Five or So Questions with Robert Bohl on Misspent Youth

Hi all! Today I have an interview with Robert Bohl on his current Kickstarter, Misspent Youth! I asked Rob about taking a game people were familiar with and formalizing and publishing it, and more – check it out!

Tell me a little about Misspent Youth. What excites you about it?
Misspent Youth is a game about teenaged rebellion in a fucked-up future. You tell the stories of a handful of friends who are the only ones who can defeat an Authority who’s about to destroy everything that matters to you. It’s a rules-light story game with a session structure that leads to telling a story with a beginning, middle, and end, in every session. It also has a structure to end the overarching story of the YOs (Youthful Offenders; the protagonists) that you’re telling with your sessions.
As for what excites me: I love irreverent characters. I love people who try to change the world. I love heroes who stand up to bullies, put it all on the line, and are willing to burn themselves out to make the world a better place.

I love the way the book looks. Joshua AC Newman took direction from the halfassed ashcan version I laid out myself, and produced a beautifully crude and defiant and hilarious book (in this case, I separate my text from all the metatext that Joshua procured and created).

And I’m excited for the way the game has improved my life in countless ways.

What were the inspirations for Misspent Youth?
There’s a media inspirations section in the game, partially replicated on the site, but they include dystopian fiction, folk/punk/rap music, political movements, and stories about childhood friendships (like The Goonies).

The game has a few core game design inspirations. The core Struggle (conflict) system is a form of craps highly influenced heavily by Vincent Baker’s groundbreaking game about Mormonoid paladins in the Old West that never was, Dogs in the Vineyard. The Authority as a concept, and its creation process, owes a lot to Paul Czege’s game of one Frankenstein and many Igors, My Life with Master, and character creation steals a little (three choices of five options each) from the World of Darkness games. Friendship questions (where you ask questions about your friendship at the start of each episode) is adapted from the “things you carry” step in Nathan Paoletta’s carry: a game about war.

Finally, for the big influences on central, important mechanics, is Matt Wilson’s excellent Primetime Adventures (where you play out episodes of a tv show that doesn’t exist), which was my inspiration for the vitally-important scene framing mechanic, which turned the game into something I love running, from its previously-to-this-rule having been increasingly a chore. Giving everyone the (distributed) responsibility to say what happens next does a lot to shake players out of a reactive, passion-killing zone, shifting them toward leaning into the story and making sure shit gets done.

I should also add that Rob Donoghue and Fred Hicks of Evil Hat Productions played a very early playtest, and helped me fix a broken Struggle system (everything had been being decided in a single roll, which was unsatisfying). And Fred made a terrific suggestion that became the name of the game.

How do you structure gameplay in Misspent Youth? What are the mechanics and themes like?

The mechanics and themes are both, intrinsically and in union, telling a story about struggle against power, friendship, and the question of what you’re willing to sacrifice to change the world for the better.

MY has a scene structure, such that in every episode, you tell a story that has a beginning, middle, and end, with a question each episode is trying to answer. Each scene has a purpose or a thing that happens in the story; for example, in “Scene 5: We’re Fucked,” the YOs suffer an awful setback, and an earlier story beat reintroduced, referenced, or contrasted.
When a scene is framed, each player (including The Authority) says what’s going on as the scene begins, and names an Authority Figure (a villain, or force that serves them, that you create at the start of the episode) or a friendship question for the scene to be about. You play through the scene with the scene’s story requirements, and when The Authority is ready, she introduces something that the clique has to respond to, and the Struggle begins.

The Struggle involves defining The Authority’s objective (what she gets if she wins) and the clique’s hope (same), then you take turns, with The Authority saying terrible things that are happening, and asking, “Who’s gonna stand up?” which then prompts YO players to grab the dice and roll. They claim numbers on a 2-to-12 playmat when they roll, and The Authority doesn’t roll (a design choice that predates Apocalypse World :)), but automatically claims numbers on her turn.

When someone rolls a number that has been claimed, if it’s one of the YOs’ numbers, they win. If it’s The Authority’s number, they either lose, or the YO can choose whether to sell out one of his convictions. If he does, he describes doing something terrible and awful that permanently changes one of his convictions from free (example Means: Tough) to sold-out (example: Means: Vicious). You’re permanently a more-scumbaggy-person, but you beat The Authority.

Misspent Youth is familiar to a fair number of people. How has it grown and changed since it was first seen?
Its first published-for-sale version was in 2008; its ashcan edition. Almost every term was more-generic, there were a bunch of unnecessary rules, and it was way uglier (not in the uglypretty way Joshua AC Newman manages in the later editions). I wrote a Google Plus post where I lay out all the terminology changes. I playtested the game from 2006 to 2010 (far too long) before publishing the final version. But that meant that it became a really solid design.

This latest edition, “issue 1.2,” was prompted by Wil Wheaton taking an interest in my game and choosing to play it on his YouTube show, TableTop. For this edition, I made a few small editing and layout fixes, but I also added five sample settings that you can use with your group, or use as inspiration when you make your own dystopia. We’ll be Kickstarting this edition along with a supplement, called Misspent Youth: Sell Out with Me. This is a collection of 18 settings and 2 rules hacks by other people to give lots of new takes on the game.

Thanks to Robert for answering my questions! I hope you all enjoyed reading and that you’ll check out the Kickstarter, and forward this on to your friends! 


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Five or So Questions with David Schirduan on Clink

Hey there, friends! I have an interview with David Schirduan on Clink, a coin-based RPG on Kickstarter right now! I hope you’ll check out what David has to say.

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

The official pitch: “Clink is a coin-based non-linear RPG about mysterious drifters”. However to me it is a balm for GMs.

I’ve GMed a lot of games, and they all have their strengths and weaknesses. Too many games offload most of the rules and burden of play onto the GM. They design the story, the dungeons, the encounters, the monster, remind players of the rules, etc. As much as I love that stuff, I’m always on the lookout for games that give the GM tools and make their job easier.

I’ve played in games where the players will write pages of epic backstory, but contribute very little during the game. Some of this can be solved with good communication and helpful guidance from the GM. But that’s just one more thing the GM must initiate and work through. Clink simply cuts backstory out entirely. The game requires players to make a blank character with no history and discover their character as they play.

Everyone discovers it together. The players get the spotlight to come up with interesting tales, and the game automatically works it into the narrative. In fact, the GM doesn’t even need a good story. A cliched plot will still offer chances for the players to tell interesting stories and have fun. I love that.

Clink is a game I want to play, sure, but it’s mostly a game I want to GM. It takes a lot of the narrative burden and expectation off of my shoulders. I get to sit back and watch players come up with their own interesting stories. And after playing, I’ve found that players carry those lessons into future games of other systems. They are better about speaking up and contributing to the story during the game, rather than waiting for GM exposition.

The western/noir/shonin theme is perfect for this sort of mysterious history roleplaying. It’s like a movie; you learn the characters as you watch. You don’t need to read a novel before watching Fistful of Dollars; things are explained during the movie itself. Clink aims to replicate that same method, and I’ve seen it succeed wonderfully during playtests.

I’m excited for people to try it out, and I hope it provides some much needed relief to GMs and players who struggle with backstories and narrative.

How do characters start in Clink? You say they are blank, but what do players and the GM know to start with – names, skills, etc.?
Every Drifter begins with:

Name : This probably isn’t their real name, but something that reflects their appearance or personality (Dusty, Pearl, Gruff, Hope, etc)
Creed : A driving goal or motivation. Creeds are shared by the entire group. They can be simple like, “The Dusty Riders will pay”, or more complex like, “We will defeat Mordin to close the portal and save Haven.”
2-3 Mementos : Special objects from their past that can be used to inspire memories later.
2 Triggers: These are personality quirks that can get your Drifter into trouble. For example: “When someone tried to reward me, I rudely refuse, mumbling something about honor.” or “Whenever I enter a new town, I head for the bar and get a drink before doing anything else.”

