Quick Shot on Vintage RPG

I recently found an Instagram account called @vintagerpg, thanks to being tagged in by John. I was immediately enthused by it, excited to see all of the different games showcased there. There’s not a lot of interestingly showcased and easily accessible game material history/curation, and the creator, Stu Horvath, shares a lot of great information about the games shown on Vintage RPG. Stu was willing to answer a few questions of mine – check them out!

What inspired you to start your Instagram? What makes you excited to post?

My friend Ken (@zombiegentleman on Instagram) prodded me to start @VintageRPG. Over the last couple years, my collection went from respectable to Serious and, coupled with the fact that my brain somehow got packed with RPG history, it just seemed like a no-brainer to find a way to share it. Instagram seemed like the place to do that.

The excitement, that’s changed and evolved a bit over the course of the feed’s (shockingly short) existence. I’ve written about tabletop RPGs in the course of my career, so at the start it was mostly just an extension of that, maybe in the service of some nebulous larger project. A lot of the early entries seem like notes for a book, or something along those lines. Still do, I guess. As the feed drew more and more followers (it blows my mind that so many people are following me – I truly expected a couple hundred folks and for the whole thing to fizzle after a few months), I’d be lying if I said that watching the Likes accrue didn’t give my lizard brain some primitive satisfaction. 
I spend a few happy minutes every day rooting for new posts to break my top ten most liked. Lately, though, I’ve been enjoying puzzling out what folks will respond to and it is always a surprise. I run a criticism site called Unwinnable and we long ago closed the comments sections because they were so toxic. The experience with @VintageRPG has been the complete opposite: almost entirely positive, an outpouring of enthusiasm and personal stories. When communication works on social media, its a hell of a drug.

How do you curate the games, and where do you find backup information for them?

Curation is improvisational. A lot of it comes down to my whims – what I feel like photographing and writing about on a given week. A lot of it is context. I try to not do too much of any one thing in consecutive weeks. If I’m bored, I’ll do something from totally left field, like covers of fiction books that inspired games. A lot of it is just plain editorial instinct, too. I try to work four to five weeks ahead to give myself some ability to address what I think my followers want to see. Big name games, like D&D (a mainstay) and some of the big licenses like Star Wars and Middle Earth Roleplaying get a lot of attention and demand a lot of interaction, so I try to cool things down after a big week with more obscure games I am passionately interested in but probably won’t generate a ton of comments, like the modern indie I covered last week.

I’ve been reading, reading about and playing RPGs practically my entire life, so a lot of what I’m writing is stuff I’ve internalized or my critical impressions of art or mechanics or theme or what have you. I have a near complete run of Dragon Magazine that has contributed greatly to my historical knowledge, as has Shannon Applecline’s four-volume history of the industry, Designers & Dungeons. If I’m in a bind, I hit up RPG.net or just reach out to the creator in question – a lot of RPG designers are pretty accessible online these days. If all else fails, I guess – and if I get it wrong, someone who knows better points it out in the comments, which is always pretty great.

What are a few of the coolest things you have discovered while running the account? What’s something that just really blew you away with how unusual or interesting it was?

I am going to answer this two different ways, if you don’t mind.

One of the most surprising things was actually discovered by my pal and DM, @JohnMiserable. We had played through a series of classic modules – Against the Slavers and Against the Giants – and, using Vintage RPG, I publicly guilted him into finishing up the drow modules after a long hiatus. In one session, he noticed something in Bill Willingham’s art for the D&D module D1-2: Descent into the Depths of the Earth and it just blew all our minds.

[The following Instagram embed includes art from the aforementioned module, captioned: OK, check this out – don’t flip to the second image yet. This is an illustration from D1-2 – Descent into the Depths of the Earth by Bill Willingham. I posted it a few weeks back. We’re playing it in a 5E conversion now and our DM, @JohnMiserable, spotted something super cool in there. Can you see it? OK, you can flip to the second image now. Captain America’s shield and Iron Man’s helmet, in a drow chest, decorated with what some might call Spider-Man eyes. What the hell did the drow do to the Avengers?!”]

