I’ve got another great quick interview with Martin Lloyd, this time about the Big Book of Amazing Tales, currently on Kickstarter! It sounds like a great game resource for kids to add to your Amazing Tales collection. Check out Martin’s responses below!
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What is the Big Book of Amazing Tales, both as
a product and as your vision?
Some of the most fun I’ve had with Amazing Tales has been
playing games with the kids while on holiday, that’s when we’ve played out
campaigns, and the idea of the Big Book is to make it easy for other families
to do the same. So in the book I’m including four campaigns, one
for each of the settings in the book. So you’ll get…
A Dream of Trees – for the Deep Dark Wood setting
The Quest for the Dragon Crown – for the Magical Kingdoms setting
Captain Cadava’s Treasure – for the Pirate Seas setting
The Cryptid Conundrum – for the Adventure among the Stars setting
The Big Book of Amazing Tales should be seen as a companion
volume to Amazing Tales. Amazing Tales gives you all the tools you need to make
up amazing adventures with your kid and get them started on role-playing. The
Big Book of Amazing Tales is about providing you with some really great
campaigns that can take things to the next level.
Before I started writing I set myself some goals. One of
them was to include elements in the games that would bring the games alive in
the real world as well as the player’s imagination. So in the Quest for the
Dragon Crown there is a crown for the players to cut out, colour in and put
together when they find it. It doesn’t look like a conventional crown, but its
form is a clue to what it really does so having it right there in the players’
hands is important. One of the other goals is to include ‘moments of awesome’
for the players, to make sure they have those moments where their characters
get to do something amazing. You really will save the kingdom, slay the dragon,
stop the alien invasion and so on.
It’s also a chance for me to answer two of the questions
I’ve been asked most frequently since launching Amazing Tales. Namely – ‘How do
you use this game in a classroom?’, and ‘Can I use this game to help my kid
with some kind of problem?’. Although to be honest I won’t be the one doing the
answering. Baz Stevens, who is both a teacher and a game designer will be
answering the first question, and Lilly Smith who is a child therapist will be
answering the second.
As an ongoing product, how do you keep coming up for ideas for
Amazing Tales, and keep them fresh?
It really helps that Amazing Tales doesn’t have a fixed setting. So I’m not stuck trying to come up with five different fantasy adventures, or a new twist on space pirates or whatever. If I’m writing a pirate adventure I can make it the most piratey pirate adventure imaginable, a kind of Pirates of the Carribean in RPG form, and try and cram it full of as many pirate ideas as I can. I don’t need to worry about having used all the good stuff and then having to write another pirate campaign next week. * Once a month I publish a set of story seeds in the Amazing Tales newsletter, and those are always a good chance to really interrogate an idea. I pick a simple concept like ‘Temples’ and then try and come up with a set of ideas that do something interesting with that idea – stretching it in different directions. It’s a good practice.
And then there are the games I hear about people playing
with their kids. Often there will be a couple of sentences on Facebook that
sound brilliant, but that’s all there is. So it becomes a jumping off point for
new ideas. Someone posted the other day about an adventure involving a lost
circus in a forest. That’s about all I know, but it’s a great starting point.
An adventure about a lost circus in a forest, it almost doesn’t matter what
genre or system you’re playing – that’s a great place to start.
What
are some of your favorite things in the Big Book and what are they like for
players?
I’m really looking forward to some of the special extras. So in the Cryptid Conundrum, where the heroes need to crack the alien codes, there’ll be a decoder ring for the players to cut out and make. Now a lot of kids will probably make something like that at some point while growing up, but how many of them will get to use it to rescue the victims of an alien kidnapping? In a similar way that bit of research about kids being better at identifying logos than trees really bothers me. So A Dream of Trees will definitely include puzzles that require learning about trees, leaves, nuts and the like. Hopefully that will be enough to make kids a bit more excited by being outdoors, because playing outside is almost as important as role-playing 🙂
* Thinking about it, this is probably one of the reasons the Pirates of the Carribean sequels ended up the way they did…
I recently attended Big Bad Con 2019 at the grace of many generous purchasers of a bundle that funded my attendance. Big Bad Con is my favorite con, and I’ve talked about it in the past on Thoughty with a lot of passion and enthusiasm, as well as interviewed the staff. It is a con that I truly feel has a caring ethic to their design, and I love being there a lot.
A brief personal note
This year I was traveling in the midst of some personal crises – at home, I found out mid-con my kitchen was mildly flooding, and the following week, I had a mild-but-anxiety-inducing medical procedure that had basically blocked my mind from functioning. On my flight in, I sustained a mild back injury that made my participation in the con limited. It was really frustrating, stressful, and I feel like I let a lot of people down by letting stress get to me and by not being able to keep my body going.
I am super grateful to everyone who supported me by helping me get medication and supplies to get through the pain I was in (shout out especially to Jeremy Tidwell, Lucian Kahn, and Vivian Paul!). I apologize that this con report isn’t Super Exciting and Full of Games! I was simply limited by my own realities, and it is a dreadful thing, to be sure.
What I did
I arrived a day early on Wednesday and spent most of that day meeting new people and getting into my accommodations. We initially feared a power outage, which sent me into a tizzy, but it never happened. I still tried to be prepared, and in doing so, I spent a lot of time around the lobby keeping an ear out and seeing who arrived.
Some of the amazing people I had the chance to meet were Sangjun Park, creator of moonflower; Luke Wildwood; Sidney Icarus (who I hope to someday have guest write on Thoughty for approachable theory!); and after that it starts to get real busy. See, Big Bad Con this year did some amazing things – one of the biggest things is that, combining scholarships and the very vital Babble On Equity Project, they had guests from all around the world, including Australia, Korea, and Malaysia, and even had a guest from Trinidad, Brandon O’Brien, who I got to meet later that day. Brandon said some very kind things about Turn, especially about A.J.’s poetry. It made me so glad!
Later in the week, Big Bad Con also hosted the PoC (People of Color) dinner and meet & greet, focusing on supporting and connecting people of color in the gaming community. It was really awesome to see! I was lucky enough to meet a lot of amazing designers of color from outside of the U.S. and from inside the U.S. too. It was incredible to see such a presence at the con, to see so many people there who deserve to be heard and given opportunities, as well as allowed space to show the amazing work they do!
EVERYONE who got a scholarship, attended the PoC events as a person of color, or was supported by the Babble On Equity Project at Big Bad Con is rad as hell and their work is worth investing in.
HELP THEM THRIVE. Do not fail this whole class of designers and creators by dismissing them or ignoring them. Look them up, research them, hire them, pay them, buy their games and art, interview them, promote them, and when you do those things? Respect their identity and their backgrounds with care and generosity and do NOT let them down.
