The project ends near midnight on November 30th. As I look at it now, I wish I had left in an extra day or two, because we may be coming up short of some of the stretch goals. But, I’m glad that we’ve come so far!
Right now we are looking at Meguey Baker’s Smeed Hill stretch goal,
Smeed Hill will explore a town cut in half by closing mills, then closing schools, and now empty storefronts on Main Street and overgrown houses in the hills. There are still opportunities, but also needs that have yet to be met. Meguey has proposed adding a squirrel and a skunk to the available beast archetypes, wonderful new additions to a small town!
Like the other stretch goals, Smeed Hill will introduce some local NPCs to help your story along, a new town type, new beast archetypes, and a new or altered human role.
It sounds like a wonderful town!
We’re also in the running for the 525 backers challenge I issued last night! If we reach 525 backers, I’ll release The Confidante,
You don’t ask for much in life, just for some peace and quiet, and for people to listen to you once in a while. Well, nobody seems in on that plan, so you spend most of your days hearing pieces of everybody’s secrets, even through walls. And yet, no one listens when you cry “wolf!” Though, maybe that’s a good thing.
Just a sneak peek!
For the stretch goals that we don’t reach, I still hope to pursue them in the future, it just depends on whether I can get the funds together, because I still want to pay people fairly! I want to release Gerrit’s Halver, Germany ($18k) and Jaye Foster’s Harmouth, South Devon ($20k), and my own work-in-progress, a Moose, which has been a secret goal for $20k for a while. What it means if we don’t reach them is that they will take more time, and be dependent on things like future sales and success.
Much like the Overachiever, I’ll be juggling a lot trying to make it happen.
However, hope ain’t just a theme for way stations! We still have over 50 hours to make every bit of this happen that we can. So share, support as you can, and continue to have enthusiasm for Turn! If you can back, that’s just swell. If not, raising awareness – especially on different social media and sites – makes a huge difference to Turn’s success!
Thank you SO much for any support you have given and any you continue to give!
Tell me a little about Thousand Arrows. What excites you about it?
Thousand Arrows is a tabletop role-playing game of samurai drama and action during the Japanese Warring States Period (1467-1603 CE). It’s powered by the Apocalypse and inspired by both real-world history and chanbara media like Kurosawa films. I’m excited about this game because it highlights an era in Japanese history which is rarely in focus in the West. Most samurai media that makes its way to the English-speaking world focuses on lone wolves and duelists in the Edo period, the centuries of peace which followed the Warring States Period. Instead, Thousand Arrows gives players the roles of military, religious, and political leaders: samurai generals, Buddhist monks, desperate rebel farmers, and even spirits and sorcerers in which the sixteenth-century Japanese believed. Their decisions decide the actions of vast armies, religious sects, and feudal states. This game has personal narratives and romance and duels, but it’s equally about rewriting history in your character’s own image.
I know you research a lot. Could you tell me about the research you did for this project, including any direct consultation you did? What were the challenging topics to approach here?
I’ve put deeper and broader research into Thousand Arrows than I have into any other project of any kind.
As usual, I read a lot of Japanese primary sources, history books, and religious texts. If you’ve heard about my research processes for Scion 2nd Edition or 7th Sea, you know what I’m talking about. Brennan and I also watched a lot of Kurosawa Akira’s period films, as well as their modern derivatives like Samurai Fiction.
In 2013 I graduated from St John’s College in Santa Fé, New Mexico with a master’s degree in Eastern classics. I learned classical Chinese and read and wrote about a literary tradition that traveled from India through China and into Japan. My undergraduate work focused mostly on African topics, but I had always wanted to study Asian history and religion in more rigorous detail. Reading the Tale of the Heike, the Tale of Genji, and the Pillow Book established the narrative and behavioral conventions underlying the game’s moves. Reading the Buddhist canon inspired Thousand Arrows’s tragic tone and attachment mechanisms. I think an accurate, respectful portrayal of Asia and Asians, whether fantastical or historical, requires understanding where continuities do and don’t exist between different Asian cultures. It makes the difference between cultural exchange and cultural conflation.
In 2006 I took up a Japanese martial art called Bujinkan budō taijutsu, which teaches traditional Japanese battlefield and espionage techniques. The Bujinkan’s oral and written history begins in the tenth century CE and, like most martial arts’ histories, combines historical fact with fanciful myth—both of which influence Thousand Arrows’s historical fiction. Thousand Arrows weapon masters’ special moves come from my own experience with medieval and early modern Japanese arms and armor. The Kuki Spirit and Cloud-Hidden fighting styles, available respectively to characters from the Kuki Clan and the Iga Provincial League, come from the Bujinkan’s curriculum. But rather than presenting specific techniques and movements which would confuse and bore unfamiliar players, Thousand Arrows models fighting styles in terms of the narrative situations in which they offer special advantages. For example, since the Kuki Clan controlled the Kumano Navy, Kuki Spirit stylists get an advantage when fighting on the rocking deck of a ship, making them effective marines and pirates. Thick forest covered the Iga region during the Warring States Period, so Cloud-Hidden stylists from Iga gain a preternatural ability to leap and swing through a forest canopy, making them excellent rangers and scouts.
Cover art by Yoshi Yoshitani.
What are actions like in game, in regards to how they feel and what you can do?
Thousand Arrows characters start the game as feudal Japan’s movers and shakers. Even the actions they take on an interpersonal scale affect the fate of entire religions, states, and armies. This is wartime, and every character has a section of between a dozen and a hundred well-trained soldiers who follow their orders. Characters without personal skill at martial arts or generalship are crucial to the war effort as intelligencers, diplomats, chaplains, and saboteurs.
The action also focuses on interpersonal drama via the attachment system: as you get more invested in a value that drives you or a relationship with another PC, you get better at helping or hindering their actions on or off the battlefield, as well as more vulnerable to losing control of your behavior and giving in to impulses related to that attachment. In keeping with Japanese historical narratives, Thousand Arrows’s social atmosphere is highly emotional and volatile. A few characters, like courtiers, may be polished, calculating, and restrained; but most samurai express themselves through passionate outbursts of torrid emotion, extemporaneous poetry, or sudden and uncontrollable weeping.