Second, a few months ago, I scored a copy of something I have been searching for a long time: the 1983 Imperial Toys catalog. I love it because Imperial Toys sold knock-off D&D toys and just, you know, totally ripped off the art for the cover in a way only a Hong Kong toy manufacturer in the 80s could. It is delightful in every singe way. So I love it for that, but I also love it because no else does. Most people probably have no clue this exists or how weird it is. That I was able to find something so disposable as a dime store distribution catalog feels important to me in a way I suspect few people would understand. And that’s OK! That’s why I’m here, doing my thing.

[The following Instagram embed includes images from the 1983 Imperial Toys catalog, including a Pegasus and two-headed dragons, and the caption: “This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. 

The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves.”]

This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. ¶ I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. ¶ The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. ¶ Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. ¶ It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves. ¶ #DnD #DungeonsAndDragons #ADnD #DandD #AdvancedDungeonsAndDragons #TSR #RPG #TabletopRPG #roleplayinggame #dragonsanddaggers #ImperialToys #ClashoftheTitans #HeMan #fiveanddime #BenFranklin #MonsterManual #DavidCSutherlandIII
A post shared by Vintage RPG (@vintagerpg) on

Thanks so much to Stu for the interview! I hope you’ll all check out @vintagerpg on Instagram

Do you have a favorite pre-2000s game cover or piece of game art? Share it on Instagram, G+, or Twitter and tag it #myvintagerpg. 
Feel free to tag me in, too – I’d love to see what you love!


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

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

Five or So Questions on Imp of the Perverse

I am legit delighted to say I’ve yet again had the chance for interview time with Nathan Paoletta, this time talking about his new game Imp of the Perverse, which is currently on Kickstarter. The game’s design has been percolating for a while, and I can’t wait for you all to hear more about the project. Check it out!

Note: Images are the collaborative work of Nathan and cartoonist/illustrator Marnie Galloway.

~~
A dark red image with an illustration in black and white showing a monstrous imp wreathed in smoke, creeping behind a woman reading a book. The text reads, “IMP of the PERVERSE: A Psychological Horror Game of Monster Hunting in Jacksonian Gothic America. Quite nice, really.
Tell me a little about Imp of the Perverse. What excites you about it?

Imp of the Perverse is a psychological horror game of monster hunting in what I call “Jacksonian Gothic” America. Your protagonists are members of society in the historical 1830s or 1840s, but with a little extra – an Imp of the Perverse on their shoulders, impelling them to do terrible deeds. Only by hunting down those who have already given in to their Imps, and thus turned into literal monsters, can yours hope to rid themselves of their Imps and regain their humanity.

I’ve been working on this game for a long time! I recently uncovered my very first files of notes on the first ideas I had, and it’s dated 2006. I’ve always been a fan of the work of Edgar Allan Poe (hence the name of the game, of course) and the compelling nature of his work seemed very gameable to me once I started making games, but it took me a really long time and the experience of doing so many other games (carry. a game about war., Annalise, World Wide Wrestling, etc) to figure out the “in” into the stuff that resonates with me.

So now I’m excited to be so close to done with something that’s been on my mind for so long, and just really pleased with how the game has turned out! It reliably does the things that I personally like the most in tabletop – good solid hooks for characters with enough space to develop in play, clear direction in what you do, the opportunity to get deep into your characters head without demanding that as the only way to play, and specific GM tools for developing situations that you’re excited about, and then making decisions in play that all build to a fictional climax without depending entirely on personal storytelling skills. In fact, one of the sneaky goals of the game is to subtly teach players who may have never GMed before how to do it (or at least, how to do it in this game). One of the conceits is that if your character gives in to their Imp (a very possible but by no means inevitable state), you build the character as a new monster for the next hunt and take over the Editor (GM) role – I hope that players will be excited to do that when it comes up in long term play and feel like they have the foundation to do it even if they’ve never GMed before.

Image of the Kickstarter bits – quickplay cards, a clothbound hardcover, and a note on illustrated monsters and custom chapters! All of this is themed in red, dark red, black, and gold. 
I have to ask about this transferable or shared GM role. What kind of powers do Editors hold, and how do they use them?