As they play Drifters will gain Flashbacks (helpful memories or skills) and they will gain Scars (Dark moments, trauma) to describe their past and define their Drifter further.

What are the base mechanics for action like?
Clink’s mechanics revolve around coins. This is partly in keeping with the western theme, but also means anyone can play it, anywhere.

Players can spend coins to gain helpful Flashbacks, and then use these flashbacks to automatically succeed at difficult actions. The danger of using Flashbacks is that they will sometimes remind your Drifter of the darker parts of their history, giving them a Scar.

If your Drifter doesn’t have a useful Flashback then the coinflips involve escalation. Situations often begin simple and straightforward. Your Drifter is trying to talk their way past the guard. They flip a coin. If successful, then they get past the guard with little trouble. If the flip fails, then another player describes how the situation gets worse and your Drifter flips again with this worse situation.

There’s a little more to it, but the coin-flips can trap your Drifter in an ever worsening situation until a resolution is chosen. This escalation keeps the action moving and lets everyone contribute to what’s happening.

You call Clink nonlinear. Expand on that – how is it nonlinear? What does that look like at the table?
Clink is a game of telling stories; not only as a group but also individually. Inspired by classic campfire tales and spaghetti westerns, Drifters often gain Flashbacks and Scars from their past. Whenever this happens the player gets the spotlight and tells a short tale about what happened and why.
As I mentioned earlier this takes a lot of the narrative weight from the GM and lets each player hog the spotlight and tell some fun stories. I love all of the chances to tell stories of my own and hear stories from other players.
Finally, what responsibilities remain for the GM? How do they influence the game?
The GM’s primary responsibility is to provide obstacles for the players. Drifters can’t die, they don’t have HP, so a traditional dungeon crawl/resource management gameplan doesn’t really work. But Drifters do have a timer. When Drifters have gained more Scars than Flashbacks, then they are in danger of losing their Creed.

The more obstacles the GM adds, the most Flashbacks, coins, and Scars will be spent and gained, bringing Drifters closer to their limit.

The coin-flips make it easier to determine the outcomes, and the escalation mechanic provides dangers and obstacles automatically.

(Okay, finally-finally) What words of advice or encouragement do you have for players sitting down to flip a coin in Clink?


Let the coins fall where they may. Don’t plan ahead. Backstory and character content can be extremely fun and addicting, but Clink promises a different kind of fun. You may not end up with the character you dreamed of playing, instead you’ll end up with a character you didn’t fully expect; that’s fun!

Thanks so much David for the interview! I hope y’all will check out the Clink Kickstarter and share the interview around with your friends. Enjoy!


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Five or So Questions with Nerdy City on Rememorex

Hi all! Today I have an interview with Megan and Sean Jaffe from Nerdy City on their new game, Rememorex, which is currently on Kickstarter! It’s a modern game with an 80s theme and sounds like a really good time. Check it out!

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

Sean: Rememorex is a passion project that grew out of a massive lightning-bolt of inspiration. My wife and I are both old-school gamers, and we watched Stranger Things while constantly repeating how this story itself works like a tabletop game. My wife and I actually created Clearfield on the road from NJ to Chicago, and named Clearfield, DE ,after the town we were passing through on I-80. Out of idle curiosity, I asked some friends online if anyone would be interested in doing tabletop game set in the mid-‘80s, and the response was very positive. The game became an institution on our Jersey City Tuesday nights, and from there, things just gained momentum. My wife and I are very much 80’s kids: I’m a NJ Metalhead, and she’s a Chicago New Wave girl, so we cover a lot of ground. 

There’s no denying that ‘80s are hot right now. I think it’s because Gen X is starting to produce a lot of entertainment so we’re lionizing our pasts the way the Boomers did for us (Seriously, how many of our Saturday Morning Cartoons were about letter jackets and drive-ins? What the hell did that have to with Q-bert of Galaxy High school? Now cartoons all have cassette players and Nintendos in the background.) So I guess we got lucky. Still, things are so garbage right now that any escapism seems to be welcomed by people. I get it. As for Nerdy City, well, we just wanted to go back to a time when there were still music videos on TV and the Transformers actually looked like something. Horror and mystery are just more fun when you can’t immediately look up what kind of asylum used to stand where your house was built, or call the cops when you’re the middle of the woods.

What are the mechanics like in Rememorex? How did you match the mechanics side of the game with the fiction?

Sean: Mechanics are intentionally simple and light. Characters are based on three simple stats: Type (Who you are), Training (What you know), and Talent (What makes you unique.). Dice are rolled, totaled, and compared against a target number. Action is super fast and easy. A fun mechanic we have is the “Tracking Error,” wherein players who’s characters aren’t present in the scene can affect their friends characters by changing things in it, helping or hindering things as they see fit!
Megan: Sean developed the Omnisystem a few years ago, I don’t even remember the original setting, but then decided it went well with this time travel idea he’d had, and that became Tempus Omni. It’s a very freeform, rules light system. You do roll dice, but your stats aren’t things like dexterity or charisma, it’s something that describes your character; a short sentence or even a phrase. We have a player who has stats as “The Actual Worst.” The rules that were added were both to keep on theme (nothing more 80s than a Montage) and also to both up the immersion and to help a larger than usual tabletop group work together. Tracking Errors is the best example of this; you have to roll a handful of dice, but not for the numbers, just for the sound, to alert the other players. Then even though your character is not in the scene, you can affect it in different ways. It helps to keep a larger group involved with the ongoing story, when they feel they can have some agency.

What are some cool experiences you’ve had while testing and developing? Is there something that really sticks out as really “on theme” for the game?

Sean: In Jersey City, we’ve had a Tuesday night Rememorex game for over six months and everyone in it is just brilliant. it’s really like a TV show- hell, I’m running it and *I* can’t wait to see what happens next. One of my players introduced a new mechanic when he had an unexpected bug show up in Orlando during a Tracking Error. Another started a running gag about glow-in-the-dark ninja stars. Megan and I carefully develop a playlist of synthwave and retro hits for each game, and that really helps maintain immersion. Some of my players have started games of their own, creating new towns full of weirdness in Jersey, Arizona, Ohio, and Minnesota, and I can’t wait to explore what they’ve created.
Megan: One of the non-mechanical mechanics that I love best about Rememorex games is the opening. Every time a game is run, the lights are dimmed, and everyone puts their phones away and gets quiet as the Special Presentation video plays, and then the theme song starts. It provides a sense of separation from the world outside the game, and a more visceral pull into the setting. Sean then went further and cut a credits video, with the player’s names as actors and he and I as directors. We played it for them for the first time in an actual movie theatre, and watching their faces and hearing the cheers as each name came up was really special.
In the Kickstarter, you talk about some of your inspirations. How did you choose what you’d draw from specifically? What themes really called to you?
Sean: Well, like I said in the KS, Stranger Things was obviously a huge influence, but I also took a lot from some of the more forgotten films of the “80s kids vs. the world” genre. Everyone remembers ET and Gremlins, for example, but The Last Starfighter (an underrated gem) and The Wraith (a deeply cheesy b-movie with some really interesting ideas) are really worth checking out. Hell, even Labyrinth fits into the genre, although it’s sort of a subversion of the theme. Rather than the supernatural coming to the suburbs, the suburban girl comes to a world of impossible wonders. In all of these stories, kids win out against impossible odds through teamwork, determination, and heart. How goofy is that? It was bizarre, growing up in a time that almost seemed to idealize itself while it was happening. There was no shame in being unabashedly sincere or even cheesy. It just felt like cynicism hadn’t… metastasized yet, you know?