What is the character creation process like, to create these complex characters?
Two playbooks make up each Thousand Arrows character: an allegiance (what team you play for) and a role (your position on that team). Allegiances include various samurai clans (the Hōjō, Kuki, Oda, Shimazu, Takeda, Uesugi, and Yagyū), revolutionary leagues (the Single-Minded League and the Iga Provincial League), and belief systems (the Nichiren School of Buddhism, Confucian academy, and Catholic Church); or, if you want to play Thousand Arrows on hard mode, you could be a knight-errant (also known as a rōnin) and not really have an allegiance. Roles include the courtier, retainer, knight, secret agent, foot soldier, warrior monk, shaman, and farmer. PCs in the same game frequently share allegiances, but roles are unique. Both allegiance and role modify your stats and give options for your starting special moves, equipment, and followers.
I’ve found that the process takes about as long as most other Apocalypse Engine games: longer than Monsterhearts, a little longer than Apocalypse World itself, a little shorter than The Sprawl or Masks. I think it’s worth it to help players make characters they feel are their own: a Takeda courtier, a Catholic courtier, and a knight-errant courtier feel very, very different to play. That said, the game comes with eight pre-generated characters in case you prefer to hit the ground running at a one-shot or convention.
What are some of the exciting stretch goals we’ll see from Thousand Arrows?
We’ve already unlocked Jenn Martin’s Fox, a sneaky, sexy, and duplicitous nature spirit who can disguise themself as a human. The Fox is a more traditional playbook, counting as both allegiance and role, and is a good option for players who want to engage with Japan’s wilderness or supernatural landscape. The Corsair, Merchant, and Artisan roles are also coming up. But there are two stretch goals which are larger in scope, and which I’m most excited about.
One is “Dragon King’s Gambit,” a campaign set in winter 1592 CE during the contentious and tragic Japanese invasion of Joseon Korea, then a vassal state of Míng China. During this campaign, the Azure Dragon King of the East Sea attacks with an army of sea monsters, forcing Japanese, Chinese, Mongolian, and Korean combatants to work together against a common enemy. DKG is playable either as a standard campaign, or as a convention game: we’ve run it successfully with three sessions, three tables, three GMs, and fifteen players (five each loyal to the Joseon, the Míng, and the Imperial Regent of Japan).
Another is “Street Samurai versus Code Ninja,” which takes Thousand Arrows to a dystopian future where samurai have traded their warhorses and lamellar in for hoverbikes and power armor, where ninja stalk the shadows of the Internet as well as those in the real world. This setting deconstructs the orientalist and Japanophilic tropes which dominate cyberpunk fiction and gaming from the 1980s and 1990s by modeling the cities of the future on early modern Japanese conventions instead of just appropriating Japanese terms to describe Western concepts and anxieties about a looming Asian economic threat. SSvsCN includes futuristic versions of the standard roles: the Social Engineer, Salaryman, Street Samurai, Code Ninja, Ganger, Cybermonk, Technoshaman, and Gold Farmer. It also features new allegiances to represent major immigrant groups in Japan, such as China, Korea, Brazil, and the Philippines.
I really like the way our stretch goals expand what Thousand Arrows is about and to whom it can appeal, with higher-fantasy and futuristic play. I want this game to bring together players who are usually interested in different things and grant them common ground they didn’t expect to have.
Hi all, today I have an interview with Nick Zachariasen on METAL WORLD! It’s currently on DriveThru! I normally don’t include game pitches here, but the METAL WORLD pitch is so rad, I had to!
METAL WORLD takes the breadth of the heavy metal genre and throws it all into one game world. It doesn’t care how much sense something makes as long as it’s awesome. It has a demon-possessed lawman who rides a rocket-powered robot horse and carries a pair of 666-shooters. It has an undead ship made of the bones, sinews, and skin of the sailors it kills. Hell is a continent you can get guided tours of from the MegaDevil himself. The cherry on top? It has a volcano made of dragons, which shoots lava and more dragons when it erupts. The game system— including character building— are as loose as possible to allow your group to play the way you want.
With that in mind, check out Nick’s responses below! —
Boris Vallejo’s Kalevanpojat.
Tell me a little about METAL WORLD. What excites you about it?
The germ for the idea that became METAL WORLD came about when I looked at the Boris Vallejo painting Kalevanpojat (above). There’s this giant half-man/half-dragon thing posing like he’s trying to impress this only nominally-dressed woman who could not possibly be interested any less. She has an expression as if to say “Yeah, buddy, just get down the mountain, already. Three of whatever you are have passed through in the last half hour. They’re probably at the tavern.” I imagined what kind of world that must be for such a fantastic sight to leave her completely unfazed. Fast forward to after the premiere of Metalocalypse and I finally come up with the vague idea of a world of heavy metal in all its breadth. Of course, a couple weeks later I learn about Brütal Legend, which was sort of what I’d conceived spiritually but for the most part not even close aesthetically, although I did draw some inspiration from it all the same.
METAL WORLD, then, takes every kind of metal— whether basic, “classic” metal like Black Sabbath and Judas Priest or just about any subgenre you can think of like doom, black, pirate, or whatever— and throws it all into a blender so that you can have situations like a barbarian riding a nightmare steed charge a tank crewed by cyborgs and actually have a chance at winning! It’s everything Ronnie James Dio ever sang about. It’s anything you might see in a Dethklok video. It’s everything power metal sings about, with valiant heroes, fire, dragons, The Gods™, and all that. In short, METAL WORLD tries to bring everything awesome into one place without regard to piddly details like “Wait a minute, how does a region with this ecology sustain a tribe of human-hunting giants? They’d strip the population bare in months and then have no food source!”
METAL WORLD ignores pesky things like so-called “continuity” or “travel time” unless it’s important for the overall story you’re telling with your group, and I think that’s what excites me most about METAL WORLD. I’m not aware of anything quite like it, where any play style your group could want is not just possible but encouraged so long as everyone’s on board, and the game actually mechanically encourages it with a rule set that’s just vague enough to be accommodating but specific enough to be playable while also having fun with its readers to keep from taking itself too seriously.