I think it’ll be familiar to most folks as a “traditional” GM kind of role. The Editor is in charge of coming up with the monster, setting up situations that challenge the protagonists, describing the world around them, playing NPCs, all that kind of stuff. This game is not Powered by the Apocalypse, but I absorbed many of the Agenda/Principle lessons from Apocalypse World, and do have a similar charge for the Editor in this game. Your job is to:

  • create monsters and put them in the same social context as the protagonist characters
  • construct a compelling, dark world full of challenge, doubt and wonder
  • engineer specific situations for each protagonist that dare them to embrace their darker self
  • demonstrate the consequences of the protagonists actions with integrity (in this order: integrity to the dark Gothic world, integrity to the characters development so far, integrity to the demands of the unfolding narrative, and ideally all three)

The game also asks the Editor to do specific prep (building the monster and the web of social relationships it influences). The goal here is two-fold: to give the Editor plenty to work with in play, so there’s always something to fall back to to keep the story going, and to draw them into investing in the world they’re preparing. The game shines when everyone is invested in what happens to these fictional characters, and prep is structured to make it as easy as possible for the Editor to do that.

As a player, you see the “effect” of the prep and the Editor’s agenda from the player side, and then when it’s your turn the game says “here are the tools the Editor you just played with used to make your game happen, and you saw how it went, so now it’s your turn to take them for a spin.” Obviously if it’s not within the players comfort zone there’s no artificial dictate that they MUST become the GM, but (again hopefully) by the time you get through a couple Chapters of play you’ll be able to see how it all works and maybe excited to try it out yourself!


How did you build and design the fiction of the game, especially ensuring you could integrate the imps without it seeming negatively garish or absurd? 
The concept of “you play a character with an Imp on their shoulder pushing you to do perverse things” has been the central idea from the start, along with the idea that monsters should be unique to the perversity that spawned them, but developing the rest of the context took a long time. I knew I wanted to keep the realities of the historical time as the counterweight to the fantastical elements, but there were a lot of versions of doing that over the years. I had a key playtest that put me on the path to figuring it out – at the time, the characters were all part of a secret society of monster hunters who were recruited when their Imp appeared, and then kind of sent on a mission to hunt down the next monster. It worked to get everyone in the same place at the same time, but also felt very “you meet in a tavern” in a way that didn’t sit well at the table. We spent a lot of debrief time just kind of brainstorming about it, and someone made a comparison to the gravity well of a black hole, and the metaphor fell into place for me. 
A series of symbols illustrated in maroon and white – a rose, a quill pen, a book, a gun, a compass, and a shovel.
A monster is the result of an Imp gaining the most power in the world of the living, and so when it appears everyone else who has an Imp can feel it, drawn to the perverse “gravity” it emanates. Implied by the dynamic of “when you know a monster appears, you know you have to do something about it” is that normal people CAN’T do anything to stop monsters, they’re too horrible and powerful, and the protagonists know this. And then, embedding the protagonists as well as the monster in a linked web of relationships gives the context for why they might care about this situation in particular, and have specific people they want to protect or save.
Beyond the basic concepts of Imps, monsters and the Shroud between worlds, one of the long-term mechanics is that the players build up the nature of their own gothic world through play. Between sessions, one of the things players can do is spend resources to establish facts about the Shroud and monsters. I want to provide the baseline fictional frame for “here’s what you do and why” and then see how different groups take that through the act of play, rather than build out a bunch of metaphysics for players to learn up front. 


