solid. But I think I have a lot of additional work to do, along with a lot of playtesting, before I feel comfortable bringing it to a finished form. My goal, my hope of all hopes, would be that a year from now, I can put together a Kickstarter to make it a real thing. But in the mean time, I’ll be playtesting it and working on it and talking about it.

But, y’know, it helps to have people asking me about when it will exist. Because then I feel more obligated to make that actually happen, and think about things like timelines.

New Games for New Hacks

Recently I had a discussion with +Stras Acimovic and +John Sheldon during our camping/gaming weekend about the prevalence of Powered by the Apocalypse games and similar hacks.

First thing: I don’t think hacking is bad, nor do I think it’s lesser than making new, original games, nor do I think that hacks lack innovation.

Here’s the second thing, though.

I worry about stagnation. I see tons of games being made, but so many are from the same core. I want to see more games being made that are original, or that come from different things. While Powered by Apocalypse games are great, and it’s awesome that +Vincent Baker made the system available to people to make more games, there are a few games that have come out recently that are simply flavor laid over the original system without new mechanics or innovation, and I worry we’ll see that more and more. I also see games being created that use Powered by the Apocalypse, but lack the issue of scarcity. This is something Stras could talk about more than me, but if there is no real scarcity in a game, then the Apocalypse doesn’t work as well. This is a case where system really does matter. I’m not saying that no one should make games Powered by the Apocalypse, I’m saying that not everyone needs to use it if they have the capacity to do otherwise.

What I’d like to see: designers who have the capacity (which is technically everyone, but potentially moreso experienced designers) creating new, original games and making them open source/Creative Commons. Not just because new games are awesome, but because new games enable future innovation. When we have more games that are original, we have more games to hack, so new designers who are trying to figure out the way games work can hack those original games, and it creates a cycle of creation and innovation, because people will add on mechanics of their own to those original games, or tweak them, and make new things once they know what they’re doing.

I’m sure someone will see a flaw in this, but I admit I don’t care much. That doesn’t change the fact that we’re seeing tons of games Powered by the Apocalypse, some of which don’t make sense to be powered that way, and not seeing as many new and original things as I personally would like to see.

So, make new games. Hack those new games. Then make more new games. This is a fun cycle. It’s exciting.

Let’s do it.