What are the mechanics of METAL WORLD like and how do they relate to the theme?
The mechanics try to be simple and stripped-down. You have five main stats, each named for a subgenre of heavy metal: Death (your health), Power (strength and “persuasion”), Prog (intelligence, perceptiveness, and actual persuasion), Speed (agility, reflexes, and overall coordination), and Thrash (combat ability). I kept it that simple because A) it keeps creation easy and B) on the eventual character sheet I can put each one at the point of a pentagram.
The design philosophy is that instead of worrying about how far you can move in a round, exactly how long a round is, and that sort of thing you see some other games get bogged down with, METAL WORLD tries to focus in the in-game exploits of the characters and what they bring about in the world around them. It didn’t grow out of a wargame and god-of-your-choice help me if it grows into one. METAL WORLD’s main concern is giving people a setting that facilitates telling an interactive story with evocative imagery. That’s one reason I don’t have classes; they pigeon-hole characters into a predefined type without allowing for a player’s creativity to show through.
You can have a band (METAL WORLD’s term for an adventuring party) containing traditional sword-and-sorcery fantasy characters like elves, humans, dwarves, and so forth alongside robots, cyborgs, Atlanteans, and METAL WORLD’s gnomes, which are a race of mad geneticists called ge-nomes— essentially, they’re a race of Bioshock-style Splicers. The environment contains everything from fantasy’s quasi-medieval environment to near-ish future tech and references galore to metal, its inspirations, and occasional random other things. You need complete freedom to be able to have that kind of spread in characters and environment, so METAL WORLD focuses a lot on group consensus as to the tone of the game, which means the Metal Lord (the GM) has very wide latitude of what to allow or to rein in if it proves unbalancing.
Another important thing I think bears mentioning about that latitude is that the guiding metric of METAL WORLD is “as ______ as it needs to be.” Because everything worries more about the story than thinking about ensuring you have enough provisions for the trip or how much you can carry, let’s say an invading army approaches. Your story is about the epic battle that ensues like the battle of Helm’s Deep, so the band and NPCs have plenty of time to prepare defenses and have a grand old siege ahead of them. Now say you have a story in mind where the focus is more on evacuating those who can’t fight and making a stand to buy time. That same army leaving from the same place will take less time to get to the same destination. In METAL WORLD, space actually dilates or contracts depending on the needs of the narrative, though no character is ever aware of this— it’s just a cognitive blind spot created by reality itself. Similarly, a character can carry as much as (s)he reasonably could.
Then you also have Metal points, which reflect the favor of The Gods™ like Fate Points in d6 Star Wars or bennies in Savage Worlds. They serve two purposes. First, they fuel magic use for those who know how to do that that as well as other effects, like maybe the powers of a magical item. More generally, though, they serve to allow characters to (usually) unconsciously generate special game effects depending on what they want to accomplish. You get them by doing particularly impressive things or just because the Metal Lord feels like it.
What kind of player characters exist in the game, and what are they like?
As I said before, you can make pretty much anything you can think of within reason and even perhaps a bit beyond. Your band can have an axe-wielding barbarian who rides a nightmare steed, a mad scientist who raises and otherwise experiments on the dead, a lizard man martial artist, a shroom-addled shaman who drives a wicked van with amazing scenery painted on its side, and a dwarf who’s replaced both of his hands with chainsaws. Mind you, all of these are among the sample characters I’ve created— the dwarf is named Angus Mac Chainsaw Hands. You truly are bounded only by your imagination and what the Metal Lord will allow. I haven’t statted minotaurs for use as PCs, for example, but if you want to play one, work with your group’s Metal Lord and figure out how to run one so it’s balanced with the rest of your group’s characters. Maybe you want to play something I haven’t even provided for yet at all. Make it up and work it out! Again, I want people to be able to create the most awesome things they can imagine so everyone can have fun with it.
How do you handle topics like violence, sexual content, and so on in a game themed so wildly and intensely?
bviously, violence is going to be present given that heavy metal isn’t exactly known for diplomacy over tea and crumpets. I mean, Hell is a continent you can physically go to and get a guided tour of, possibly by the MegaDevil himself. As far as sexual content, I do make a note about that in the introduction when I mention the traditional scantily-clad women you’d see in the artwork of Frank Frazetta, Boris Vallejo & Julie Bell, and other fantasy staples who inspired much of METAL WORLD’s aesthetic. I tell people to play it up to their group’s taste. This game tries to encompass the breadth of metal in its entirety. Some of that will involve mature-audience content and if you end up playing those kind of things up to the point where they become ridiculous, that’s totally fine if you’re enjoying yourselves.
As you say, METAL WORLD is indeed wild and intense and I feel the form that takes should be subjective, determined by what you want out of it. It’s like how if you’re listening to metal and you want something dark and brooding you listen to doom metal while if you want something that fills you with a sort of positive energy, you’d listen to power metal. It’s clay in your hands. If you want to make that clay look like something you might not want your parents to see, what’s important is that it’s what you want, not what somebody else wants. When you get right down to it, that’s one of the classic themes of metal as a genre.
What is one of your favorite moments from playtesting or designing METAL WORLD so far, and why?
I honestly haven’t gotten to playtest METAL WORLD nearly as much as I’d like. I mean, having to work a full-time job will necessarily do that, especially when you have a family. That’s why I hope people run through some sessions on their own (via downloading METAL WORLD: The Rough Cut) and give me feedback so I know what makes sense to people who don’t already know what it’s supposed to mean.
That said, I guess I have a few— deviating from your question just a bit— favorite design moments. The first is when I was writing about skills. I mentioned meteorology and added a footnote (the work as a whole is peppered with them throughout as asides, whether for comedy or to clarify without disrupting flow) that the Meteorology skill also teaches you about space because that’s where meteors are. This game is at least 20% puns and that’s probably my worst/best. The one with the best result as far as the overall work is how I added a chapter between the world (the fourth) and the creatures (then the fifth) so that I could have Chapter 666: The Number of the Bestiary. That chapter lists some adventure hooks and an example of play, which I think it really needed. I think the ge-nomes are one of my most clever ideas, having come to me as one of those thoughts that pops into your head about 15 seconds or so after your head hits your pillow at night.