How do you handle a concept where the characters are continually tempted to do wrong, while they are hunting those who failed to resist the temptation? I’m really curious: what does morality look like in Imp of the Perverse?
One of the core rules is this: you are playing a historical character, but you are a modern person. We care about the actual concerns of the people playing at the table, not what we think other kinds of people might be worried about. So, perversity is always relative to something you actually think is wrong – for players, this is something that you should be interested in exploring and (possibly) overcoming, while for the Editor this is something that you want to see the protagonists destroy. The game doesn’t make overt moral judgements of what is and is not perverse, in that the development of individual perversities is totally freeform. But there are guidelines – it should be something that actually makes it hard to live a normal life, that the character sees the clear downsides of, but that is, well, tempting. Perversities are not superpowers, but they have both up and downsides. Then the mechanics provide specific moments where you choose whether it’s worth the temptation in order to get what you want right then in that moment. The game does give you permission to use whatever means necessary to destroy or deal with the monster, in that they are almost always worse than you, so in that way there is a bit of a moral statement of when violence is justified; but also, the means by which a monster is resolved can be very contextual to the individual monster and the nature of the protagonists, so it’s not ALWAYS a fight to the death.
There is also a bit of the morality of the era (or at least, my read of it) in how characters are built. For example, if you make a character who has a child out of wedlock, you’ll have the Scandalous Quality, or if your spouse is dead you’ll be Bereaved. These reflect the general sense of how people in your social circles view you, and have an equal ability to be used in play as more “positive” Qualities, but they do reflect a certain moral sense that centers on your family as the fundamental important thing in people’s lives – an important piece of embedding the characters in the society they’re a part of!
The words “IMP of the PERVERSE” in shimmering gold with filigree above and below.
You’ve been working on Imp of the Perverse for a long time (2006, right?)? What are some of your favorite moments of design and creation in that path that resonate with the game, and with you, today?
This is a great question, and a hard one because the arc of the design has basically been one of long gaps punctuated by short periods of focused progress, so it’s all kind of one amorphous blob of experience in my head. I’ll try to tease out some moments when I felt most satisfied that I was on the right track, because they stand out to me the most. First, when I decided to cut down the original idea of “play all kinds of different stories with these protagonists” down to “what if it’s just about hunting down the monsters in this world” (which was originally going to be one mini-game inside the larger game…) that was key to cutting the design space down to a manageable level. When I had the first playtests of the central die roll mechanic that tempts you towards perversity and saw it work, that was great. The game needed development to support that mechanic and fine-tune it, but I saw players engage with the critical decision point (do I or don’t I? is it worth it?) and that’s the beating heart of the game. The aforementioned playtest where we workshopped ourselves into the “perverse gravity” metaphor starting pulling the fictional frame together for me. I ran a long-term playtest around then where we got to see a protagonist fall to the Imp and then the player take up the Editor-ship, which worked great and let me go ahead and play on the other side to feel more of the player experience. Recently, I think one of the most gratifying moments I’ve had was at a convention game, where afterwards the players told me that they felt like they found it very easy to get into their characters and make principled decisions based on those characters. That was nice to hear as a GM of course, but also validation of the design goal of really putting players into the fictional world of their protagonists and giving them clear structure and direction for play through how the characters are made and interact.

And of course it is viscerally satisfying to see players defeat the horrible monsters I make that embody the things I really, truly want to see destroyed in the world!

Cover image, similar to the first of the image in the post: a dark red image with an illustration in black and white showing a monstrous imp wreathed in smoke, creeping behind a woman reading a book. The text reads, “IMP of the PERVERSE: A Psychological Horror Game of Monster Hunting in Jacksonian Gothic America.
~~


Thank you so much to Nathan for the interview! I hope you all enjoyed reading about Imp of the Perverse and that you’ll check out the Kickstarter running right now!


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

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

Five or So Questions on Cartel

Portrait of Mark Diaz Truman.

Note: Mexican gamers have messaged me to say that this game is offensive and glorifies murder and the drug trade. I’m following up on it and apologize for not researching better – I’m sorry. The interview is staying up for now, but with this disclaimer. 

Today’s interview is with Mark Diaz Truman from Magpie Games, here to talk about Cartel, which is currently on Kickstarter! Cartel is a game about Mexico’s Sinaloa Cartel, in the complicated moral environment of the drug war. Check out Mark’s responses to my questions!

Mexican man holding a large gun, surrounded by crates of drugs. Illustration by Andrew Thompson.

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

Cartel is a tabletop roleplaying game in which players portray bold narcos, naïve spouses, and dirty cops caught up the drama and violence of Mexico’s Sinaloa Cartel, trying to survive in a dangerous game of narcotics, money, and power. Cartel invokes crime fiction like Breaking Bad, The Wire, and El Mariachi, stories about ordinary people caught up in socioeconomic and cultural systems that push them to desperate places. There are no heroes in Cartel… but perhaps there aren’t any villains either. Either way, Cartel creates stories that are alternately tragic and darkly humorous, set against the backdrop of an eternal drug war.