Megan: Obviously Stranger Things. Many of the classics of dread; Twilight Zone, Creepypasta, YouTube horror. Then the whole pantheon of 80’s movies we love; music from the time, tv, etcetera. Every single named business and most of the notable town personages are some deep deep cut of an 80s reference. That’s one of my favorite memories from our first burst of inspiration on that long drive; the laughing and excitement as we tried to outdo and stump each other with subtle name-checks. 

As far as the more serious themes, paranoia is definitely a strong thread. In this current age, there is a pervasive, day to day dread that is affecting a lot of people. The lens of the Cold War as seen through by kids and teens puts you in that same place, where something is WRONG, and even though you are seemingly powerless, it’s still up to you to do something to save the day.

How do relationships work in Rememorex?

Sean: There is a table of connections. The first player on the right rolls a die to determine the type of relationship, and the first on the left rolls what it is, on down the line until everyone is connected. Your character might secretly be dating one person, share a shift at the Video store with another, and carpool with a third, but you’re embarrassed to be seen with them for some reason. You’re a kid, so your social life is much sloppier and more full of unnecessary drama. When junior high school is your dungeon, secret crushes, bullies,and best, best friends are your traps, monsters, and treasure. Rememorex doesn’t underestimate this.

Megan: There is an entire relationship mechanic in Rememorex, meant to intertwine people before the game even starts. It was heavily influenced by Fiasco, which is a game we both really enjoy, and also by older games where you roll to set up your character history. 

Once the initial rolling is done, relationships continue organically.


Thank you very much for doing this interview, Megan and Sean! I hope you all enjoyed reading the interview and that you’ll check out Rememorex on Kickstarter now!


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Five or So Questions with Graham Walmsley on Cthulhu Dark

Today I have an interview with Graham Walmsley on the new Kickstarter project, Cthulhu Dark. In spite of all of my misgivings about Lovecraftian themed games, I do still love the aesthetic and a lot of the elements – and Graham is pretty considerate about topics that matter most to me in the setting. Because of this, I’m excited to share this interview with you all!


Tell me a little about Cthulhu Dark. What excites you about it?

When you see Cthulhu Dark, the first thing you notice is how simple it is. But that’s not the thing that excites me. What excites me is how precise it is.

Take the Insight rule as an example. Your Insight starts at 1. Every time you see something that creeps you out, roll a die (that’s an “Insight roll”). If you get higher than your current Insight, your Insight increases by 1, until it reaches 6 and you lose your mind.

That sounds like a simple rule, but it’s designed very precisely. It means that your Insight increases fast at the start, then slower later. When it reaches 5, you’re on a knife edge, where every Insight Roll could send you over the edge but only if you roll a 6. (I did hours of thinking about probabilities for that rule.)

The whole game is like that. It looks simple, but it’s all perfectly engineered. And all of that feeds back into the game. Every so often, the dice throw out a little surprise that makes the story better.

That’s what excites me about the rules. There’s a whole bunch of other stuff that excites me about the project: the settings, my cowriters, the art, everything.


What kind of settings do you have as a part of, or in addition to, Cthulhu Dark? What in them shows the themes of the system?

Cthulhu Dark comes with four settings: London 1851, the dirty, stinking capital of the British Empire; Arkham 1692, Lovecraft’s city in a time of witch-hunts; Jaiwo 2017, modern-day West Africa; and Mumbai 2037, cyberpunk India.

Each of them comes with a scenario that showcases Cthulhu Dark‘s trademark style of bleak horror. But there’s something subtler going on too.

One of the main themes of Cthulhu Dark is: you play people with little power, investigating horror at the heart of the power. For example, in London 1851, you play thieves, beggars and other slum dwellers, investigating monsters within the aristocracy. That’s a deliberate choice: in other games, you’d be more likely to play aristocrats, investigating a horror in the slums. Cthulhu Dark switches that around. It means you play Investigators you wouldn’t usually play.

by Matteo Bocci, Mumbai 2037

How have you developed Cthulhu Dark – a lot of playtesting, revisions, new ideas?

Since the original two-page version of Cthulhu Dark, I’ve played it to death, and so have lots of others. It’s a robust, polished set of rules, so it didn’t need much revising.

What’s new is everything else in the book. There’s a section on how to use Cthulhu Dark‘s rules to full effect, with all the tips and tricks I’ve learned over the years. There’s a guide to Writing a Mystery, which takes you step-by-step through the process of writing a horror story to play, starting with the things you fear and ending with the finished mystery. And there’s a section on Playing A Mystery, which tells you how to play horror at the table, and another describing the Threats of the Mythos and how to use them in your game.

And then there’s the four settings above. There’s a lot of new stuff.


You know that this is well within my interests, so I have to ask – anything with the term “Cthulhu” in the title approaches the question of how mental health and “insanity” are handled. How did you approach this concept in Cthulhu Dark?


Instead of “insanity”, the new Cthulhu Dark talks about Insight. That’s your insight into the horror, the dark patterns behind the universe, the Mythos. Every time you see something that creeps you out, you roll to see whether your Insight increases.

To the outside world, your Insight looks like insanity. But you know better. You see things others don’t see. You understand things they don’t understand.

Cthulhu games haven’t always treated mental health well, but there’s no reason that they can’t. After all, Cthulhu is really the only genre that even includes mental health. You never think about mental health in a dungeon-crawling game, but you have to think about it in Cthulhu games. So, I think there’s the possibility of doing something really positive with mental health and Cthulhu gaming.

What sort of play does Cthulhu Dark do best? What can players expect when they sit down at a table?

Cthulhu Dark does bleak, mindbending horror. You can’t fight the Mythos: you can only run, hide or watch helplessly.

When you sit down to play Cthulhu Dark, expect your Investigator to spiral slowly down into darkness. Expect to be creeped out. Expect hyperpowerful creatures, which you cannot understand, let alone fight. Expect all that, then enjoy the ride.

by Matteo Bocci

Thanks so much to Graham for the interview! I’m excited to see the final product, it sounds really great! Readers, remember to check out Cthulhu Dark on Kickstarter and share with your friends!


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Five or So Questions with Fraser Simons on Cascade

Hi y’all! Today I have an interview with Fraser Simons on a supplement to the cyberpunk game, The Veil, called Cascade. I talked to Fraser about Cascade, which is currently on Kickstarter, to see what’s new and interesting! Check it out. 🙂

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

Cascade is the second step in a larger design goal I have, The Veil being the foundation of that goal. There is a heavy focus on emergent play and reducing cognitive load; I love that someone could be playing The Veil right now and choose to take those characters they have spent time with and move them to this supplement and find out whole new things about them they never would have otherwise. There’s a new flashback mechanic, even more of the really cool stuff about this game is now player facing. There is a lot to discover about a character when their identity is upset, and in this game your mind is decanted into a whole new body. You have missing memories. The world is as foreign to you, as perhaps your body is now. And embodiment is a powerful journey of discovery people can touch on as little, or as much, as they like but they have a mechanical reason and benefit to engage with the exploration of this future world as well as their characters. And, at the same time I’m realizing this next step in the design goal, I get to also give more resources that I couldn’t include in The Veil. So really, it’s a continuation of the original text and the design work! Lastly, perhaps most exciting of all I get to experience some other settings from wonderful people like Kira Magrann, Kate Bullock, Dana Cameron, and Quinn Murphy lined up for stretch goals. Finding out what other people’s cyberpunk is and what it means to them is extremely exciting and interesting to me, the whole system is geared towards that, after all!