On Thursday, I co-hosted the Soda Pop Social with Meguey Baker and it was a great success! We had a really good turnout and lots of people were super enthusiastic for the sodas we’d selected. I again had a lot of comments from people grateful for a welcoming space for non-alcoholic networking that was still fun and had recognizable people to meet and get to know, so that was great! I love the social, even though it keeps me moving for a couple hours without significant breaks, because I get to kind of be one of the first faces to welcome people and to share something fun and lighthearted with them!
I also did my first Ranger shift! I volunteered at the con this year to cover my badge and my shifts were both at the Tell Me About Your Character Booth, which is really cool! I got to listen to people talk about their cool characters they’ve played and see the resident artist at the booth draw a portrait for the guest, and donations for the booth went to Doctors without Borders! It was really great. I did provide feedback to the con about improving the accessibility for those of us who have to be seated for our shifts, and for guests who need to sit. We worked out some more comfortable arrangements on my shift the next day, too, so it was good overall! I’m hoping if I volunteer again I get to do the booth and, if I’m lucky, do the booth with one of my artist partners so I can listen and they can draw!
Friday, I did the Terror in Design panel with Meguey Baker, Whitney “Strix” Beltrán, Misha Bushyager, and James Mendez Hodes, moderated by Rachel Bell. It was a fantastic panel, and some notes were taken by a guest and can be found here. We discussed a lot of things, especially consent, boundaries, how consent and boundaries can make horror more interesting, creating ambiance through design, where we find horror, and so so much more. It was a really interesting panel!
I actually really dig horror and I don’t talk about it as much as I’d like to because I’m also incredibly picky about horror, and have a lot of triggers, squicks, and general issues to watch out for. For example, on the flight home I watched the Hulu In The Dark film New Year, New You and got through the film with few issues because it’s altogether not too trauma-heavy for me, except for the references to suicide. But I watched In The Tall Grass on Netflix tonight and had to look away or distract myself multiple times because there was a pregnancy as a major focus of the fiction and horror. As I have tokophobia, that’s a no-no. It’s tricky, that lizard brain.
I also did a second shift at the Tell Me About Your Character Booth on Friday, a little more successful this time around. 🙂
By the time Saturday ran around, I was 100% burnt out. I’d been dealing with a lot of emotional stress, so after a lot of weaseling around I elected to drop out of two games I’d been dying to play – Lucian Kahn’s Visigoths vs Mall Goths and Kieron Gillan’s DIE. But, I was in no state to play. So I just visited people most of the day, getting to hang out with a ton of people and talk about games and the industry!
The only actual game I played over the course of the weekend was a portion of a game in progress by LiteralSoup, who is great. It’s a mech game, and gave me the mech name of Challenging Hope, which sounds about right! I thought it was super cool, and I really enjoyed hearing of other people’s mech names – if you played Soup’s game, please tell me your mech name! I want to know! We need to cancel the apocalypse together! <3
All throughout the weekend people were stopping to have me sign Turn or Script Change for them, which was amazing! I loved that so much – I loved being able to sign books for the first time really and it meant so so much to me. I really appreciated everyone’s enthusiasm for the book and for Script Change! I’ve worked hard on my projects and it means a lot to see people show love for them. <3
Late in the night I went to the Big Queer Dance Party hosted by Jackson Tegu, which was super fantastic! While I don’t dance much anymore, I really enjoy attending the dance party and listening to music. I was hugely impressed by the workshopping on consent, communication, and care that Jackson (assisted by Anne Ratchat) provided to help people ask each other to dance, accept rejection, provide rejection, and be comfortable in the space. It was so amazing, and I love that Big Bad Con allows space for events like these!
Many people who attend USian gaming conventions might not have had the kind of access to places to dance and be comfortable in their body that people from other subcultures or even just cultures in general might have had, and there’s also a huge number of queer people at the con who are given a space to express themselves. I wouldn’t be surprised if a number of games or mechanics were thought up just in those flashing lights on the dance floor as we all listened to music. Goodness knows I thought of some!
I stayed up ungodly late talking to a fantastic person (Soup) then got up earlier than I wanted and flew home on Sunday.
Some thoughts
I’ve been reflecting on Twitter about a lot of things since then, including a thread about how I learned to “hold court” at cons and how it keeps me from spending the whole con sitting by myself. I really enjoyed the con, but as I told many people there, I have a lot of challenges with conventions. They’re quite expensive, it’s hard for me to travel alone, if I get injured or ill it’s a whole mess, and I struggle to keep up with everything – plus I often feel out of place or alone.
I’m putting these facts out to the world because I want to be honest, and also so others don’t feel alone if they feel the same way. These things we do as professionals or as hobbyists to be connected with our community and our industry can be very challenging for us in a lot of ways, and flying thousands of miles to feel left out and discouraged and not good enough is hard. It’s scary and makes you feel like the world is ending. And like, there’s no real good fix for it!
I want to say something that fixes it. I want to say that I will wake up in a few hours (as it’s already 4am) and feel refreshed, and like going to Big Bad Con was a wonderful, flawless experience. But it wasn’t. There’s weird industry baggage – I’ve been working long enough to have that. There’s annoying health stuff – I’m old enough and disabled enough to have that. There’s stressful home stuff – I’m old enough and low class enough to have that. There were challenges at the con with accessibility (some solved, some not), and challenges with travel with accessibility.
There were so many things I loved about the con! But I do wish I had gotten to play more games so I had more to report to you, my readers, and I wish I had more to say to you than this: there are so many amazing games on the horizon and already HERE that I can’t even handle it, and I also do not know what my capacity truly is for the situation I am in. I want to be bring you the interviews and theory you want, I want to design you games you enjoy. But I may not always be as speedy as I once was, and Big Bad Con this year showed me that.
You could say, really, that… this con hit me a little differently.
I generally try not to be so under the wire, but life has been hectic lately! Here’s an interview.
Today I have an interview with Meguey and Vincent Baker about Under Hollow Hills, which is currently on Kickstarter! It’s a game about traveling performers and explores a new realm of Powered by the Apocalypse design. Check out what Vincent and Meguey had to say!
All art by Vincent, after Rackham.
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Tell me a little about Under Hollow Hills. What excites you about it?
Meg: Traveling together as a group, seeking audiences, dealing with a stuck wagon or a friend in trouble, showing up at birthday parties to just utterly dazzle a human child and leave them with a touch more wonder than before – that’s all real neat to me. What excites me most though, perhaps, is the core ethic of this game, of paying attention to how we are together when times are good and when times are bad. Fairies often get portrayed as either all sweetness and light or all threat and magical terror, and I’m excited to see MORE than that. We’re drawing on a lot of different fairy stories, and I look forward to the new stories that come from this.
VB: In Under Hollow Hills you play the performers and crew of a circus that travels through Fairyland and through the human world, through good times, bad times, and dangerous times. I’m excited about the tour of Fairyland that the game offers – but it’s like a working tour, not a tourist tour. You’re behind the scenes, you see what goes on in the Wolf King’s Court, you perform for audiences who think they’ve commanded you, but really you’re playing them. You see through the glamor to the mystery, if that makes sense!