I am excited to publish Cartel for so many reasons, but chief among them is the way that Cartel connects my love of crime fiction to my own heritage as a Mexican-America game designer. After a few years of designing games, I started having conversations with people in the community about representation. And as a Mexican-American designer, I had a terrifying thought: no one could look at my games and know anything about my life or my history or my family. I immediately had another disheartening thought: I have no idea what a Mexican-American game looks like.

Years later, while watching Breaking Bad, I finally got an idea: I wanted to write a game about the drug war from the people who really live inside of it. My people. Mexicans who wake up every day in what is effectively occupied territory, caught in the middle of the war between the law and the cartels. There are many Mexican stories to be told, but this is the one that spoke to me, that unified my love of tight, compelling mechanics with the kind of fiction I loved to watch and read.

But it’s also terrifying. Since there are so few “Mexican” games published within our community, Cartel has to do a lot of heavy lifting. I’ve spent the last three years honing the mechanics and experience, and I’m so proud now that it delivers both on the cultural experience I knew was possible and a gaming experience that I hope keeps folks coming back again and again.

Rear cover of the special edition book with a colorfully illustrated sugar skill on it. Coloring by Brooke Carnevale, Layout by Miguel Ángel Espinoza.
Considering your heritage and background, how have you approached writing those of native Mexican heritage, and intersecting identities like women, queer people, and biracial people? Class would also be pretty significant here, so I’m curious as well how you handled that.
For the most part, Cartel is about Mexican people, not Mexican- Americans. But those lines are blurry for Latinos. After all, the border crossed us. In my home state of New Mexico, for example, the land was colonized by the Spanish before it was annexed by the Americans. Who cares what borders the gringos try to put on us?

But… I also have to recognize my distance from the reality. I live in Albuquerque: 850 miles and a whole country away from Durango, MX, the setting for Cartel. Many people there live with the threat of narcoviolence every day, and I can’t expect to really understand their reality from reading a few books. I can do my research and know my own history, but I’ve needed help from folks like Miguel to get the details right. For example, the first draft of Cartel gave a large role to the local police… which I have since learned is pretty far off from how the world really works.

Issues like queerness and race are even more complicated once you cross the border. Much of my game is about class, the ways that your financial reality determines your available options, but I’ve tried to create room for folks to bring a variety of characters to the table to engage the systems. Ironically, the cartels can be very egalitarian; they don’t care if you’re gay or a woman if you’re effective at your job!

Image advertising the Cartel Quick Start, which can be downloaded here.
A game focused on drugs and the associated traumas like violence and oppression is pretty intense. How do you handle those topics in Cartel? Do you use any safety mechanics to support exploration of those aspects?

Yes, absolutely. I think that one of the best parts of Cartel is that it demands that everyone at the table take some time to discuss what they want from the game before they sit down to play it. No one signs up for a session of Cartel without some thought about the experience they are about to have! (I hope!)

In the full text, I plan to provide GM’s tools for working with safety at the table, ranging from how to have the first discussion to example safety mechanisms like the X-Card, etc. That said, I believe that those mechanics are primarily external to the game itself. Each group needs to figure out what is required for them to feel comfortable with the material, and that line is going to change a lot from group to group. I’ve found that it’s really hard for me to tell folks where that line should be.

That said, I’ve done a lot to structure the experience within the game’s mechanics, sometimes in really subtle ways. La Sicaria (The Enforcer), for example, is a character that I’ve spent a lot of time shaping to produce a specific experience. One major change to that playbook I made early in development was to make her a retired enforcer who came back to the game after some absence, adding some world-weary priming for anyone who picked up the character. That’s helped to structure the fiction in productive ways–way fewer psychokiller sicarias!–without limiting what any player brings to the table.

Character playbooks with stylized layout and illustrations, with La Sicaria in front. Illustrations by Mirco Pagnessi, Layout by Mark Diaz Truman and Miguel Ángel Espinoza. 
What are the mechanical bits that you think express Cartel‘s narrative and the unique experience of the game?
I think there are three main places that Cartel is expressed through the mechanics: basic moves, stress moves, and playbooks.
The basic moves in Cartel work like any other Powered by the Apocalypse game, but they put a heavy emphasis on the conversation the players are having. There are four separate moves dedicated exclusively to talking or texting (pressure someone, justify yourself, get the truth, make an offer) and several others (size someone up, press your luck) that can be triggered verbally. That makes Cartel a game about conversations in the same way that Pulp Fiction is a movie about conversations: there is violence, but the camera lingers far longer on a good argument.