What is your cyberpunk? How is that reflected in Cascade?
I came to cyberpunk initially by getting my hands on a copy of Altered Carbon by Richard Morgan. At the time, I had never read something like it. It essentially injected politics into cyberpunk fiction in a way people hadn’t really done, to my knowledge. There was no real political stance in Neuromancer (beyond a slightly problematic Zion vs Wintermute semi-stance) and many of the other books that came out even, save for a few as I wasn’t very aware of the genre at that time. I hadn’t even heard of post-cyberpunk as a term yet, so I wasn’t sure what I was reading. It subverted some tropes in the genre, like typical macho masculine and generally all-white protagonists with a new kind of depth. Because Takeshi’s heritage was mixed and reiterated constantly, because he was intentionally hyper masculine while always reiterating making the political personal, we ended up with a character that was unlike any other cyberpunk protagonist I’d heard of or read. Race and gender were constructs of the mind instead of body, cortical stacks allowed the reader of the book to really think about one’s identity and what it’s comprised of; outside of embodiment issues as well as with them. To see that the natural progression of globalization and capitalism in the future is the same as it is now, with the only value a human life has is the money they have and can produce, with the very essence of their identity, the cortical stack becoming a commodity in of itself. The series depicts Takeshi as someone who understands the system and hates it but is nihilistic, to a more Utopian ending and feeling when he decides to actually do something against the system itself. Bridging concepts from old and new in cyberpunk texts, it represented the kind of fiction I could love.

What my cyberpunk needs to have in it because of this touchstone: depth, in a word. I want to have extrapolation from our present to look into the future and explore where we could be going. I want it to have commentary on the human condition and what makes us human. I want technologies to be represented as neutral, with its potential good and bad being explored, and how our relationship to it changes as we change because of our technology. It should pose questions to me that I need and want to answer; make me think. Make me feel. And it needs to be relevant; diverse and inclusive. And I think it also needs to continue to redefine the terms “cyber” and “punk” as these words change with our lives and our society. I think that is a major part of making relevant fiction, and if it is relevant it walks across the line from merely being entertainment to something else entirely.

How does the flashback mechanic work? 
In Cascade, I really wanted to hit on emergent play because The Veil has a fairly high cognitive load. To that effect, I decided to change the reward system so that people got experience when they explored questions within the game. Your character is decanted into a Slack; a vacant body. And because of this process, which is imperfect, some of your memories are missing. You are in a new body, you’re a character from The Veil brought further into the future and you don’t have some of your memories. Cascade is all about finding out the answer to these questions. And as you make your way through this world, players will have emergent ideas about what the answer to these questions may be. So, when they make a roll for any move they can also hit on the flashback mechanic as well. They’ll take the lowest die and subtract it from the highest and add the amount of emotion spikes equal to that sum, and then simply narrate what it is they see about their past. Keeping it short and brief as most flashbacks are. You can also have a flashback as a separate move, but typically the inspiration for the answer to a question comes off the boot heels of something else, I find. And because it’s rooted in emotion like the rest of the game, it becomes as important as any other move, plus you get experience!

What did you do to focus more on emergent play? 

The flashback mechanic is a major focal point for emergent play. Making really large questions about identity and the world around them “bite-sized”, so that players can nibble at them as they play to find out what happens next without having to come up with something interesting and neat right then. It also frees up the person running the game to take these flashbacks, these questions the characters have made and want to inject into their game, and simply work them into the game as it unfolds. With beliefs, it was more difficult because everyone needs to be cognoscente of them while driving the fiction forward towards these things with every scene frame you did. This way, as ideas bubble up to the surface the player introduces them and then it is incorporated naturally into the fiction by the person running the game in a manner I find much more approachable. Players are constantly waving their fictional flags, getting rewarded for it, and then seeing what those answers mean for the world around them as they also use them to define themselves.

I have also hit on emergent themes when crafting the new playbooks. There is a move that defines the world around them as they make their way through it. For instance one playbook will be about defining counter-culture in the future, where the other will define other cultural things, like traditions, fashion, etc. As players have ideas of how this future differs from what they know now, they have these moves to insert them as they they go,and because it is also a move when they do so it will still propel the story forward. I wanted to make sure that if people were into the idea they could unravel the mysteries of this future in a manner unrelated to the questions everyone uses for experience. Showing them that their character is integral to defining the cyberpunk fiction they now inhabit. 

How do the other settings integrate with Cascade
The settings we have lined up for stretch goals are so exciting!! Some will be slotted into any campaign, for instance in Quinn Murphy’s incarceration setting, you could use that at any point the players are incarcerated or as something stand alone. Others, like Dana Cameron’s one focusing on the players moving their identities into cats, could be the entire focus of a campaign, or merely a portion of it. Taipei, which comes with the game and is the one I wrote, is meant as an adventure starter with a hook built into it. Each setting can be used for short term play, inspiration for what you will create for your own unique cyberpunk fiction. Or the beginning of something you will define as you play. With a wide range of possibilities should be able to get maximum utility out of these stretch goals as they do not all have the same parameters for use with the game. From queer, feminist cyberpunk, to uploading your mind into cats, to a setting where emotions are traded as commodities. I think there is something for everyone and can’t wait. I really wanted to show that cyberpunk is different for everyone as it seems slightly pigeon-holed. I have a couple more stretch goals to reveal too, including more settings. Can’t wait!

Thanks Fraser! It was great to interview you again. I hope all of my readers liked learning about Cascade and will check it out on Kickstarter today!


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Five or So Questions with Jeff Tidball on The White Box

In a last minute burst, I have an interview with Jeff Tidball about the project he’s currently publishing via Kickstarter, The White Box! It’s an unusual concept and when I saw it, I had to ask about it! See what Jeff has to say below.

Tell me a little about The White Box. What excites you about it?

The White Box is very simple: It’s a book of essays and a box of components. The essays are about how to design and produce tabletop games. The components are a very generic set of pieces — dice, cubes, meeples, etc. — designed to get people started experimenting and prototyping right away.

I really, really like making games. For me, this has also become an enthusiasm for talking about the process of making games, which has lead to more and more teaching folks how to make games. The White Box is a very efficient way to spread that to a large number of people, over (what will hopefully be) a long period of time, if we can establish an evergreen place for it in retail stores.

Something I think we’ve seen more and more, in the last 10–20 years, are increasing non-formal educational opportunities for people who just want to learn to do some particular creative thing. They don’t want a degree, they just really like the idea of learning how to do a thing, and I think they also like thinking of themselves as people who could do that thing. We’ve seen an explosion of classes (in person, online, at retreats, during conventions…) about writing novels, composing screenplays, making documentaries, and — yes — designing games.

One of the non-obvious upsides of this interest in learning is that there’s a chance to do this teaching as something other than philanthropy. Am I going to get rich publishing The White Box? No. Neither is Jeremy (its author), or Gameplaywright, or Atlas Games. But it can become a self-sustaining thing. So, in addition to liking to talk and teach about gaming, I’m excited at having (with this Kickstarter’s apparent success) worked my way into a format for talking and teaching that’s financially sustainable,

What kind of components are inside The White Box, and why?

The stuff inside The White Box is a set of relatively common board game components: cubes, meeples, dice, and punchboard counters. The cubes, meeples, and dice come in a variety of colors. The base was four colors; our 1,000-backer stretch goal added a fifth color. We’ll add a sixth if we hit 100 retail backers.

The one unusual thing we’ve got in that vein of componentry is a giant wooden cube in each color. They look great in the pictures, and I’m interested in seeing what they inspire in designers.

What we *don’t* have is also interesting. Earlier versions of the parts list included blank cards, and a blank game board. We had to cut down the list to make the box more affordable, because we were really invested in the idea that The White Box should be a no-brainer purchase for someone interested in design. We really didn’t want to lose them over price. In my design experience, cards are much better created on a printer (cut a sheet of office paper into nine pieces) and then sleeved. We can’t compete with the cheapness of that (and the reusability of the sleeves), and we’d be providing something worse than that anyway. So they went.

The board was both especially expensive, and not large enough to accommodate what I thought would be relatively standard design uses. And large sheets of paper aren’t hard to come by, so again, it didn’t seem like a huge loss to lose it from the roster.

What was the biggest inspiration for The White Box and its specific components as a product, beyond seeing a need?