That said, though, I am aware of a moment from a friend of mine running a playtest session. Someone commented that METAL WORLD “reads like it was written by a madman with a law degree.” I don’t know what this person’s clue was, but apparently it caused “tear-inducing laughter” when my friend informed this person that it reads that way because it was written by a madman with a law degree!
Hi all! Today I’ve got an interview with Miguel Ángel Espinoza about Nahual, a game currently on Kickstarter. It sounds really fascinating, and I asked about some of the parts of the game that were new to me, like how your characters run a small business! Check out the answers below!
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Tell me a little about Nahual. What excites you about it?
I’m mainly excited about being able to bring a Mexican game into existence, to be able to present my culture in this hobby that I am passionate about. I discovered role-playing games in 1994, and almost 25 years later I’m writing a game of my own. I wish I could go back and tell me from the past this is what I’ll be doing. That he doesn’t actually need to be american or work on TSR to make it happen.
I’m also excited about being able to base the game on Edgar Clements works. He’s a very talented artist and also a very generous creator. The ideas he came up with for his graphic novel capture perfectly this complicated culture that we are, heir to a cultural clash that to this day still has repercussions. We are neither Spanish, nor Indigenous… we are mestizo. And Clement’s way to represent that fusion of folklore and myths, is brilliant. The first time I read his work I felt joyous envy, and thought that it was perfect for a Mexican RPG. So here I am, making it happen. Couldn’t be more excited.
What do players do in Nahual? What kind of characters do they play?
Players in Nahual play shapeshifting angel hunters. They inherited the power of the nahual, that allows them to transform into their totem animal and perform supernatural feats. But their knowledge is incomplete, because their ties to their ancestral indigenous culture were severed by the invading conquistadors and their armies of angels. So in present day struggle, they use this gifts to hunt down angels, to sell them as a commodity. They could be heroes or liberators, but instead all they manage to do is worry about putting food on the table, and live one day at a time.
You talk about being mestizo. How does that affect your design work in Nahual? How does it impact your role as a creator in regards to representing this story?
I’m not sure. All I know is that being mestizo, latino, gives me a certain point of view that has to do with the way I grew up. But it is not something I’m actively paying attention to, or trying to convey. I can see for example how I (and other Mexican players) connect to Edgar’s stories without much trouble, and how some English speaking audiences struggle to understand some aspects of those stories. There’s of course a cultural gap, it is just natural. So what I’m actually actively trying to do is build a bridge for those audiences, for them to cross that gap.
You ask how being mestizo impacts my role as creator, I don’t think it does in this particular case. Because these are our stories, I’m part of it and they are part of me. If I was writing a Euro-fantasy game, inspired by Tolkien and all its tropes, then I think me being mestizo would have an impact, I would be playing as the visitor team, a fish out of water. With Nahual I’m not, I’m the home team, I’m in my element.
I would love to hear more about the transformation, how it influences play, and the emotional context. How did you design a transformation that is progressive without becoming overpowered or confusing, and how do players react when they play this out in playtests?
The idea is that your character’s Totem Animal is really a reflection of your personality. So if you are bold and strong, and maybe violent, your animal will be a jaguar. If you’re sneaky, a bit of a trickster and a little carefree, your animal will be a possum. So, unlike in some classic shapeshifting tropes, when you transform in Nahual you are really becoming a heightened version of yourself, instead of something else.
The design process has been complicated, I had to find a way to convince players to transform—on my first iterations players were hesitant to do it, like they wanted to “save it” for the real moment, which may never comes. So I had to tweak my design and mechanics to not only enforce the transformation, but also tell characters this is something you’ll want to do, something cool, because the game is about that! However I still needed to represent this toll characters have to pay for not having complete knowledge of how this power works (that lost connection to their roots I’ve mentioned before), so I’ve tied the transformation to stress and traumas. To be honest though, I’m still playtesting this, looking for the right connection/combination between its parts to make it work best and be tied to the fiction.
About the progressive power of the transformation, it is inspired in Epyllion, functioning as the advancement system for the game. As with Epyllion ages, each stage of transformation has its own XP track and as you unlock advancements, you push thru to the next levels of transformation. So you get more powerful, but that only means the MC can now punch harder at you! Hahaha.
And as for player reactions, the transformation is my favorite part of the game, whenever each character transform for the first time I tell the player that for each person the feeling is different, and I ask them how for their character the perception of the world around them changes…and I always get awesome creative responses from players, and it helps them getting involved in the game. And what I love is that it is not really a mechanic is only players creating the fiction.
Tell me a little more about the changarro! How does it work, and how do players interact with it? Why do you feel it is important to Nahual?
When I first started working on the game I was trying to include almost everything Clement has on his comic books. And it was all over the place. So, when I got in touch with Mark Diaz Truman, from Magpie Games, he helped me realized I need to focus my design, to tighten it up and make it sharper. And it was a feeling I had already, he just put a name to it, and he called it “holding environment”. And what that means is, I need something to make the characters come together, and it is different for each game, depending on the type of fictions they tell. And for Nahual, it became clear to me I had to focus on the angelero trade, the hunting of angels, and the way to do it was to have the characters working together in a Changarro, were they team up to share the burdens of handling the business.
Once I decided that will be the focus of the game, the holding environment, I started to work on mechanics for how the dynamics of the changarro will be. And something was clear from the beginning, I wanted players to feel what it is like to try to keep a small business afloat to make a living, despite harsh circumstances. So the changarro mechanics are about that grind. About needing to take care of the business in a day to day basis, running out of product…so they’ll need to go hunting, and having a bunch of problems—for players to choose from—that will come knocking at their door. At first it sounds repetitive, but on all the play testing I’ve have the problems characters face are completely different, because they’re also tied to the character’s backstory and relationships between them and the barrio they live in.
So the changarro is the glue that keeps players together and that jumpstarts the action, and also is the engine that will avoid things to stagnate, because there’s always going to be product you’ll need to restock, neighbors that’ll stick their noses in, rivals that will try to take you out of business, unhappy clients, or a big company that wants to either buy you out or crush you.