I’m also excited by how much the game loves words. Metaphor, poetry, wordplay, puns, it’s a game that loves and plays with language.
There are a lot of fairy tales that people might be familiar with. Where are you pulling influence from, and what are some examples of the things you’re spinning of your own?
VB: Yeah! Meg’s history with fairies is older than mine. I think I started, these decades ago, with Alan Lee and Brian Froud’s book Faeries. For me my main sources have been Yeats’ Fairy Tales of Ireland, Sikes’ British Goblins, and Kirk & Lang’s The Secret Commonwealth of Elves, Fauns and Fairies. These all mix collected stories and folklore with the speculations of their authors / editors, much in the mode of a bestiary or field guide. This is where the idea of fairy kinds comes from, I think, these marvelous old collections.
I’m also influenced by Shakespeare, by Norse myths, and by
more contemporary fairy tales and fairy tellers like Francesca Lia Block,
Tanith Lee, John Crowley, Jane Yolen, and even Jack Vance per Lyonesse.
That said, we’ve tried to keep our interpretations fresh and
playful. In the playbooks, for instance, we always try to mix and cross
influences, not narrow down. The Chieftain Mouse has elements of Reepicheep and
Despereaux, and also of Rob Roy. The Crooked Wand harks back to the three old
women who share an eye, and to Odin, and then to Yubaba from Spirited Away and Nora Cloud from Little, Big.
Meg: I had a beloved storytelling teacher in 4th grade, Janet Glantz, who gave me Nancy Arrowsmith’s 1977 Field Guide to the Little People, which leads off with “In high summer meadows, nestled in the moors, near old castles, or behind the kitchen stove—these are the places where the Little People may be found.”. If I had to point to one clear influence alone, it would be this book and this line. The earliest fairy-tales I remember are the ones in Olive Beaupre Miller’s 1928 edition of My Bookhouse books, particularly volume two, which has fairy tales from around the world, and the first book I remember reading for myself is Midsummer Night’s Dream, when I was about 6.
The Muppet Show, of course, and Labyrinth. I saw the 1962
movie Gypsy a surprising number of times as a kid, so the backstage parts of a
traveling show were there, and when I was learning to walk and talk, my parents
were crew in a Shakespearean diner theater company, which was of course FULL of
fairies and actors and stage effects. I spent 8 years in the 1990s doing hair
design and costuming for our local Hampshire County Shakespeare Company, too.
Apples and trees, you know. Decades of thinking about the natural world in a
way that invites the possibility of fairies also fit into the game design, and
noticing the playfulness of bees, the enthusiasm of the berry bramble, or the
determination of a stream. Then blending all of that so that there are layers
on layers of influence, so players can bring their own influences to their
unique portrayal of fairyland.
What is Under Hollow Hills like mechanically? It seems like it might function a little differently because of the types of stories you’re telling!
VB: It does!
The structure of the game is, you travel through fairyland
and the human world, and everywhere you go, you put on a show. On the GM’s
side, this means that between sessions, you prep up where the circus is going
next. You don’t prep what’ll happen – there’s no way you could guess! – but
just what the place is like, and who’s there. There’s a quick system for this,
rules you follow in prep that help you decide who the audience is, what they
want from the circus, and what they have to give the circus in return.
In play, then, you arrive at this new place, and you know
that you’ll be performing here, but before you do, you want to get the lay of
the land. As much as your audience here wants something from you, you want
something from them too. So you introduce yourselves, enjoy your hosts’
hospitality, get people’s stories out of them, and meddle as you see fit. When
you’re satisfied, then you plan your show and perform.
Planning and performing your show are distinct phases in the
game, and they give you a lot of power. In your performance you can change the
season of the place – “season” here includes mood, fortunes, history,
even who rules and who’s ruled over. You can win from the audience what they
have in plenty, or win from them what they hold most dear. You can also change
the circus, switching up the performers’ jobs, welcoming new performers or
bidding old ones goodbye, and opening the way forward from one world to the
other.
Now this is the large view, the overall structure. Your
character has cycles and structures of their own. Your capabilities include,
yes, ways to get the lay of the land, and ways to plan a show and perform in
it, but they also include your own angle on things. Ways to get what YOU want,
whether you line up with the circus or not.
Meg: A lot of game mechanics are designed in terms of a linear progression, from point to point to future point. Under Hollow Hills mechanics cycle and spin, as we spiral through the seasons and through our own emotions and the characters’ emotional relationships with each other. Players may come back to things that feel familiar several times in the course of play, but from a different angle each time.
I’m intrigued by the implicit theme of transience in these stories because of the traveling nature of the troupe and the temporary nature of performance. How does Under Hollow Hills address the concept and experience of transience by the characters, and naturally, players?
Meg: Playing with time and space is part of fairyland, as well as of stagecraft and performance. The magical thinking of childhood when summer never ends, and how it takes forever for a special event to arrive, and the way time moves oddly when you are fully engrossed in the current moment even as an adult, are all part of the game. All those can be tiny windows into fairyland, that may open only for a fleeting moment. We all change over time, in myriad ways. Major ways that come to mind are gender fluidity and variance and how that permeates Under Hollow Hills in reflection of the actual world we live in, and seasonal cycles as they affect all life on the planet. There’s a third, of course, which is mortality, and the questions around death that come up from the fay viewing it as a game and the mortals knowing that for them it is the biggest and most permanent change. Shifting through these moments smoothly takes practice.
As characters pass from moment to
moment, in terms of Under Hollow Hills game design specifically, we built in
ways to shift your character’s expression fluidly across their summer aspect
and their winter aspect, and we recognize the impact people have on places (and
vice versa) in the way that the Circus can move the place they perform towards
different seasons. Illustrating the pinwheel of the seasons, choosing as a
group how you move the circus and spaces through the pinwheel, helps convey the
transient but also the cyclical nature of the game, and therefore of life.
Movement is a basic part of the game.
Building a game where travel is
intrinsically part of the story helps address some fictional issues in
storytelling as well. Have you ever encountered a detective series you like,
set in “a small country town” where there’s multiple mysteries and
murders in each book? For heaven’s sake, get out of that town! It’s a
hell-mouth! Making the circus mobile, building an interconnected group that is
traveling together, with the inherent community needs and relationship
complications that arise when people come to rely on each other, and when they
are constantly encountering new groups of people wherever they go, allows for
very different stories than having the characters in a fixed location.
Another topic that interests me is the diversity found in traveling troupes in history, and the prejudice with which they’ve been treated. A hard topic, I know, but have you addressed it at all in Under Hollow Hills, and why or why not?