Jeremy Holcomb, the creator of The White Box, seems like he was most inspired by both his teaching (he’s a professor at DigiPen) and the same questions recurring in convention panels. The essays in the book are calibrated to answers those perennial questions. But I suppose those are both in the category of “seeing a need.”

I can’t speak for Jeremy as to deeper inspirations, but I have done a fair amount of teaching — formal and informal — and mentoring in the area of game design, and I’m inspired by a love of creative pursuits generally, and game design in particular. I also love the entrepreneurial endeavor of bringing a game to market, and so teaching people how to make games that can succeed in a greater marketplace games is something that I dig, and that I think is valuable.

This is such an unusual product, and sounds like a challenge to prepare for a larger audience. How have you tested The White Box?

Jeremy has literally tested the component mix by collecting samples and dumping them out on a table with friends to see what they can make. He’s also passed the book’s essays around to students and colleagues in order to garner feedback and improve their content.

For my part as a publisher, I spent a lot of time worrying about whether the marketplace had any interest in a product like this, and trying to figure out how I could test the general idea to get a deeper sense before launching a Kickstarter that might fail.

Those concerns seem ridiculous now that we’ve raised five times our funding goal halfway through the campaign, but it’s impossible to know what will succeed and what will fail beforehand, which is *nervewracking*.

My publisher’s “testing” consisted of creating a graphic that looked as much as possible like the contents we were proposing — it’s more or less the same graphic we’re using as the Kickstarter feature image — and showing it to both designers and retailers. I asked things like, “Do you need one of these?” “Would you buy one?” “How much would you pay for one?” “Could you sell this?” “How much would be too much?” That’s the process that provided as much validation as we could get (without doing it for real), and led us to a $29.95 price point, as opposed to something higher.

What benefits do you think educational game products bring, particularly The White Box? Are there skills (ability to complete tasks), or traits (behaviors and trends in ideals)?

I definitely think you can learn things from other people, whether that learning takes the form of reading their written works, listening to their lectures, or talking with them in a conversation.

But I don’t think you can get all the way to an *understanding* that way, and (obviously) learning in that way doesn’t allow you to directly product anything. (Other, maybe, than notes.) To arrive at a deeper understanding, and to produce something, you have to sit down and make. And usually, you have to make iterations. Drafts of a novel, prototypes of a game, or even individual performances (or rehearsals) of a piece of music. And of course, in a creative pursuit like game design, to produce a thing is also the goal. So you deepen your understanding in the act of making.

But then you wind up going back to learning, as you hit walls, or as you seek feedback on the last thing you made. So, I think it’s cyclic. Learn, make, learn more, make again.

Circling back to The White Box, I’ll say this: I think the best thing a teacher — be it a person, a book, or whatever — can do is to encourage the making phase. If the teacher sees the learning as an end in and of itself, I think the whole enterprise is a little sad and incomplete. So part of the crucial thing about The White Box is that *the things inside of it encourage the making*. It’s not just a book of advice; it’s also a call to action. And I think those two things are both critical to the endeavor.

The White Box teaches skills, probably, except insofar as it takes excitement and investment to begin the process of learning (to trigger the process of making), and the way the essays approach game design — with enthusiasm and love — will hopefully engender those traits necessary to invest the time to learn the skills.



Thanks so much to Jeff for answering my questions! The White Box only has a couple more days on Kickstarter, so if you want in, check it out now


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Five or So Questions with Kevin Allen Jr. on Trouble for Hire

Today I have an interview with Kevin Allen, Jr., creator of Trouble for Hire, which is a game about road warriors and is currently on Kickstarter! Road warriors are pretty cool, and Kevin was real cool about answering my questions. Check ’em out below!

Tell me a little about Trouble for Hire. What excites you about it?

Trouble for Hire is a game that lets 3-6 friends create stylized, fast-paced, road adventure stories set in a trash-culture pastiche of the 1970’s(ish) American West. It’s kind of a reverse roleplaying game; There’s one character –a tough/cool Mexican wheelman– who the game focuses on, while distributing the responsibilities of a traditional GM between the other players. These roles shift throughout play, so everyone gets a chance to do everything in the course of a session. It’s rules light, plays a whole story in single session, and is chock full of really unique color.
What about all that has me excited? Well, beyond the general excitement of publishing a project that I’ve been working on for a little over half a decade, and getting to work with some of my absolute favorite artists, the thing that I’m most jazzed about is seeing what people create with the world I’m giving them. There’s so many games on the shelves, great ones even, but they’ve been telling the same kind of stories in the same kind of worlds for a long time now. Fantasy sword bros. Steampunk gutter thieves. Spaceship superhero armor dudes. I love those games; I play the hell out of those games, but I always wondered where were all the games about Jane Fonda and Warren Oates trying to smuggle 8 kilos of California Kush through Petrified Forest National Park? Trouble for Hire is THAT game. Getting to see the unique content that people make, to hear about their adventure stories: That’s what I’m excited about. I’ve assembled what I think is a really rich toy box, and I can’t wait for people to play with it.”

I love this idea of one player, many GMs. Tell me a little more about these roles that the GM style players have – what keeps them involved? How much control do they have?

Glad you’re as keen on the Roles as I am. They break up traditional GM duties and assign them out in themed abstract chunks. There’s a role for setting stuff, antagonist npcs, neutral npcs, the main character’s sidekick or allies, and a few more. There are roles that are optional, depending on if you want them in a particular story or not; one for supernatural stuff, one that introduces a second major character. There’s even an Editor role who doesn’t so much create content like the other roles do but remixes it (with things like flashbacks and insights) like a live dj scratching your story instead of records.

There were a couple design problems I was looking at when making trouble for hire that speak directly to this issue of control and how it engages your interest in the story and as a device of play. The big one was ‘how do you make a group roleplaying game about the strong silent loner?’ Wolverine is cool in comics, but when he comes to the gaming table he tends to fall flat. The answer I came to was character non-monogamy, allowing everyone at the table the chance to be Wolverine (or in this case, Mexican smuggler Ruben Carlos Ruiz). Once I resolved to have the main character change hands in play it made sense for the rest of the responsibilities to do so as well. Every role has tricks they can pull, situations they can create in the story, general abstract territories they each lord over. When you first start playing certain roles appear more useful or engaging than others (who would want to be unnamed background characters when you could be the big bad villain?) but you’ll quickly realize they all do cool tricks –tricks that the story is just begging you to pull off. They give you ideas for ways to tweak the narrative. Eventually you realize that the scene you’re playing would be greatly enriched by the addition of some unnamed background characters, perhaps the kind who will eventually turn into the big bad villain, but as yet their allegiances are unknown.

The roles offer players a great deal of control. They are more about enabling fun storytelling than putting boundaries on what you can and can’t do. There’s plenty of overlap between the roles and any big important game thing (like initiating challenges where dice get rolled, or advancing the turn rotation) are backed up across many players. It’s less you only get to play with this corner of the sandbox and more you can play with the whole sandbox, but you have to look at it through these particular tinted glasses.

Sweet line art by Amy Houser.
What’s gone into the design process, technique and testing wise, for Trouble for Hire over the time you’ve been working on it? 
I started working on this game way back in 2010. For the first year the game shapeshifted around in different forms before settling into essentially what it is today. I’ve been testing and playing the game since then. Hundreds of hours. It’s the most extensive review I’ve ever given a project before publishing –not because there were unresolved issues, but because I was really enjoying playing the game and crafting the world. A creator’s intention is interesting to examine, but ultimately I believe that art (in this case a game) belongs to it’s audience. My opinion doesn’t matter at your gaming table, I’m not there to lord over you and dictate what’s kosher, so I’ve spent a lot of time with the text making sure it’s jam packed full of my voice and ideas.