Today I have an interview with Eric Mersmann and Jeffrey Dieterle about My Jam, a live action game currently on Kickstarter! It’s very musical, and a unique kind of empowering. Check out their responses below!
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This image, done by Lawrence Gullo, is so powerful!
Tell me a little about My Jam. What excites you about it?
My Jam is a one-shot 4-hour larp where you embody high school aged musarchs—people who gain magic power from their relationship to music—during the biggest dance of the year. During the dance, your song will come on and you’ll be the deity of the dance floor for its duration. A whole lot excites me about this game! We’ve been working on it for over a year (our first playtest was at Metatopia 2017) and people seem to get a real rush out of it! The most surprising thing to us was people coming up to us after playing who HATED high school dances and told us that this really gave them the experience they wished they had! It kinda empowers players over something that might not have been such a positive thing at the time. At the same time, folks who LOVED high school dances also said they enjoyed this game so yeah! Music! Magic! Drama! What’s not to be excited about!?!?!
What inspired My Jam, and what was the path like from inspiration to reality?
The original inspiration for My Jam is the comic series Phonogram written by Kieron Gillen & drawn by Jaime McKelvie, which is about “phonomancers” who get power from music. Jeff conceived of the idea for this game, and asked Eric if he wanted to collaborate (uh is it ok if we talk about ourselves in the third person? seems weird but let’s go with it…) in late summer 2017. We worked up a playtest for Metatopia 2017 just to see if people would be interested in larp dance parties and uh… they were!!! The game has changed a lot since then, thanks to playtests at Larp Shack down in Durham, Dreamation, and elsewhere. Mostly we refined the gameplay to focus on the “My Jam” moment and developed workshops to support play so everyone could have fun which segues nicely into…
How did you design the game to be approachable and fun for all the different types of players?
WORKSHOPS!!! We have about an hour of pre-game that’s intended to help people get into their characters and start moving around in response to music. Unfortunately, My Jam is not for everyone, but we’ve worked really hard to make sure it’s for as many people as possible and that the people who do play it are able to enjoy themselves. We’ve tried to take some of the worst parts of high school dances out while still keeping the drama and emotional intensity. And finally, we reinforce that the players are more important than the game and we give the players some tools to help and empower the palyers to mediate their experience.
How do you handle safety and consent when you have music playing? Do you find players are more free with their movement and action with an environment framed like this?
We use a number of “standard” larp calibration techniques that all focus on the idea that the players are more important than the game (stuff like door is always open, cut, slow down, check-in lmk if you want me to go more in-depth) and we have a few Jam Commandments that we developed specifically for issues that arise in this game:
1) touching only with consent – this is especially important for dancing, and people have a lot of baggage around being explicit asking for consent so we try to cut through to say that touch should only happen with consent and consent is an ongoing process.
2) celebrate culture with respect – music and culture are intrinsically connected so we say explicitly no singing along with slurs and no adopting mannerisms or vocal inflections meant to imitate another culture 3) rivalry without hate – this game is meant to capture the feelings of highschool but we’re not interested in giving people an excuse to practice abusive or oppressive behaviors so we forbid role playing oppression-based bullying.
We also recommend making sure that the volume of the music is loud enough to dance to but still quiet enough to talk over and we also recommend having a space where players can be free of the magical powers: a circle of protection/chill-out zone.
Our experience is that with the warm-up workshops and the safety it allows players to embrace their bodies and music with less fear of judgment. There’s definitely an added level of vulnerability, but we try to instruct the facilitator in how to create an environment where people can experience that vulnerability. So far our players have reported back success!
Your Kickstarter approach seems a little different from other Kickstarters. Why are you approaching the model differently, and what do you expect to see from it?
We went around and around on what the final form of My Jam would be. At one point we were discussing pressing an audio version of the workshops into vinyl! At the other end of the spectrum we considered putting out a simple pdf. With a little introspection, we realized the thing we wanted more than anything was for as many people as possible to have the game. After that we wanted the game to be uh “cool” for lack of a better term. Hence doing a zine. This let us keep production costs low (keeping it accessible) but still gave us the freedom to experiment with layout and printing styles and create an artifact that was kickstarter-only. We worked with an artist Lawrence Gullo (@hismajesty on twitter) who had played the game to make some cover art and other assets (like the cool moon/records we use on the kickstarter page.) This way the fixed costs were pretty low, enabling us to keep our target low. Luckily we hit it pretty early, and we now have a nice little margin to add more art. We’re not doing stretch goals per se, we’re keeping everything about those two goals: get the game to as many people as possible and make the game artifact as cool as possible. We had discussed stretch goals (guidelines for how to play as a 50s sockhop! cyberpunk dystopia My Jam!) but ultimately these things felt like distractions.
Then we started adding silly jokes. Sometimes we worry that the jokes make people think that we don’t take the game seriously, but it’s more like we take it SO SERIOUSLY we needed to fill our campaign with jokes just so we could breathe!!!
We’re hoping that our love for the game and for larp shines through and attracts other people who might feel similarly. So far, so good we guess!!!
— Thank you so much to Eric and Jeff for the interview! I hope you all enjoyed learning about My Jam and that you’ll check it out on Kickstarter today!
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What is Bastion, both as a product and as your vision?
Bastion is a gumbo of a lot of different element I love. Portions of Mervyn Peake’s Gormenghast, mixed with Glenn Cook’s Black Company, mashed with a bit of Gamma World, boiled down in a melange Micheal Moorcock’s phantasmagoric Eternal Champion worlds, sautéed in a bit of the Green Lantern Corp, and strained through a cullender of Charles R. Saunders’ Imaro, you get Bastion.
It’s a big fangasmic mess of inspirations.
The original intent was to do a straight vanilla fantasy game with all the standard fantasy tropes. I wanted to see if I could do it with a straight face. Halfway through the process, I couldn’t take it anymore. I like my D&D fantasy, but trying to replicate it started making veins pop out of the side of my head. I was dissatisfied with the elements I created, so I flipped the script and went in another direction.