Stress moves invoke the entire stress engine, the bloody, beating heart of Cartel. Essentially, each player character in Cartel marks stress to avoid problems or keep themselves together in difficult situations. Eventually, that stress builds…and need to be released. It’s possible to just lose yourself in a substance to get through the day, but you might find yourself verbally abusing or shaming someone you care about or dishing out a beatdown to someone in a weaker position.Or if things get really bad… you’ll end up confessing your sins to a priest, cabrón.

Finally, the playbooks themselves contain a ton of Mexican culture and narrative that each playbook brings to the table. El Halcón has a pandilla (a crew), that comes along with him on odd jobs for the cartel, sort of like Badger and Skinny Pete followed Jesse around. The specific structure of that crew, their features and problems, is absolutely Mexican, rooted in the kinds of close relationships that exist between folks who work the street-level drug trade. I consider each playbook to be a challenge: how can I add a new facet of Mexico to the game with this character?

Cartel cover with large white text on the left, vertically arranged, over the bright pink colored cover. The picture of the Mexican man with the large gun and crates of drugs is the cover image. Illustration by Andrew Thompson, Layout by Miguel Ángel Espinoza.
How does the design of Cartel address challenging subjects – things like race, gender, and intersections of communities and cultures?
I’m honestly skeptical sometimes of my own ability to interrogate my games: I think a lot about what I’m trying to do, but it’s hard to simultaneously play the violin and say what playing the violin is supposed to mean! My hope is that, at some level, Cartel asks more questions than it answers about race, gender, and culture. Certainly Reddit threads like this one are a great start to the conversation about what games like Cartel are supposed to accomplish.

But I also think that Cartel issues a fundamental challenge to the gaming industry through its mere existence: it forces a mostly white audience to consider what it means to be Mexican, without the distance of metaphor or time. In many ways, my game design has been an effort to live up to that challenge, to take seriously the idea that white folks who might not have close relationships with Mexican people might sit down and play through a few days in their lives, not as a joke or a farce…but as a compelling drama. I think Cartel makes some white folks uncomfortable because it makes them realize how alien the experiences of their fellow humans can be, that they are more comfortable playing orcs than they are people of color.

To quote Junot Diaz:

Motherfuckers will read a book that’s one third Elvish, but put two sentences in Spanish and they [white people] think we’re taking over.

I absolutely see Cartel in the tradition of indie games that includes Steal Away Jordan, Dog Eat Dog, and Monsterhearts, works that strove to expand what’s considered “normal” in our spaces by demanding that the narratives of the oppressed be given some time in the spotlight. 

A woman holding a serious firearm looking into the trunk of a vehicle, from which someone’s arm is extended, by Andrew Thompson.


Thank you so much to Mark for the interview! I hope you all got a kick out of the interview and that you’ll check out the Cartel Kickstarter today!

P.S:Some updates made at 12:03pm on 3/20/18 to correct the names of the artists in the subtitles. Very sorry to Brooke Carnevale, Miguel Ángel Espinoza, Mirco Pagnessi, Andrew Thompson, and Mark Diaz Truman for my errors – it sounds ridiculous but I’m new to doing proper subtitling. I apologize.

Note: Mexican gamers have messaged me to say that this game is offensive and glorifies murder and the drug trade. I’m following up on it and apologize for not researching better – I’m sorry. The interview is staying up for now, but with this disclaimer. 


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

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

Behrend Bernhard, Esq. on Itch.io!

I have been putting products on my new account at briecs.itch.io and by that I mean, I have put up three things, it takes a lot of time.

Anyway, I put up Behrend Bernhard, Esq., my performative party game about monsters and lies, and it’s post-edits so it’s been hopefully improved!

 https://briecs.itch.io/behrend-bernhard-esq
Cover image featuring University of Pittsburgh’s Cathedral of Learning surrounded by trees full of crows.


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

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