VB: Not so hard a topic! Historically, traveling people, especially traveling performers, have been treated all different ways – with horrifying violence and racism, with glory and celebrity, with suspicion, with reverence – all different ways. Right now in the US, for instance, a lot of carnival workers are seasonal migrant workers, vulnerable to the US’ racist anti-immigrant policies and sentiments.
In Under Hollow Hills, we’re
definitely presenting a romantic version of the traveling circus. When the
circus travels, it’s usually easy. Where it arrives, it’s usually welcome. When
you come into conflict with your audience, usually it’s a personal matter, a
disagreement or personal animosity. It’s possible in the game for you to come
into town to find a racist hate mob waiting for you with knives and clubs, but
the way violence works in the game, it disarms even this kind of situation.
Our goal isn’t to examine real-world racism and violence, or even just the real-world difficulties of taking a show on the road. Those are different games, and ones we’d love to play!
—
Thank you to Meg and Vincent both for the interview! I hope you all enjoyed the interview and that you’ll check out Under Hollow Hills on Kickstarter today!
Hi all! I’ve got an awesome interview with Lucian Kahn today about Visigoths vs. Mall Goths, which is currently on Kickstarter! It sounds super cool and I’m personally looking forward to playing it at Big Bad Con. Check out Lucian’s responses below!
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Tell
me a little about Visigoths vs. Mall Goths. What excites you about it?
Visigoths vs. Mall Goths is a tabletop
roleplaying game and dating sim about the conflicts and romances among the
warriors who sacked ancient Rome and 20th century spooky teens, set
in a shopping mall in a Los Angeles suburb in 1996. There are a lot of bisexuals.
The plot structure of Visigoths vs. Mall
Goths resembles an open-world videogame RPG. Designed for either one-shot or
campaign play, each adventure episode offers several quests that you may choose
to pursue (or ignore), and the mall setting is packed with many strange retro
marvels to discover. Or you can just replay the game over and over to kiss all
the kissable clerks.
Imagine a surreal combo of The Craft, Empire Records, Bill & Ted’s Excellent Adventure, and Clueless. In addition to all that, I’m thrilled to be working with an incredible array of artists and writers on this project. The famous, talented, and extremely nice Robin Eisenberg has done an incredible job on the cover. We’ve got illustrations by Lluis Abadias Garcia, who did all the art for the Retroverse D&D 5e expansion. Vee Hendro, the graphic designer for Good Society, is doing the graphic design. We’ve got guest adventure modules by a very cool bunch of game designers, including Liz Gorinsky from Goth Court, and Maja Bäckvall who was the runes expert on Civilization VI and God of War. I could go on. The artists on this project rule.
What are some of the challenges and more exciting aspects of combining ancient Visigoths and 90s mall goths?
The only real design challenge I faced in the
goth-on-goth arena was figuring out exactly how disoriented I wanted to make
these time-traveling Visigoths. This could have gone very Encino Man,
but I didn’t really want the game to be about ancient warriors staring in awe
at escalators, so it took some work to get the narrative framing right, where
the Visigoths are historically displaced but we’re assuming they’ve somehow
learned English and know what a computer is. Fortunately, this game is
completely surreal and absurd anyway, so this extremely fast learning process
doesn’t have to be plausible to buy into the premise and have fun.
Part of what’s exciting for me about throwing
together these 2 types of goths is that they’re both outsiders. The Visigoths
are outsiders for 2 reasons: first and most obviously because they’ve been
displaced from their original historical context and dumped into a ‘90s mall,
but they were also oppressed outsiders in Roman culture before the time travel.
The Mall Goths are also outsiders in 2 directions: they’re too weird to fit
into mainstream teen culture, but they’re also both too young to get into goth
clubs and too commercial to be accepted by the avant garde. So the scenario
I’ve set up pits these 2 groups against each other, but both groups are
outsiders within the context of the mall and the suburbs. This makes for a
weird and fascinating array of potential social dynamics that the players can
mess around with.
It’s weird to think of it, but a 90s game is now a period piece! What’s it like writing a near-history piece and how did you make the game feel totally 90s?
I was a bisexual grunge-rock teen in Los Angeles in the 90s and started goth clubbing as soon as I turned 18, so the aesthetics of this game are very close to my heart and my personal experience. Honestly, this entire design process has been extremely heartwarming, partially because I’ve gotten to indulge my nostalgia, but also because the past year of playtesting at cons and stuff has brought me into so many cute conversations with other people who still carry a torch for 90s counterculture. People who were there at the time will find a lot of Easter Eggs that refer to real stuff that was going on back then, and at the same time, I’ve made the world vivid enough that it’s still fun for younger players or people who weren’t in the USA at the time, etc. I don’t want to give too many spoilers, but the mall has a salon for humans and pets called Gerbil Essences.
Gerbil Essences is
amazing! It sounds like you had a lot of fun with the project. What was it like
in playtesting – how did the design choices you made come to fruition with
different diverse groups?
I playtested this game for over a
year, which is a long time for me, and it definitely evolved a lot over that
time. One constantly recurring theme was the balance between structure and
freedom in the game rules. I wanted this game to accommodate the needs of some
very different types of players, from Dungeons & Dragons fans, to indie
storygamers, to LARPers, to total newcomers. Based on player feedback in the
past few months, I think I’ve struck a fun balance that lets a lot of different
people enjoy the game.
How are the Visigoths and Mall Goths
represented mechanically in the game, and how do their mechanics interact with
each other?
There are 3 types of Visigoths
(Conqueror, Charlatan, and Runecaster) and 3 types of Mall Goths (Theatre Tech,
Witch, and Cyber Pet). Each character type comes with 3 skills that get bonuses
on dice rolls. For example, the Theatre Tech has bonuses to costumes,
pyrotechnics, and rappelling. They also each have a special skill they can use
once per day without rolling dice. For example, the Cyber Pet can put on cute
animal ears for a half-price discount at any store.
But the most important mechanic is
probably Embarrassing Traits. Each character has 1 or 2 of these, and the
options are different for Visigoths and Mall Goths. For example, one Visigoth
embarrassing trait option is “Fear of Animals,” which gets especially dicey if
you’re a Conqueror with the “control animals” skill, and another is “Allergic
to Metal,” which sucks if you’re wearing chainmail. The way these work is that
you can embarrass yourself to make your friend look cool in comparison or draw attention
away from them, giving one of your fellow Visigoths or Mall Goths a bonus to
their roll.
Finally, while most games only track physical damage, Visigoths vs Mall Goths only tracks emotional damage. That’s right, physical combat only has emo outcomes — and if you get too emotionally overwhelmed, you can’t fight anymore until you talk about your feelings with a friend!
I have a big life thing coming up soon – specifically, my partner Thomas and I will be exchanging rings near Halloween to make our relationship “official.” While looking at rings and thinking a lot about love and relationships, I realized there’s just not a lot of support for polyamorous people who want to have a formal aspect to their relationship, and especially when you’re not religious in any way, it can be difficult to have a way to mark your relationship.