What non-game media did you watch or read (or rewatch and reread!) to get ideas, flavor, and style from for Trouble for Hire?
This game was very much born in a cauldron of simmering influences, the biggest being post-western films of the 70’s. By post-western (and I go into this topic a bit more in-depth in the game text) I’m talking about a movement/realization in the latter half of the 20th century that the noble story of the western hero (read: white cowboy) was perhaps not as noble as it once seamed. Or perhaps the vicissitudes of modern life had rendered the romance of a “wild west” irrelevant. Either way, filmmakers started examining the role of the loner hero and a conflicted national identity. Sometimes that influence was serious (i.e.: Vanishing Point) and sometimes less so (anything with Burt Reynolds hassling Jackie Gleason). I present a pretty robust “appendix N” in the game, including a number of inspirations that might not normally be found in a gaming context. I took a lot from the paintings of Rosson Crow and Wes Lang, the photography of Neil Krug, and a musical combination of old school outlaw country, stoner metal, and Mexican narco ballads.
What are some key moments of play you’ve seen that just really exemplify Trouble for Hire as a game and experience?
There are three flagship adventures included in the game that represent kind of the purest expression of the setting and it’s themes (there’s a bunch of other adventures included too, that deviate from and play with those themes). The one included in the preview document –“Hollywood Brad Freeman’s Special Delivery”– is an adventure that centers on delivering a mystery box to a biker gang and the tribulations that occur along the way. I never declare what’s in the box, that’s for players to discover at the table. It’s always the first question I ask when I hear from people who played the game. What was in the box? Best answers: A solid gold phallus from an ancient Aztec temple; a sex tape featuring president Jimmy Carter; and thousands of poisonous scorpions. I’m really proud to have made a game where those are all totally reasonable and fantastic solutions. I can’t wait to see what else people put in my mystery box and what they get out of Trouble for Hire.
More gorgeous line art by Amy Houser.
  



Thanks so much to Kevin for answering my questions and sharing about Trouble for Hire, and thanks to Nathan Paoletta for hooking up the interview! Please take a minute to check out Trouble for Hire on Kickstarter today, and share this post around! 


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Five or So Questions with Colin Kyle on Axon Punk: Overdrive

Today I have an interview about the game Axon Punk: Overdrive, which is currently on Kickstarter. Colin Kyle , the lead designer, answered some of my questions about this cyberpunk, hip hop game set in 2085 megacities! Check them out below.

Tell me a little about Axon Punk: Overdrive. What excites you about it?

Axon Punk: Overdrive is a tabletop Roleplaying Game that combines classic cyberpunk with hip hop. The game has a very collaborative, improvisational feel like Cowboy Bebop and Samurai Champloo, but set in the megacities of 2085. In addition to being futuristic badasses, players together create a Community of locations and fellow city dwellers that they live in during the game. Based on the choices the players make, their Community will produce missions, give rewards, and evolve over time – or it could be consumed by the chaos and anarchy caused by futuristic corporate oppression.

I am so excited about Axon Punk for many reasons. The top thing I’d say is that I get to work with so many interesting and different people. I originally began the game with my brother two years ago for fun and to help us get through some tough times, calling ourselves the Wrong Brothers. When we decided to get really serious about the game, we reached out for help. One of the key people that responded to us was Keisha Howard, who is the leader and founder of the Sugar Gamers and is working on a similar cyberpunk game called Project Violatea. Because of our shared love of games, sci-fi, music, storytelling, and many other things, Keisha began collaborating with us to refine, polish, and share Axon Punk with the world. Since Keisha joined the project, we’ve expanded the team to include a huge range of people – artists, musicians, writers, game designers, and people too hip for labels – that all add their own perspectives to the game. Managing a team of almost a dozen people across the continent, split primarily between Chicago, IL, and Dallas, TX, has had its challenges but it is absolutely worth it. Because we have this team and explicitly incorporate ideas from different perspectives in the game, we are putting together something that is exciting, authentic, immersive, and greater that I ever hoped it could be.

What themes of cyberpunk and hip hop are you aiming to bring together in Axon Punk, and how do they conflict and come together?


In our minds, cyberpunk and hip hop share many core themes that we wanted to highlight. Hip hop was born from the counter-culture of the ‘60s, ‘70s and ‘80s, just like cyberpunk. Hip hop ravenously incorporates new and experimental technology (turn-tables, synthesizers, beat machines, etc.) like few other genres of music. Hip hop artists often include science-fiction and social/political elements in their songs and imagery. Examples of artists and groups that incorporate major sci-fi/cyberpunk themes in their music include Janelle Monáe, Saul Williams, Erykah Badu, Afrika Bambaataa, Deltron 3030, Hieroglyphics, MF Doom, Missy Elliot, and OutKast.

One of the foundational themes of hip hop that we wanted to stress above almost all else is the sense of community and connectedness. Hip hop frequently focuses on uplifting people and bringing them together to survive inequality, poverty, and systemic oppression. While cyberpunk absolutely supports the “us vs. them” themes in hip hop, cyberpunk stories often follow disillusioned loners who are isolated by technology and society. We deliberately inverted that trope and built a world where you can only hope to survive by working in groups and depending on your neighbors. Focusing so much on the communities in the megacities in which the characters live gives our cyberpunk a great grassroots feel that players really connect with. In Axon Punk, your motivation during play is to help your neighbors, build your community, and try to change conditions in the megacities for the better.

What are the base mechanics in Axon Punk like, and how do they support the themes?

We built our own home-brew system for Axon Punk because we wanted every component of the game to tie into the desired theme and experience. For example, because cyberpunk and hip hop are so innovative, imaginative, and unorthodox, we incorporated rules to allow players to improvise actions, locations, technology, Non-Player Characters, and other narrative elements of the game. We will never make rules for ever situation and, in fact, we want our players pushing the boundaries of the game to discover new things and tell the stories they really want to tell. We also actively encourage players to collaborate during play and have a mechanic called “Rhythm” that lets players work together and cover each other’s backs.
The United Church of Tupac
To really bring out the hip hop feeling, the game is extremely focused on the community in the megacity in which the Player Characters live. To survive in the dystopian future full of corporate excess and oppression, people band together into communities that exchange goods, services, and generally look out for the members of the group (collectively called “the family”). At the beginning of a campaign of Axon Punk, after players make their characters, they would then follow rules to collectively and organically make up the Community in which their team of cyberpunk deviants lives. Over time, the group’s Community will evolve over time, producing missions, rewards, and challenges, based on the choices made by the players. The Community creation process is one of our absolute favorite parts of the game, but we have a pre-made Community full of Locations that GMs can use to run quick one-shot games or easily start out a campaign. Some of the starting locations include “The United Church of Tupac,” which uses rap music from turn of the twenty-first century as prayers, hymns, and meditations for those oppressed by the megacorporations, and “Cindy’s,” which is a dance hall built in an old paint factory and filed from floor to ceiling with ever changing murals painted by its patrons (heavily inspired by Janelle Monae).

What inspired you to combine hip hop and classic cyberpunk?

I had been into hip hop and cyberpunk independently since my teens. My older brother and design partner, Cameron, was one of the people responsible for introducing me to both genres. To pinpoint it as much as possible for me personally, the inspiration for the combination was first sparked for me one night in 2010 when my girlfriend at the time took me to a Janelle Monáe concert. Janelle Monáe’s music was such a perfect blend of futurism, heart, joy, and all-around, unapologetic badassness that I wanted to wrap myself up in her world and live forever. The end product of Axon Punk is quite different from the universe in Janelle Monae’s Metropolis Saga albums, but her music is absolutely a core inspiration (Janelle, if you want to make a game, hit me up).

We were also heavily inspired by the work of Saul Williams, who blends hip hop, poetry, and cyberpunk into beautiful, raw, and socially progressive music. Deltron 3030 and the Gorillaz were also hugely influential. From a visual and thematic viewpoint, we drew immense inspiration from the anime series Samurai Champloo, which expertly mashes up feudal Japan with hip hop, and Cowboy Bebop, which combines space bounty hunters with jazz.

