What Makes a Good Player? with Johannes Oppermann

In today’s What Makes a Good Player? feature we have an interview with Johannes Oppermann! Check it out below.

What do you try to do most often while playing games to enhance your experience and the experience of others?

As a player I listen for opportunities, for creative gifts that other players offer me, and then pounce and expand on them. I play generously and offer back gifts about my character that they can then expand on. I love to improvise and make up setting details on the spot, even when I’m not the GM. Also, I try to help out other players when they’re at a loss for next steps or when they’re confused about rules or expectations. 
Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?
This is for sit-down, tabletop games, where I can take notes during the game. I play differently in LARPs, which I’ve just recently discovered.

Some techniques I’ve learned from story games I try to use in every game I play. They work both in traditional roleplaying with a GM (like in PbtA games or Fate), or in story games, where narrative control is more evenly distributed. Techniques I use regularly are: Asking loaded questions (stolen from PbtA games), cutting and framing scenes (from Fate and Microscope), and transparent minds / inner monologue (also from Microscope, and from With great Power).

Also, I use introductory scenes and epilogues per character as framing for a game session, to give every session a feeling of closure. During the game session I try and use re-incorporation heavily to help me conclude a story arc by the end of the night. I use index cards (like Fate aspects) to note down important story elements. I pace myself to not add any new elements after half the session has passed and conclude at least half of the story elements that were introduced on the table by the session’s end. 

How often do you like to game, and what is most comfortable for you to maintain good energy in games?
I like to game at least once a week, and twice a week when I’m not too busy at work. I game online on the Gauntlet where there’s all the cool indie stuff you could want, but sadly mostly on US evenings, which is in the middle of the night for me. I have founded a regular story games meetup in Vienna with my friend Daniel which has suffered badly from his moving to another part of the country and my discovering LARPs, so I need to split my time.

I maintain good energy in a game when I feel involved in the action and when I feel excitement from the group. This happens when the spotlight is shared well and when there is mutual giving and taking of cues and actions. Enthusiasm and improvisation beats preparation any day at my table. Also, I feel very strongly about creating a safe and inclusive space at my tables. I founded the meetup group to meet other gamers and to bring new people into the hobby, specifically women who I feel are under-represented. I feel most alive when there’s enthusiasm at the table when we conclude a session and when people love the experience and commit to come back for more. 

What kind of games do you feel you are most comfortable with and enjoy the most?
Two types:

a) story games of all kinds that distribute narrative control in interesting ways and that have an element of story built into the rules. I gravitate towards GM-less games but I’ll try anything once. I also lean towards one-shots as opposed to campaign games, just because of the scheduling hell that seems to come with every single group that needs commitment to a campaign game.

b) parlor LARPs and Nordic scenarios with a small group of players, 2-5 hours of game time and a strong theme, premise and elegant mechanics.

I enjoy myself the most when a concluding story is told and we get to see conflict, character change and emotional impact. 
Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?
There is this one game I still remember fondly. It was a campaign for two players and the GM, played with my best friends, over a few years of real life time and many years of game time, on a game world of our own creation. I was playing a high elf psychic vampire mage and my friend a merchant prince vampire. Our characters valued each other’s personalities and accomplishments, but despised each other’s affiliation. We had to cooperate to keep lethal threats from ourselves and the city, but also had scenes of deep alienation. There was enough time to deeply develop both characters.

The moment I’m talking about was the campaign’s very climax and conclusion, when it became clear that my friend’s character was hell-bent on bringing my character’s mortal enemy and thief of his soul, a dark god of shadow and revenge, back into his world, by donning a possessed armor and offering up his body. Just before that happened, my character decided to summon lightning from the sky and destroy his enemy and friend together.

I’m telling this because for me it felt like the completely right decision. It did have an impact for our friendship, though. We were both very invested in our characters, but I felt that the story was told to its end. My friend, on the other hand, resented me for “backstabbing”, and in the epipogue his character’s ghost took it out on my character’s eldest son, kidnapping him and turning him into a vampire. I was totally okay with that – revenge was a strong theme in this story for me.

What I’m saying is that this incident taught me about characters. Characters are only real within a story. Outside of that story, they’re just empty husks. My friend wanted to keep their character’s husk for later reuse (he never did reuse it, and never does with other characters). I wanted to play mine to the hilt and have them succeed or die trying. And I loved every minute of it.

Thank you so much to Johannes for participating in the feature! I hope you all enjoyed reading!


This post was supported by the community on patreon.com/briecs.

Five or So Questions with Craig Judd on Blade Bind

Hi all! Today I have an interview with Craig Judd on Blade Bind, which is currently on Kickstarter! It sounds pretty interesting. Check it out!

Tell me a little about Blade Bind. What excites you about it?