Someday Thomas and I want to have a more formal commitment ceremony, when things are more secure, but for now, we’re just gonna have a quiet exchange of rings. I decided to write a little game about love, polyamory, self love, consent, and commitment – and give people like us a ritual to mark their love, too. I tried to be inclusive – I hope it is inclusive to you! If you like it, consider picking it up at https://briebeau.itch.io/whats-in-a-ring and leaving a donation to help us pay for a celebratory dinner. 🙂
Today I have an interview with Kieron Gillen about his new game, DIE! It’s based on his popular comic of the same name. This game has layers – layers! It sounds really cool so I hope you’ll check it out. See what Kieron has to say below.
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Tell me a little about DIE RPG. What excites you about it?
I’m
going to circle around this before pouncing, as I’m terrible. Sorry.
In my day job, I write comics. My latest book can be basically paraphrased as “Goth Jumanji”. It’s a portal fantasy where kids who got dragged into a fantasy game as teenagers get dragged back as middle aged adults, and so acts as a device to compare teenage dreams with adult realities, explore the purposes of fantasy and do a warped conspiracy-addled history of the development of the RPG. As part of its typically over-researched development, I decided I wanted to do an RPG, in some form. The first arc is called “Fantasy Heartbreaker” which is my mea culpa about the whole endeavour.
As such, the first thing excites me about the DIE RPG is
that it’s not my day job. I am a puppy, running through long grass, on a summer
day.
In a previous life, I used to be a game critic – mainly
videogames, but I see all games as part of the same form. In terms of adaptations,
I tend to believe the most interesting allow you to replay the underlying
structure of a narrative. The 1980s Alien spectrum game was about hunting down
the alien aboard the ship, but it randomised which individual actually carried
the chestburster. As such, it was interested in the possibilities inside the
scenario of the movie rather than the specific example of the scenario played
out in the movie. Re-enact the dramatic arc, sure, but find a way to make it
your own – that’s how you make it live. I wanted to do something like that. I
mean, I had a handful of other design goals, but that was my top line goal –
create a structure which allows people to create their own personal version of
the structure of the first arc of DIE.
First the players get together and generate a social group of messy, flawed people. Who liked who? Who hated who? How has their life gone horribly awry? Each player makes one of these Persona. “Player” includes the GM. This is a pure piece of conceptual story game.
Secondly, when it’s decided this is an interesting group of people, everyone steps away from the table. When they step back to the table, they’re all in character as the Persona they generated. After the proper level of social chit-chat, the GM’s persona lobs a RPG on the table, and everyone starts playing, generating a character. Yes, you play someone playing an RPG.
Thirdly, after that’s done, everyone around the table gets
dragged into a fantasy world. They go through a psychodrama fantasy adventure
based on all the Persona’s faults, dreams and issues. After overcoming them
they then go home. Or not. That’s kind of the point.
So, yes, it’s a meta game, and how it moves between modes of modern play is key – the three levels are clearly inspired by the story game tradition, the nordic larp and something more traditional (though, really, a bit trindie). That’s the most obvious bit of flash, but the core of the game for me is that it how the game changes depending what persona you throw into the situation. There’s a lot of flexibility, but with sufficient scaffolding to head towards a conclusion with the details entirely up in the air. In the current Beta, that’s designed to be in 1-4 sessions. That I’ve been playtesting it for so many games, and being delighted how it works with radically different persona, remains exciting. I’m running it, and I really don’t have a clue how it’ll end up.
I think you’re one of the first designers I’ve interviewed who has talked about meta with enthusiasm and I love it! What did you do while you were designing to bring out that meta – how could an experienced player or designer see the key lines, so to speak? – without making it hard to approach?
Now, I warn you. There’s a line which I think I got
from the wonderful Natasha’s Dance, with a quote about the difference between
19th century German and Russian writers, which I’ll badly paraphrase. The
former will work out a theory in advance, and then try and put it into
practice, and the latter will write what they want, and then, almost as a game,
work out a theory which fits what they’ve done. I can come across as a German,
but I suspect I’m very much a Russian. So much of DIE’s core design was done by
instinct, and then analysed to death, so now it tends to sound I had a grand
plan.
So much just came from looking at the nature of DIE. This is
a game about messy people who get dragged into an RPG and transformed into
fantasy heroes. They travel a world which is a warped version of their
fantasies and fears. They have to all agree to go home to go home. Can they
come to an agreement? And if so, at what cost?
Logically, you need…
1) A way to generate a group of messy people.
2) A fantasy world which speaks to the specific nature of
those messy people
3) A set of core dramatic in-world rules which gather whatever
group of messy people you create towards a satisfactory (or at least,
interesting) conclusion.
That you’re making a group of players instantly makes it
Meta, and there’s just no turning back from it, and I lean into it as hard as I
can. There’s a frisson and delight there. You’re people pretending to be people
playing a role playing game. That just amuses me, and I tend to pursue it in
the games I run. My standard con game of DIE has all the Persona playing people
at the con they’re actually at, for example. Seeing what other people approach
the idea is the best thing about actually releasing it – if someone had told me
how much fun it was to see what people do with a structure you’ve created, I’d
have done this years ago.
Not quite as much in the RPG in the Beta stage, but there’s
a lot of the other kind of meta in DIE as well – the world itself is made up of
elements that all went into the making of the RPG, from German Kriegspeil to
Tolkien WW1 horror and more. It’s all about our fantasies, why we get lost in
them and so on. A lot of that works its way into the game as well.
How do Personas work? I love this idea of layers of play, and I wonder how the mechanics here function! What really drives a Persona, and how does that punch through the layers of game?
The Persona’s are absolutely the thing which makes the game
interesting, for me. It’s deliberately the rules-lite approach. It’s just a
series of formalised (or less formalised questions) spinning off a given
context.
In the Beta, I’ve narrowed it slightly to “You are
friends who played an RPG as teenagers, and now have got back together years
down the line to play a game.” That narrowing of a certain shared
history makes it easier to give a reliable “This will definitely
work” for the later stages in the Beta, but I’ve ran it with completely
different set ups too.
There’s a bunch of suggestions for useful angles of
questions – “how did the group form? Was it around a shared social
interest?” “Was it at school? What kind of school was it?” –
which lead to more questions, about the specific nature of individuals
(“What did you play in the RPG?” “How did you do in
class?”) and their interactions (“Did you fancy any of the
persona?” “Are any of you siblings?”). You then work out the gap
– “How many years is it since you used to play?” “Why are you
getting together to play a game now?” The Gamesmaster is also making a
Persona at this stage, and the players are encouraged to ask questions to each
other as well.