How did you playtest and work on the game early on to develop the concepts?

My brother and I split the playtests primarily between the two of us, using two different approaches. I took the game to as many conventions around Chicago as I could and ran one-shot after one-shot with groups of different, new players (I took Axon Punk to 9 conventions in the last 2 years). At the same time, my brother in Dallas got together a group of friends, musicians, game designers, and other lovable weirdos to run a long campaign where they played almost every other week for over 6 months.

Splitting the development process between these two approaches was quite challenging. We had to rework many parts of the game repeatedly until we found the right balance that worked for both styles of play. As difficult as it was, this development process was extremely beneficial and we would not have created such a robust, immersive, and authentic game without it.

For example, constantly running games for new people at cons forced me to have very streamlined rules and play materials. I wanted a big hip hop influence in the game from the beginning, but running at cons limited my ability to dig into the flavor and setting during a game and things started off pretty generic cyberpunk publicly. Having the campaign playtest, on the other hand, let us stew over ideas and playtest things that I was not comfortable exposing to random people at a con. The world that we developed in that at-home campaign is what ultimately lead to the final setting and rules of Axon Punk. It took a lot of deliberation to take our personal campaign setting, which was full of hip hop influence, and make it the default world for the game (as opposed to something more generic or “crowd friendly”). But, because we had this successful campaign where we were able to flesh out ideas for things like “The United Church of Tupac” for months at a time, we had the confidence to really embrace and push the hip hop influence in the game publicly. We started asking for help, adding team members like the Sugar Gamers, refining the rules, playtesting at cons using the hip hop inspired communities in the game, and haven’t looked back for one moment since.

Thanks so much to Colin for answering my questions about Axon Punk: Overdrive! Please take a minute to check out the Kickstarter if the interview piqued your interest, and share the interview with anyone you think might like it!


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Five or So Questions on The Quick

Today I have a great interview with the creators of The Quick, a Nordic noir ghost story RPG! It sounded really cool to me when I found it scrolling through Kickstarter, where it’s currently up, so I had to ask them some questions. Ville Takanen, Petri Leinonen, and Teemu Rantanen were a joy to interview. Check out the answers below!

Tell me a little about The Quick. What excites you about it?
Ville: The Quick started as a twisted lovechild of the Girl with a Dragon Tattoo, True Detective and my earlier experiments with the New Weird. It was supposed to be a quick one-off experiment with those building blocks without any greater plans, but the first demo game we had turned out to be a massive success. The Quick let us combine the low-key – or almost magic realism like – touch on the supernatural seen on some of the newer Scandinavian new weird and the brutal storytelling of the new wave of Nordic detective stories.

Teemu: To me, the atmosphere of Nordic Noir has always held a feeling of unseen forces and threats under the surface. What we are doing is manifesting these originally psychological themes in both more concrete and at the same time more symbolic form to the setting. In this way Nordic Noir and Ghost Stories are a perfect match, and I’m loving working to combine them into this cool setting.
(Yeah, when I watched the Millenium-trilogy, I was just waiting for it to turn into a supernatural horror movie)

Petri: I’m a game mechanics kind of guy, so I’m really excited to be creating something like this that takes these Story Game elements and combines them with a more traditional kind of a system. The end result, that I’m really excited about, is the nice coherent engine that drives the character stories forward in a way that fits our genre mashup extremely well.

What mechanics will we see in play the most often? 
Petri: Our base mechanic is pretty simple and revolves around the players having their characters accomplish what they set out to do if they really want to do it, the question always being more about what price they’re willing to pay for it. This base is supplemented by player moves (we’ve dipped a bit into the Powered by the Apocalypse pool, even if we’re not doing a PbtA game) that enforce the genre expectations -by making things like violence always a messy option or the closing a gate to a major Echo a very dangerous thing to do.

On the GM side, the most prominent mechanic probably is the Threat Track, which creates mechanical momentum to the story elements the players spend their effort investigating, pushing the story always forward. 

How have you developed the setting for The Quick? What have you done to make it rich?

Teemu: I think that the genre-aware approach has worked well on for us: The starting point has been a sort of mix between urban horror and magical realism. From that point, we started to think ‘Ok, so what central themes of Nordic Noir does this embody?’. And then begun building the game around these things. We feel we ended up with something cool, clearly matching the distinct feeling we want the setting to have. This genre-aim has also enriched the material, often taking it to complete new directions from where we have started.

What are the character types in the game? How do they integrate with the base mechanics?

Petri: We drew the character concepts or types from the stereotypes of Nordic Noir fiction and then gave them a spin so that they fit the ghost-hunter stories we’re creating. The seven concepts vary from the very mundane ones that can still play a bit of a Scully to our Mulders, to those concepts that make it clear from the start that there’s something strange happening. The concepts, ordered by their strangeness, are called Spook, Seeker, Old Soul, Bloodbound, Touched, Channel and Rogue Ops.

The concepts provide another layer for the character, giving them a perspective on the world. The system doesn’t have stats or skills, so instead of giving the character something like +1 to shooting or +5 to agility, each concept gives the character a power that will make things easier, and a flaw that pushes the characters to work as one of the Quick.

How has working on English and Finnish texts alike influenced your experience as designers and gamers? Do you find that it influences your design at all?

Ville: I actually find it easier to write in English. The Role-playing and Story Games lingo has in many cases originated from the American gaming community: being able to use the original terms instead of bickering on how it should be translated to Finnish helps us a lot when it comes to writing the game text. 
What is (for each of you) your favorite thing you’ve worked on in The Quick?
Petri: The Touched character concept is something I’ve really enjoyed working on. Probably because it’s been a long road to get to this point. We knew from the start it was something we needed to have it in the game, but it’s taken numerous iterations to get to this stage where it sings with both the mundane and the supernatural side of things (they can detect things from the Echoes others can’t). And still, represent a very classic archetype from the Scandinavian Noir stories (the person who is trying to get in touch of something they’ve lost by immersing themselves in the mystery).

Ville: Aside from the whole book? The track tech we are developing must be my favorite part. I was introduced to the ideas behind the tech by Petri’s PtbA hack “New Horizons/H+,” and I instantly knew they were the missing part we needed to have for the Quick. The threat tracks create an elegant mechanics for the storyteller to run mystery games, the way I had tried to run White Wolf games as a teenager. And the Harm track which puts the player in control of the character’s downward spiral, giving us a neat way to model the character’s kinda anti-“hero’s journey” found in many of Nordic Noir stories.

Teemu: The favorite thing I have worked on would probably be the Rogue Ops character concept. One thing that has really worked well in this project has been the way we have taken turns in writing items, each writer bringing their own perspective and ideas to the text and then passing it on. The Rogue Ops sort of started as an outside-the-box character idea I played in one of the early playtests. Since then every time someone developed it further, it was enriched in the process, so that when I returned to work on it there was so much better and versatile foundations to build on than there would have been if it would have just stayed with one writer.

And of course, I do find the idea of company men sneaking to save the world behind the backs of their corporate employers charming. It’s sort of like an environmental activist with the day job in the oil industry.

When it comes to the stories that will be told, what elements of the game do you hope will resonate with players?

Ville: The combination of Nordic detective story and new weird is a new and fresh take on the urban fantasy genre. The harsh and realistic take on violence, the bleak view of society and the low-fi supernatural create a unique platform to tell player stories.

We feel the way we have modeled the genre limitations, and possibilities to the game engine will help players to bring the things we love about the game to life.

For me, I hope that the main themes of the game, and way the Quick focuses around this with the player concepts and the moves provided by the engine, will resonate with players and let them create new and exciting stories of complex characters and scary ghost stories.