I brought a few people on board to help flesh out my outlines, and they added their secret sauce here and there and what you have is Bastion as it is at the moment.
What moves you about Afrocentric themes and their application in Bastion?
Afrocentric elements pop up in all my work. GODSEND Agenda, ATLANTIS: The Second Age, and even in HELLAS to a small extent. What you get when I add elements of Afrocentrism is me. It’s me searching and exploring a lost piece of my identity as I try to learn about Africa. American school systems teach you almost nothing about Africa and only express ideas of an unrefined and strange land filled with primitive people. I know that’s not the case, and I wanted to illustrate that in the books I produce.
Africa is BIG, I mean, REALLY BIG. You can fit almost every continent on earth inside the body of Africa. What I offer isn’t a legitimate mirror of any one African culture. I’ve taken elements of West African cultures (Akan, Yoruba) and made a fantasy game based on those components. Much like Lord of the Rings is an amalgam of Western European history/myth, I’ve done the same with Bastion. I hope what small efforts I’ve made entice others to dive deeper into the rich and varied cultures. Bastion is only a surface level exploration of Afrocentrism, but it’s up to the reader to go deeper.
How did you decide what elements of sword and sorcery really would shine through in the game, and what design choices made them hit the mark?
I love fantasy and the genre of sword and sorcery. It’s a hot mess of debate about what makes a piece “sword and sorcery.” A lot of people stick close to R.E. Howards Conan, but many people fail to mention the mind-blowing work of Clark Ashton Smith. I love the strange and sublime horror of sword and sorcery fantasy. The pyrrhic victories of the heroes, and the changes that cause in their souls. The peculiar and bitter cost of power it puts on the hero.
I hope I’ve brought all those essentials to Bastion, but I guess that’s for the consumer to say.
As I have my game Turn currently on Kickstarter, Tracy Barnett and J. Dymphna Coy were kind enough to ask me some questions. Check out my answers below!
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Tell us a little about Turn. What excites you about it?
Turn is a slice-of-life supernatural roleplaying game about shapeshifters in small towns, where the shifters try to seek balance between their beast and human identities while finding community with shifters and mundanes alike. It has relatively simple mechanics, a lovely town building system, and the play is quiet drama about life in small towns as a shifter.
I’m excited about Turn because it is the game I designed to satisfy myself! I was looking for a game that scratched a particular itch, and couldn’t find it in other games I played and learned about. But Turn has that play experience, it is the game I was looking for. I get to play out quiet scenes, intimacy that explores a range of emotions, have some fun and cheerful moments, and explore the identity of my character, and the game supports all of that.
What do you think of popular portrayals of rural life? How does your game differ from those (or not)?
There aren’t a lot of popular portrayals of rural life, to be honest, and many portrayals are negative. See any depiction of West Virginia hillbillies for what I mean. Obviously that’s not the route I chose for writing about real rural life. There is one portrayal of rural life that doesn’t perfectly sync up with Turn but is not super far off, and that’s…Letterkenny.
For those unfamiliar, Letterkenny is a Canadian comedy set in the fictional small town of Letterkenny, population 5000. It follows a number of characters, but primarily Wayne and Katy, siblings who run a produce stand and farm, and their friends. There’s not an exceptional amount of violence in the show, but when there is violence, they show that it hurts and has consequences, which I value. Most of the show is just their day-to-day lives at the produce stand or the farm, time spent socializing between characters, and important events to the town like elections of local officials and the St. Patrick’s Day party.
The pacing is so simple, and there aren’t typically the biggest stakes, but they’re stakes that matter when push comes to shove. Relationships are vital, people comfort each other, and people learn. And there’s always chorin’ to do! So I love that, and a lot of that comes through in Turn for me.
What doesn’t come through is that there is no representation of the shifter aspect, so that’s definitely something different, and Letterkenny is also hilarious as heck, which Turn isn’t as much of. There’s definitely some goofing off in Turn and some funny moments, but I wouldn’t ever expect the banter of Letterkenny levels in Turn. And that’s okay! Turn’s meant for a more mixed bunch of emotions.
A Bear by Rhis Harris.
What do you find compelling about stories centered around shapeshifters?
Aside from like, it just being kind of cool to be able to turn into an animal and have superpowers and regeneration and wanting to explore what it means to have a body that’s functioning at peak rather than dwindling at minimum?
Well, shapeshifters are great for the metaphor. See, people ask me sometimes what the shapeshifters represent, and I did a podcast recently where they were like “oh, we thought it was about being the other!” when I had just described how some of the inspiration for the shapeshifters had been rooted in my experiences with bipolar disorder and mixed episodes. The thing is, I’m queer, I’m nonbinary, I have invisible disabilities, I have mental illnesses. I am other, in a lot of ways. So when people read into the shapeshifters a sense of other, that’s not unintentional.
But it also wasn’t always intentional. People read a lot from shapeshifters because the nature of their second identity, so different from their surface identity, and the nature of secrecy – these are things that the “other” experience, too, in many situations. We talk about going stealth as queer and gender nonconforming people, and passing, and so I see a lot of that too, but not just with queerness, not just with gender, not just with disability, not just with mental illness, or any other kind of other we are as humans.
Shapeshifters represent what you want them to represent, I think, which makes them an excellent narrative focus.
How are your experiences growing up in small towns reflected in Turn?
They are Turn. Honestly, it’s hard not to see it when I play. In things other people do (even people who aren’t from small towns!), in things I do, in the way the Town Manager pushes people together to fiddle with their secrets and relationships, in the map of the town. Even in games I haven’t participated in, some stuff is unmistakable as what I built into it.
My favorite bits are when people instinctively realize how long it’s going to take to drive to the other side of town or that the local store/hospital/police/whatever isn’t going to be as well staffed or supplied or that their family members are like, absolutely going to hear about this, and when we’re building the town and people are like “well obviously rowdiness goes real close to the town and connects directly to a bloodline” or something like that – not all of these things are “rules” but they’re small, rural town things that reflect in the game and I really do count some of that as my design, and the rest of it on the weird small town knowledge we culturally share.
When people expand to Italy or other countries like in the stretch goals, who knows! Maybe someone else’s experiences will shine through most!