There’s guidance in terms of whether to ask soft questions,
hard questions or extremely hard framed questions depending on the tone and
level of inter-group personal messiness you’re looking for. “Do you hate
your brother” versus “Why do you hate your brother?” for
example.
While this is happening, the Gamesmaster is noting all the
information that’s relevant. Some of this is absolutely surface stuff (“He
really like Harry Potter!”). Some of it is more deeply personal (“He
has a really strained relationship with his husband.”) Some of it what I
call the character’s core drive – the thing which they’re missing in their real
life, and they’re looking for (“I always wanted to be an artist, and have
never, ever pursued it.”) The latter is generally approached tangentially,
but in a real way, it’s what the game is about – finding out how a group of
people respond to being offered their desire… and then discovering what they
may have to do to get it.
The players have huge freedom to invent whatever they want
about the people’s real lives – this actually continues into the more
traditional fantasy adventure. The Master asking the player about details of
their persona’s life is a constant. Those details, and all the previous ones
are then warped into the fantasy.
Part of the dichotomy of the game is that everything at the
Persona level is almost entirely freeform and without classical RPG rules.
Conversely, everything in the game is deliberately mechanistically neutral,
with all characters being treated equally by the system, and all the persona’s
character’s edges coming from in-world reasons. It’s a bit odd that I’ve come
back to a hard (if light) simulationist core from a hefty narrativist
tradition, but I figured in a game which is about the nature of reality (“Is
this place real?”), if the rules already give you the answer (“No,
it’s not real – only we get to roll the dice.”), it’s somewhat pointless.
Basically it’s kind of a Cartesian thing – the Persona level
is very much mind and the character is the body, and the lack of a true
connection between the two is interesting. The game’s more obviously meta in
other ways (the “why are these people playing the game?” of it all)
but I think this is the stuff which really interests me. A lot just is my love
song to the RPG, in lots of different ways.
One of my current things is trying to find ways to write
something akin to a Scenario – there’s an early take that we’ll be releasing in
the back matter of DIE. It’s basically a more structured set of questions, so
rather than being entirely freeform, you can create a social dynamic just by
asking the questions. It’s a formalised version of my standard Con game –
basically all the group are people who work in the comic industry. So one
person is the publisher, another a creator, another a fan and so on. By hard
framing questions, you generate a dynamic that gives a lot of space for player
expression, but still can be meaningfully prepared for. It’s been fun. The
question I most like basically goes like..
“Fan – you want to work in the industry. What job do you want to do?”
“I’d love to be a writer.”
“Writer – does the fan have any talent at all?”
That’s very much DIE at its hard-framing most, I stress. That whole scenario is wicked, but I want to do some other set approaches. I’m hoping the structure gives people enough to write their own, if they want.
One of the things that comes to mind while reading your responses is the subject of nostalgia – if I were playing a game with old friends, a game we’d played before, I’d expect to have some of that. Does nostalgia show up as a theme in the game? Is it something that was relevant for you as a designer?
Well, designer and a writer both. The first series I did as
a comic writer was called Phonogram: Rue Britannia, this urban fantasy about
magicians who use pop music (Phonomancers). It was used as an inspiration for
the excellent LARP My Jam recently, which was a delight. Anyway – that first
series was about – I quote – “Nostalgia, memory and history”. It’s
how those things tangle together, and get in each other’s way. So it’s
always been there, and it’s certainly there in the DIE RPG.
What’s more there is a certain critique of nostalgia – it’s
like how nostalgia can sicken. It’s not that time any more – what has changed
with you? Worse, what hasn’t changed? How much have you failed to
escape the person you were there, and the desires you had? I normally describe
the comic as comparing these teenage dreams with adult realities, but
transformed into an RPG it becomes about the two periods in the persona’s life.
They were there. Now they are here. How has their live gone awry?
What are they going to do about it?
Nostalgia turned creepy is certainly the another element.
There’s one optional element in the design we call the Box Of Crap, which the
GM drops on the table at the start of the Persona section of the game, claiming
it’s the actual game that a bunch of kids were playing when they disappeared
back in the 1990s. The box contains anything the GM collects – I suggest old
RPG supplements, and the game dice as a useful minimum, but we cram in anything
in there. I’ve included some of my own teenage RPG maps I drew, and character
sheets, for example. If a group is okay with it, putting stuff from their own
real life games in there is also a move, and very much fourth-wall blurring (as
in, putting player nostalgia in the mix, as well as persona nostalgia). There’s
not much with the box in the current beta rules, but in terms of stuff in the
Arcana (i.e. what I’ll be releasing as optional weird rules) it’s basically
used as a tarot deck during play as a device for inspiration.
I’m fascinated by the deeper fantasy world, since it reflects the Personas and the characters themselves. This is something that’s rarely codified, even if it’s alluded to in games. What is this like for the Master and the players to experience? What does it end up looking like to play in?
In terms of what it’s like to experience, what I’m trying to
evoke is the experience of being listened to.
What happens in the world riffs off what this persona a
player has invented. Rather than a lot of games where narrative creation is
direct (i.e. a player gets to define a world directly) DIE tends to primarily
works as a once remove (a player invents and the GM twists and gives it back).
The magical thing is that it’s both the big things the player are aware of (for
example, if a player’s persona spends some time talking about how they’re
closeted and are scared to come out, that may as well be an explicit ask for that
to be a theme in the game) but also what they’re saying without being aware of
(for example, a player’s persona making a joke about a random TV show they’ve
binged watched, having elements of that show pop up in conjunction with their
main theme). One of DIE’s core bits of GM advice is taking one of those big
things the players want included and adding an element which the players may
not actually have ever expected to be integrated. One core thing, and a twist,
both of which show they were being listened to. It’s like being given a
present, even when it’s horrific. Sometimes it’s really subtle, with just grace
notes. Sometimes it’s just incredibly obvious – in a playtest where all the
persona were people who met on a Buffy fanforum back in the day, I just
downloaded the map of Sunnydale and went from there.
It’s always a way to externalise a persona’s problems and
have them deal with it. It’s how DIE the comic works, and trying to get that
explicitly in a game, and codify ways for players to make that work easily at
the table was absolutely what I was aiming for. An early playtester noted that
the DIE RPG is kind of a manual and mechanisation of how to create a Kieron
Gillen Style Story, which made me nod in recognition. Trying to nail down
specifically what the story does, so it can either be turned into mechanics or
play guidelines was very much what I was trying to do.
It’s been lots of fun. I wish my designer friends had told me how much fun it was to see someone take a structure you’ve created and go and do awesome things with it, as I’d have done it years ago.
—
Thanks so much Kieron for the awesome interview! I hope you all liked it and that you’ll check out DIE today!
Hi y’all! Today I’ve got an interview with Liam and Ren from Sandy Pug Games about Disposable Heroes, which is currently on Kickstarter! It sounds like an interesting take on superheroics. Check out their responses below!