Thanks to Ville, Petri, and Teemu for their responses! I hope y’all enjoyed the interview and that you’ll check out The Quick on Kickstarter, and share with your fellows! 


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Five or So Questions with Oscar Biffi on Crescendo Giocoso

My interview today is with Oscar Biffi on Crescendo Giocoso, which I mentioned on a recent Designer & Devourer podcast. Cresdendo Giocoso is currently on Kickstarter and is a 12 scenario larp collection. The development of the game is really interesting, so I hope you enjoy the interview!

Tell me a little bit about Crescendo Giocoso. What excites you about it?

I like to think of Crescendo Giocoso as a my declaration of love to larp.

This live action role-playlist, as we like to call it, is not just a book which collect me and my favorite Italian authors scenarios, enhanced by Maria’s stunning graphics. It’s the sum of the experiences by a community of players, now gathered around the website Laiv.it. Each scenario has a very strong history, made by playtests and discussion. A lot of people and memories are involved in this project and we just want to engage as many others as possible. Because I think the main strength of games towards narrative, my other great passion, is the ability to establish a direct and close contact between all parties involved.

Over the years I had the pleasure of contribute to keep alive the interest for “chamber” larp in Italy and now, with the Italian Chamber Orchestra, I would like to put to good use this experience.
So I develop a common approach to design for all the scenarios in Crescendo Giocoso, specifically to motivate me and my friends to reconsider our games in a new light. In order to make them accessible to everyone, to larpers with different background as well as to people who never played before. Without our supervision and without game masters or facilitators.

The group of players can read the instructions together and then begin to play, right here right now.

You say you developed a common approach. How did you do this? What did you use to make things work consistently?

We called our space Laiv.it, /laɪv/ as we pronounce it, because me and the other founders have a very hands-on approach: we’re most of all dedicated players and then authors. Once I decided to put the group of player at the heart of the project, I did my best to think from the standpoint of someone who tries to play a larp like ours for the first time.

First of all we have to choose one of the scenarios, so we need a technical data sheet (number of roles, time, replayability, leitmotiv), but also an effective preview. Since a scenario is a game about a story, it can benefit from something like a synopsis to charm readers and from a sneak peek to game mechanics, because they make the difference in the experience.

Once chosen the right scenario, we have to set it up and that’s where another important point for Crescendo Giocoso comes in: adaptability. We want to offer to players the opportunity to improvise out of nowhere, but at the same time we don’t want to discourage them to put a lot of efforts in costumes, props, soundtracks and so on. For this reason we wrote two possible staging for each scenario: Chamber staging, with only the bare essentials, and Symphony staging, with all the advices authors got from many runs.

Finally we come to actual instructions, specifically design bearing in mind the picture of a player reading them aloud to their peers. Without going even more into the details, I hope I made myself clear about my way of thinking, but on our Kickstarter page everyone can download and try a free scenario for 2 players, written by me and Alessandro Giovannucci and still in playtest: Letters not about love.

Luckily not everyone in the orchestra is such as pragmatic as me, so we can count on an interesting manifesto, written by Alessandro and his brother Andrea with the rest of their Chaos League collective. It’s called “Southern Way – New Italian Larp” and I think it’s fun they write this with their “blockbuster” games (with many players and which last days) in mind, but it perfectly fits the spirit in which we play, passionate and free.

Why did you make the games free of game masters and facilitators, and how does it benefit the players?

As an author of larp, I’ve never been really fond in performing NPC or in storytelling like a tabletop game master. I’ve always preferred to sit back and watch while the game itself lead the players to the epilogue. Just watching can be very useful for me, to improve and develop the scenario, but it would be very boring for anyone else.

I know our habit at the conventions has always been to explain the games ourselves to each group of players, but I thinks this is great if you’ve designed your scenario as a “travelling show”, an experience through which you guide the players. Crescendo Giocoso instead is a (e)book and its authors are not included in the shipping.

It’s more like a board game. Would you ever play a board game which say “Ok, set up everything for your friends, then step back, take a sit and just watch them?”. I hope this design choice can help to spread larp to a larger audience and we’ve already got encouraging results, within acting class and educational events.

“We” taking the place of “you” in the instructions is also a way to make it clear that a larp, as we mean it, it’s all about teamwork. No one can just wait for another player to save the day.

Years ago I helped with an anthology called “Dopocena da brivido” (“Thrilling after-dinner”), published by a mainstream Italian publisher. The idea behind this project was an host who offer an entertainment for their guests. Crescendo Giocoso is more like a jam session, where every piece must play its part.

What are some of the scenarios we encounter in Crescendo Giocoso?

Crescendo Giocoso can count on scenarios with different settings and mechanics, each one for a different number of players, from 2 to 30. So we have an historic game like “First they came”, by Andrea & Alessandro Giovannucci, in which the players will be three opponents of the Third Reich and the high fantasy “The Age of Men”, by Lorenzo Martinelli, that looks like it’s stepped out of Dungeons & Dragons with an extra splash of drama. We have a scenario set in Florence, “Something abous us”, by Barbara Fini & Rafu, which is all about an apartment block meeting (very typical in Italy) and then “Sturm und drang”, by Andrea Rinaldi, which takes place in an American stop grocery, intended as a liminal space like the ones by Samuel Beckett. “The theatre of Major Arcana”, by Yuka Sato & Valerio Amadei, plays with the ideas of acting class and workshops, while “The last sunset”, by Francesco Rugerfred Sedda, is a pulp story which resembles visual novels with its multiple endings.

As for my scenarios, I love making literary references and mixing genres, so, for example, “Tell-tale hearts” is inspired from the title by Edgar Allan Poe and “Winds of change” tells a story not so far from the Balkan War with a fairytale atmosphere.

The leitmotifs of the anthology are wide variety of game mechanics and the special importance attached to the evocative power of writing. It applies to the many character sheets and handouts, but also to the instructions.

I’ve always admired texts where clarity and atmosphere go hand in hand, in order to bring out strong emotions. No wonder I’m a fan of “24 game poems” by Marc Majcher.

When playtesting and working across international borders, what do you think are the most important aspects of working with other designers, especially on a sizeable project and with live action games?

When I know, you’ll know. In all seriousness, so far I’ve cooperated mainly with Italian authors and players: only if our Kickstarter Campaign will succeed and reach some stretch goals, we’ll be able to work on Crescendo Giocoso – Volume II with our international guests, Mikolaj Wicher, Evan Torner, Luiz Prado, Ole Peder Giaever and Jason Morningstar, without forgetting Antonio Amato, another Italian game-designer from Sicily.

Over the years I’ve played a lot of international larp, but I’m not a traveller and a pioneer like Flavio Mortarino, our editorial consultant, or Lapo Luchini (who’s going to design an Android App for Crescendo Giocoso, if we reach the stretch goal), or Francesco Rugerfred Sedda (game design student at the It University of Copenaghen) or the Giovannucci brothers (theorists and keynote speakers).

They all suggested me many interesting games, I read them all and tried to pick up the ones most compatible with my design concept. Scenarios compatibile, but at the same time very different from ours, because the Volume II won’t be a more of the same at all.

Of course I’ve already speak with all these brilliant game designer and I’ve tried to communicate them a strong vision: we aren’t going to cut & paste their scenarios in our layout, we’ll work together for a “Crescendo giocoso edition” with all its peculiarities.

After all some of their games have always been and will continue to be available for free, just like all my scenarios are on Laiv.it (in Italian only). We don’t want to offer to readers only Maria Guarneri’s graphics, or Chiara Locatelli’s translations, or the editing by Jason Morningstar and me, but a brand new look on larp design.

For this reason we need the support of smart authors from all over the world, but above all the enthusiasm of all dedicated larpers out there.

Thank you to Oscar for allowing me to do this interview! Crescendo Giocoso sounds really fascinating, and I hope my readers will take a moment to check out the Kickstarter today!


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