The Overachiever by John W. Sheldon.
What’s the most compelling thing to you about focusing on the tension between a person’s animal and beast sides, rather than, say, violence?
So, violence for me is three things (sometimes combined, often separate): repulsive, spectacular, and catharsis. And it’s also in 99% of other games, movies, tv shows, books, and other media. It’s everywhere. Even in shapeshifter media, you will far more often find people exploring violence and brutality than you will find them exploring issues of identity. And that’s boring!
Like, don’t get me wrong, violence can be amazing to watch for a variety of reasons, and playing it out can be really incredible. But, violence is also all around us. Our world is violent. We’re constantly discussing it, experiencing it. And maybe, I guess, I wanted a game where you could do violence, but you had to fucking deal with it, too. So I did that. And it didn’t need to be explored so deeply? Like if you can do whatever you want with violence but just actually have to deal with consequences, not just take a potion and leave the bodies in the road, that conversation is already happening.
Digging into identity is more fascinating to me because majority culture is cool with dealing with exploring the identity of the average white cis man of privilege, but like, there’s a fucking lot of the rest of us. Using shapeshifters as our embodiment in the game when in rural, small towns you’ll immediately run into like bunches of other intersections. We’ve had queer characters, poor characters, characters with trauma.
You end up with these deep questions of self and community when you look face on at poverty, drug use, family struggles, loss, and so on. And when you’re struggling with yourself, you have a harder time addressing them – so you gotta try and work stuff out! It leads to these introspective, intimate, caring, emotional scenes! Like, we have – in our longest running game – a weekly tea party with our three characters who are trying to figure this shifter crap out, while one of them is trying to get their shit together, another is trying to come out as a gay man and keep his life, and one didn’t realize until just lately that they didn’t have their shit together. We play these out, and they’re wonderful, and also constantly at risk of running afoul of the hectic lives these shifters lead.
So I’d say it’s more interesting because it’s not what we’re doing every day, and because it opens opportunities to tell moments of stories we sometimes forget to tell. And a cougar, bison, and wolf having tea is just *chef’s kiss.* Moments I truly treasure!
Hi all, today I have an interview with Craig Campbell on Die Laughing, which is on Kickstarter right now! I hope you all enjoy reading what Craig has to say about this cinematic horror-comedy game in the responses below!
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Tell me a little about Die Laughing. What excites you about it?
Die Laughing is a short-play, GM-less RPG. Players portray characters in a horror-comedy movie and everyone’s going to die. It’s just a matter of when it happens and how funny you can make it. After your character is gone, you become a producer on the movie and continue to influence the story and the characters right up until the end.
I’m really stoked that Die Laughing finally came together. One of the problems with horror games where characters actually die, as opposed to “thriller/mood” type games, is, “what do I do after my character dies?” You can make a new character, play an NPC. What else? I’ve been working on this game off and on for over a decade. Every couple years I’d come back to the idea and try something different. Hitting on the “making a movie” angle finally made it gel for me. It came together pretty quickly over the past year or so, kind of in the background while working on other games. It’s a game that embodies horror and embraces that type of game experience, but with comedic elements and the “making a movie” idea to keep it from getting too heavy.
What were the inspirations for Die Laughing and how is the game the most similar and dissimilar to familiar materials?
I’m a big horror movie buff. This most recent iteration of the game, I hit on the idea of the game being about making a movie specifically, rather than just generally a horror story. That introduced a “director” role into gameplay and also a “producer” role that players could take on after their characters are dead. Making it a horror-comedy opened up the idea that it’s OKAY for your character to die…in fact, it’s kind of the point of the game. Your character is going to die and you’re going to make it funny and then you’re going to do this other cool thing for the rest of the game.
It’s sort of a hybrid of a traditional RPG and a story game like Fiasco. You have a character sheet with four traits and a few cool capabilities that sort of bend the rules. But there’s no GM. Instead, there’s an act/scene structure that generates random scenes that everyone roleplays to move the story forward. But these are just prompts. The “director” of each scene helps set the stage, but the players with characters in that scene propel everything. A dice mechanic resolves general success/failure of your character in the scene, rather than for every action. The game has a little bit of this and that from a lot of horror RPGs and a LOT of horror movies, all kind of bent and twisted with some humor.
How does Die Laughing work mechanically?
During each scene in Die Laughing, one of the characters is the lead character (and that changes from scene to scene). That character’s player decides who will be in the scene with their character. One of the players portrays the director, setting their character aside temporarily to help set up and guide the scene (that also changes from scene to scene). Everyone in the scene plays the scene out. Sometimes the monster attacks during the scene. Sometimes it doesn’t.
At the end of each scene, everyone with a character in the scene makes a trait check by rolling their dice pool to determine whether their character succeeds in the scene or not. Then everyone narrates that success or failure for their character, thus pushing the story forward. As the game goes along, your dice pool decreases based on the results of those trait checks. This decrease is a countdown to your character’s death. When you run out of dice, your character dies and you narrate their death.
In addition to the director and producer stuff, there’s a unique rule for each monster that influences your involvement in the game after your character is gone.
What kind of horrors do the players encounter in Die Laughing? How do you ensure players are having a good time and not encountering subject matter that makes them feel alienated or afraid in a not-fun way?
The narrative, relatively open nature of the game allows the players to basically take it as far as they want. The monster is defined for the game you’re playing, but that’s not to say there couldn’t be multiple monsters or that the monsters could mutate or…well, whatever you want. I’ve played games where the violence was cartoony. I’ve played games where there were gory descriptions of things.
That said, any game — horror games in particular — can go too far. That is addressed in the book, encouraging players to be clear in what they expect from the game. The simple version is presented as a “movie rating system.” Everyone agrees the game will be PG, PG-13, or R-rated and plays appropriately. The book also points out some common sense…if you even remotely THINK that a particular subject would make ANYONE uncomfortable or hurt them, just don’t do it. Finally, the book points out there are a variety of other safety tools, such as the X-card, and information on those can be found easily online. Pick the one that is most fitting to your group.
You mention special rules for monsters post-kicking-it. When you die, what happens?