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Tell me a little about Disposable Heroes. What excites you about it?
Liam: So the basic pitch is a PbTA/Dungeon World based game where the playbooks are replaced by cards that are rapidly cycled in and out of play. We got rid of HP for the heroes, and made it so every hit they take is deadly – when they die, they discard their card and draw a new one – with a new class, weapon and set of stats. Obviously this changes the dynamic of the game a lot, and pushes players to get really creative with their class powers. One thing that I tell people is; you know how every pbta playbook has That One Move. The one that makes you go “oooh snap, yes, this is it right here”? What we tried to do with Disposable Heroes is capture that feeling the whole game. We want players to be hyped and excited and have their minds race when they draw a new character.
I’m
also really pumped about the art design. We’ve tapped into the
electro-neon-funk of Jet Set Radio and Lethal League where possible, lots of
vibrant and loud colors, high energy, thick line art. Stuff rarely, if ever,
seen in TTRPGs. It’s mostly being done by my partner Ren, who also came up with
the core concept and who I’m assisting with the game, but if funding goes well
we’ll also be bringing a bunch of guest artists on board to do a set of the
cards – and they have a wide wide variety of styles that we’re really excited
to showcase. Like so many Sandy Pug projects, I guess what I’m most thrilled
about is getting to show off the amazing talents of other folx.
This sounds very cool! How have you altered the PbtA type system to suit this, beyond HP, to make the disposability snappy but still really grabby?
Liam: Honestly, not a whole lot had to be done to adapt the system itself – We encourage GMs to run things so that whenever they can inflict damage as a move, they do so, and we made armor ablative rather than subtractive (That is, it acts as a HP pool for characters that have it). The rest of the changes really come from applying the PBTA system to a card game. Making moves around the deck and drawing and such. Dungeon World already feels, at least in my opinion and experience, snappy and exciting. Making it so you’re constantly getting new tools to solve problems just amplifies what’s already there in a big way.
That art sounds amazing. What are some of the benefits of a variety of artists and how it presents the characters in your game?
Liam: For a start, it means your game looks amazing. I’m a big believer in the idea that having lots of perspectives and ideas makes a project grow and pop more than anything. All the artists have their own really cool takes on the characters who are, remember, just a class and a name and an animal for the most part. To see them take those ideas and make this logo that screams a ton of personality is worth it all by itself for me.
On a more mercenary level, having a big team has always helped Sandy Pug Games punch above our weight. One person yelling about the game they made is one thing, having 10 people doing the same yelling amplifies things a whole bunch, and I’d be lying if I said that wasn’t a consideration when we were kicking around ideas. As for how it changes how characters are presented – you know how people tend toward the same kind of themes for their characters in TTRPGs sometimes? I know I’m a big fan of Fighters With Cool Weapons and playing Tieflings all the time, I find artists tend to have a “vibe”, and while Ren’s vibe is really freaking awesome, it’s rad to get a bunch more “vibes” on the project.
What are the heroes like? Who these
one-punch people?
Ren:They are Delivery beings just trying to get the job done and go home in one piece! I say beings because we like to allow players imagination run wild on this one. The heroes are anything from literal animals, animal humanoids, or humans dressed up with ears and tails and process said animal characteristics. As the artist, I particularly found it amusing to imagine a literal whale using a hovercraft pool as a means to get around on land. The art in particular allows for creative leeway and a more versatile cast.
What are the activities like in
Disposable Heroes? What do players encounter?
Liam: Although the Heroes’ main goal is delivering a package, their missions take them through treacherous, neo-future dungeons. The game is essentially a classic dungeon crawler; our heroes solve puzzles, dodge traps, fight monsters, and the usual. The only real twist is the package has to remain intact and undamaged, then instead of facing off against the Big Bad Guy at the end, they simply deliver it. Gotta get that 5 Star Rating!
When I found out Chuck Tingle released The Tingleverse, an RPG set in the world of his Tinglers books, I was immediately on board – and super excited when Chuck granted me an interview! Check out Chuck’s responses below.
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Tell me a little about The Tingleverse. What excites you about it?
first question is good but it has many answers because WHERE WE ARE RIGHT NOW IS THE TINGLEVERSE this is just layer of reality we are on (these are in stacks that go from top to bottom) and outside of this is THE VOID. so each layer of this stack is a potential timeline they are infinite and together they make up the tingleverse. but i can say that GAME of the tingleverse is an important way to explore other layers or timelines that buckaroos might not have been to mostly the timelines that i write about in my books. so i think if you are fan of tinglers by worlds greatest author chuck tingle then you will definitely like this important game because it will give you a chance to trot as a unicorn or a bigfoot or a raptor and maybe even a human to. i think that games in this way help with empathy and understanding that we all have our own unique trot and that is a WONDERFUL THING i think this is proof of love thats for dang sure
What was it like collaborating with others on making The Tingleverse into a roleplaying game?
thank you not really sure if this
is reference to something but i did not really collaborate much in this
way it was normal edited by son jon and there were playtests way but i do not
really see this as collaboration just helpful buds along the way. this
does not mean they were not important in fact they were VERY IMPORTANT mostly
to say to man name of chuck ‘wow this is good and this works you should keep
going’ so i appreciated that way for buds. sometimes you need an extra
voice to say ‘ you can do it bud’ this bit of encouragement is nice even fore
worlds greatest author. but mostly i think i was able to make game because of
unique and important way my brain works with is very methodical way and says
that if you take things piece by piece they might not make sense but
eventually they will make BIG TIME SENSE just gotta but head down and work a
little every day thats how you prove love at the end of the road buddy
What were some of your favorite elements of your Tinglers and books to bring into the Tingleverse RPG project?
i think i enjoyed being able to talk on the lonesome train as this is very important to me and i have a lot of anxiety on its way and its call. so anytime i get to prove love is real by speaking about it and making it into a force that I CAN HANDLE by putting it into a game is very good. DEEP DANG DOWN i think this makes me feel better but in broader sense i think this is a way of the artistic bud to take issues that we have and to turn them into something that you can process through a game or a story or a song and then reflect on these issues in way that MAKES SENSE TO YOU. so i would say talkin on the lonesome train felt very nice in this context and other times it can be a difficult way.
The Tingleverse book is pretty big! It had to have taken a lot of time and love to put it together. Did you have a particular process for developing the game and organizing the book?
thank you for saying book is very big i think so to it took LONG DANG TIME to make and was sometimes very daunting process made me shake and drool on a number of days thinking ‘dang this is a lot of work’ but now that it is done i can look back and think even though it was a work time it was a fun time, and now i am working on monster book so whenever this makes me shake and drool i feel same way and that helps. but i would say most of all process was to ask self ‘what would YOU be wondering right now?’ normally in books you ask this to think about journey of reader feelings but in instructional book like this it is journey of readers thinkings but it is basically same at the end of the dang day
I’m a game designer who has mental health struggles but fights through them to try to create projects with messages of love, so this project appeals to me! When you look at The Tingleverse RPG project, why did you feel it was a good suit to put forward the stories you tell and the messages you like to send?
i am glad you have put up a first in your struggling way to
say GUESS WHAT BUDDY TODAY IS MY DAY NOT THE DAY OF SOME SCOUNDREL INSIDE MY
WAY THAT IS NOT REALLY MY WAY so i think that is so important and i think that
you have proved love very much. and also when you make an artistic way with
love at the core it will only bring people towards it and that is very special
but also powerful. so i will say that with TINGLEVERSE GAME i think it is a
good way to tell stories and prove love because it is community game and it
makes me think of good times trotting with buds, and i think that it is nice to
make something that others can used together and maybe laugh and maybe cry but
most of all love. it is okay to have this journey on your own with a dang good
but and i have written many of those so with this i just thought ‘what the heck
lets try something new’
—
Thanks so much to Chuck for the awesome interview! I hope you all enjoyed it and that you’ll check out The Tingleverse today!
It’s been a big week for me – yesterday, the Turn books arrived to ship out to backers after a bundle of effort, and today, I’ve launched Homunculus Assembly Line on Kickstarter, led by John W. Sheldon! John is my business partner at Daedalum AP and also did the art direction and some of the art on Turn, as well as the layout. We’re excited to get this project live and moving!
Homunculus Assembly Line is a really fun experimental zine project focused on RPG art that will include some RPG material written by yours truly and some written by John, and focus on several illustrations by skilled and fantastic artists in the RPG scene including Juan Ochoa, Evlyn Moreau, Sandy Jacobs-Tolle, Thomas Novosel, Alex Mayo, and John himself!
Tell
me a little about Eldritch Care Unit. What excites you about it?
The basic idea of Eldritch Care Unit is that you’re playing
a doctor, nurse, or something more occult like a ritualist or alchemist, who’s
working in the “Eldritch Care Unit” of a hospital. The ECU is a hidden wing in
most modern hospitals, where mostly mundane folks like the player characters do
their best to treat supernatural illnesses and ailments, whether the disease
itself is magical or it’s just infecting a magical creature; maybe Fae react
strangely to a certain strain of the flu, for instance. But, these hidden
sections still rely on typical hospital funding and bureaucracy, so you need to
try and maneuver the already insufficient and bureaucratic American medical
system to try and account for creatures that most of the world won’t
acknowledge even exist.
Eldritch Care Unit is my first “full” independently published game, which is itself exciting, and it’s an idea I came up with kind of at a weird whim while listening to other people talking about something entirely different (if I recall, they were talking about clerics healing people on a battlefield after a fight). What excites me most is the unique concept combined with the unique but fairly simple system I came up with for it, called the Adversarial System, which relies more on rolling to withstand external pressures than to see if you’re skilled enough.
This sounds fascinating! How do players mechanically interact with the game? What is gameplay like?
It’s
a fairly simple system. Essentially, characters have “training” in various
fields, which has a simple numerical rating, and said numerical rating is
almost always higher than the difficulty of the task that’s being done; for
example, your highest rating starts at 25 and the highest difficulty usually
used is 15. You then roll dice not to see how well you use that rating, but to
see how well you withstand any external pressures; instead of flat penalties,
they provide dice to an “Adversarial Dice Pool,” which is rolled to see how
much your rating gets penalized. For example, if you’re pitting your rating of
25 against a difficulty of 15, but are on a tight schedule and your patient’s
noncooperative, that might provide 2-3 (d6) dice to roll, so you need to roll a
10 or less on them to succeed. There’s ways to negate or lower those penalties
too, though, and other little permutations and optional rules, but for the most
part it comes down to that core mechanic.
As
for the core gameplay, it revolves around difficult patients. While your day to
day might involve some checks to continue long term care or check up on normal
patients, the interesting part that the game’s meant to focus on are those that
have some difficulty; either the ailment is unique and difficult to deal with,
the patient’s insurance is bad and you need to work around that, there’s a time
crunch before the disease really sets in, the hospital lacks the right
ingredients for a curative, or anything similar. It’s left largely to player
creativity at that point, to come up with ways to get around the problems, and
usually involves a series of different things they’ll need to get done, whether
working together or in parallel, depending on their time vs difficulty needs.
To
note, there’s no combat in the game. The system doesn’t even work particularly
well for it, as we don’t track health as anything more than maybe lingering
dice penalties (3d6 on manual tasks while your hand’s injured, etc). You COULD
make it work, but I don’t see many doctors and ritualists being thrown into
fights in a hospital.
What are the bounds of the fiction here? How weird does it get?
The fiction is pretty open. There’s some basic guidance on
how magic works, and how the supernatural exists within the world, but the
basic idea is that if there’s some folk tale, movie, or other story about a
given type of creature, it probably exists in some forms. Most of the time,
they integrate well into the modern world; think of how it happens in Men in
Black, but with supernatural creatures instead of aliens. They’re everywhere,
and most people don’t realize it. It’s less your typical “they stalk you in the
shadows” and more “they’re trying to figure out how to do their thing in a
modern world.”
The ECU itself isn’t the only “human” organization that knows about magic and the paranormal, of course; the book mentions that there’s government agencies, supernatural lawyers (never sign a demonic pact without one), and similar groups out there, but the ECU is the main focus of the game. Though, the nature of the Adversarial System would make it pretty easy to play some of those other sorts of groups too, with a bit of tweaking, if someone wanted.
How do you handle being respectful to potential human, real life people who might identify with the supernatural entities – allowing for safety tools, special guidance, or otherwise?
The
book makes it clear to avoid getting into too much detail unless you’re sure
your players will appreciate it, and despite the general motif of “Life isn’t
fair,” the general goal is that when the Player Characters are involved, things
will usually get fixed up. It inherently gives a bit of hope for even a broken
medical system, and focuses on the good people in that system. It’s something
I’ve found cathartic, as someone who’s been given the runaround by insurance
companies and hospitals
With
it being a small book, I didn’t include a lot of full writeups for tools beyond
that vague advice to make it a cooperative, positive experience, but I’m
personally a strong supporter of systems like X cards and other safety tools,
and definitely recommend them.
It’s awesome to have a game with no combat! What are a few exciting or compelling examples of experiences players have had with ECU?
In the one shot I’m running right now, the characters were
going about their day to day when a Dragon more or less barged its way into the
hospital, demanding treatment. Dragons are rare beings even in the open ended
sort of world involved in this game, so there’s a bit of excitement and stress
involved in making such a large, none-too-cooperative creature comfortable so
they can diagnose its diseased wing, especially since experts on dragon anatomy
aren’t really available.
And pity whomever ultimately has to ask them to pay the bill…