This is a little “extra” that gives players whose characters are gone something to do. It varies from monster to monster. For example, with the Mad Slasher with Weird Weapons, when your character is dead, you get to describe the moment when your character’s corpse is found at an inopportune time, like you see in so many slasher movies when everything hits the fan at the end. There’s a trait check that happens there that can weaken the character finding the body. With the Sexy Vampire, your character doesn’t die, but rather gets turned into a sexy vampire. And you can insert them as an NPC into scenes throughout the rest of the game.
Tell me a little about Dinosaur Princesses. What excites you about it? Dana: What is there not to be excited about? First, Dinosaur Princesses is also a colouring book—actually colouring and drawing is one of the most important parts of gameplay, in my opinion. One of the first things you do is draw and/or colour your dinosaur princess. As part of that, what I think is really great about the game is that it taps into the limitless and boundless imagination that we had a kids. The colouring and drawing parts are great at breaking down barriers that we often have as adults which tell us to reign in our creativity to make it fit within certain perimeters of consistency and probability; it gives permission to just have fun. It is meant to be able to be played by kids, but I think it really shines when adults play it.
Dinosaur Princesses is also very friendly to folx who are completely new to table-top RPGs. When I have run it, I have often had a high percentage of folx who have never played a ttrpg before. The system is very rules-lite, so players have very little stress worrying about system mastery. It’s also so fun and easy to run that it acted as a gateway to get me to finally get over my extreme social anxiety and be able to run the game myself!
Finally, I think of it as a queer game. Princesses are explicitly stated to be of any gender. “Dinosaur” is also a pretty open descriptor; you can be a t-rex or velociraptor, but your dinosaur can also be a cat or train. It’s subtly stating that what we see as rigid boxes, descriptors, or roles are actually malleable and able to be questioned. One can take those boxes and, if they want, subvert them to express other identities—and that is totally an acceptable and good thing to do. It’s a freeing experience.
What were the inspirations for Dinosaur Princesses, and how did you come to the point of making a game plus coloring book from those inspirations?
Hamish: The main inspiration for Dinosaur Princesses are the kids of a couple of my best friends in New Zealand. At the time, their favourite things were Dinosaurs and Princesses, and my friends were joking about finding a game they would both like. I said I’d write it and a few months later they playtested the first version! They were 4 & 6 at the time, so that’ll probably be my youngest playtesters for a long time! Beyond the origin story, I had a lot of discussions with those same friends about the kind of things that the game could do that other games don’t. The idea of the central mechanics being cooperation and problem solving came out of those discussions.
(Following on from Dana’s comment about it being a queer game) One of the fundamental design principles is that the rules should provide enough structure to help children tell stories that feel like an after school cartoon–with all weird and wonderful characters that involves!–and that, within the confines of a game about cooperative problem solving, the rules should never block them from imagining who they wanted to be while they play. I didn’t want an 8 year old telling their younger sibling that they couldn’t play a cat or a dragon or whatever because it’s “against the rules.”
Dana: I can tell the story about how it became a colouring book! Hamish was already working on it, but I didn’t know much about it at the time. We were in a small bar in Wellington, NZ a couple years back and he was telling a friend about the game. He said he wanted the rules book to look like a kids book and that he was also thinking of the character sheets as something for people to draw and colour on. I made the logical leap and (probably) shouted, “THE RULES BOOK SHOULD *BE* A COLOURING BOOK!!!!!!”. I guess that was my first touch on the game. I didn’t really start working on it actively until earlier this year.
What are the mechanics like in the game, and how do players interact with each other and the world?
Hamish: Dinosaur Princesses uses an opposed dice pool mechanic which is set up so that if a Dinosaur Princess tries to do something on their own, the odds are against them. After they assemble their dice pool, they ask their friends, the other Dinosaur Princesses, the most important question in the game, “Will you help me?” Then their friends build dice pools and hopefully overcome the problem together! Dinosaur Princesses has a GM who rolls the opposing dice pool, but it’s a very low-prep role that brings in a lot of the Powered by the Apocalypse ethos of encouraging player participation in worldbuilding and player-driven narratives. The players come up with the story together at the table.
[Brie Note: The collaboration encouragement here is SO GREAT.]
How do players choose their Dinosaur Princess, and what do they use to assemble their dice pool?
Dana: Players have a character sheet, some of which of have colouring-book style line art of typical dinos (t-rex, triceratops, etc) and some of which have the picture space blanks so folx can draw their own. Players decide on what type of dinosaur they will be—there is an example list in case someone has a hard time coming up with one. However, it’s important to note that we use “dinosaur” in a loose sort of way; I have played a cat and platypus “dinosaur”! Similarly, players then choose what type of princess they will be. This can be any sort of profession-like thing, such as doctor, aquanaut, news caster, and so forth.
They assemble their dice pool by describing how they use their strengths as a dinosaur and as a princess to help their friends. The mechanic is set up so that if a Dinosaur Princess tries to do something on their own, the odds are against them. It’s important that the player starting dice pool asks their friends, the other Dinosaur Princesses, the most important question in the game, “Will you help me?”
Hamish: There are sample lists of types of dinosaurs and princesses in the book and on the character sheets, but they’re supposed to be inspirational, not restrictive. Players are encouraged to be as inventive and imaginative as they like in choosing who they will play.
What kind of stories do you tell in Dinosaur Princesses? How do you keep it interesting?
Dana: The sorts of stories being told in the game are as unique as the Dinosaur Princesses that the players create at the table. The world-building and story plot directly grows from that foundation. I have had games where the plot revolved around the Dinosaur Princesses trying to find their Houses & Humans game miniatures, and I have had games where the Dinosaur Princesses rode around town on the monorailasaurus to try to uncover the mystery of the queen’s roving teapot. I have had games that took place in an abandoned mall and ones that took place in space. It really is a game where everyone’s boundless imagination shapes play! Hamish: Dinosaur Princesses is designed to be played as a one shot, it takes about 2 hours to play a game, and it draws on the creativity of everyone at the table; so it spreads the cognitive load of coming up with new stuff and people can usually keep the ideas coming over the short length of play.