Blade Bind is a GMless game with a focus on PvP and melodrama, inspired by Shinobigami, Eternal Contenders, and the “emo shonen fighting anime” genre in general. It’s designed for one-shots (you can play out a whole game in 3 to 6 hours), and uses regular playing cards to resolve epic swordfights! Players each take on the role of a Chosen, someone with strong motivations who has made a pact with an ancient supernatural Blade. The Blade gives you immense power, and only another Chosen can stand in your way, but if you falter on your path the Blade will not hesitate to take control and use you as the instrument of its own vengeance!

I’m interested in games where the player-characters work at cross-purposes, and I’ve played several games in this vein. I feel that you can get a richer and more challenging experience when everybody is creating opposition for each other — and since I’m usually the GM, it’s nice to get a bit of a break by distributing the workload. I also really enjoyed designing Blade Bind, as I had a really strong vision for it and all the pieces came together fairly easily.

I really like that the system isn’t that complex, but it has some really cool emergent properties. The card-based duelling is informed by my HEMA experience, and once you get past the surface mechanics there are some interesting strategies you can employ. When Chosen oppose one another, they duel to decide who gets their way. The Chosen are defined minimally, and a lot of the game comes down to managing your goals — known as Threads — and learning how to manipulate those of the other Chosen to your benefit. There’s also a cool Will/Power mechanism, where you need to increase your Power to win fights, but if your Will (generated by Threads) ever drops below Power, you lose control and become a self-destructive berserker known as a Bladebound! You can engage the mechanics and “meta-game” as much as you like, and it’ll create interesting drama when you look back on what happened.

Most of all, I’m excited that it seems to consistently create a good experience at the table. Once you’re through the setup, there’s no meandering and feeling out the situation, it’s just BAM! Threads provide a great sense of direction and purpose that lets the game kick off at full speed.

What motivated you to create a GMless PvP game? It sounds like a challenge! Did you encounter major problems with the concepts in general?

I’ve enjoyed a few games of Eternal Contenders, which is GMless and PvP (and also uses cards, but in a very different way). But it was the Shinobigami Kickstarter last year that really helped fire my imagination on Blade Bind. Shinobigami still has a GM, but it’s very focussed on PvP-style action, and the GM mainly facilitates and sets up the initial situation.Blade Bind was heavily inspired by the idea of Shinobigami, but I wrote it before actually reading that game’s rules!

I wouldn’t say I encountered major problems, but there were some things I needed to work around. I sort of started from a blank slate and only built in stuff that the game needed. I considered including a GM, but the game didn’t really need one – all the GM duties of setting up a situation and framing scenes are delegated to the players, much like Fiasco. Once the setup’s in place the characters simply follow their motivations, guided by the rules, until the game reaches a conclusion.

I first developed the duelling system. Once I had an engaging conflict resolution engine, the hardest part was building the rest of the game around it! I tried out a lot of iterations of the various pieces, but after testing alternatives and thinking about things for a while, I found I could analyse the pros and cons and decide on the best approach.

The game pushes you into situations where you must fight to either get what you want or prevent something awful happening. This basically forces PvP, because if you don’t take up arms then the things you care about will be destroyed or taken from you.

How do you have a PvP game without risking interplayer conflict? Was that something you had to consider while designing mechanics?

As Cam Banks says about Smallville, it’s more about character vs character than player vs player. I have had even CvC games fall apart in the past though, so it’s definitely something I thought about during the design process. I think it’s mostly a matter of setting clear expectations before play, and in the introduction I emphasize that while the characters are at odds, the players are actually collaborating to create a rich drama. You need to go into it with a mindset where you can enjoy your character’s arc regardless of whether they come out on top or go down in flames.

Something else that helps avoid player conflict is a clear-cut and rigidly-defined rule set. In games that rely on GM judgment calls, plotting against other player-characters in secret can create uncertainty and concerns of bias or unfairness. By using a set of strict procedures, the players have certainty at least as far as knowing what is permitted and what is not. The game system itself acts as an impartial arbiter. You do lose a little of that “you can do anything!” aesthetic, and the rules are more like that of a board game. Even so, within the framework of the rules you can still play a cool character, come up with interesting situations, and unleash evocative descriptions. It’s an approach that Blade Bind shares with Shinobigami.

A while ago, I thought: if people can play against opposition fielded by a GM without getting upset, why is it any different when the opposition is created by one of the other players? So long as everyone is clear up-front about what’s permissible, you should be able to avoid out-of-game animosity.

Can you talk a little more about Threads, and how they influence play?

To talk about Threads, I’ll first need to explain Knots. A Knot is a MacGuffin that acts as a source of motivation for the Chosen — something they think is worth fighting for. Knots are often NPCs (someone you want to protect, control, or destroy), but they can also be objects, locations, or even organisations. Each player defines one Knot during the setup.

Threads connect the Chosen to various Knots, and sometimes to other Chosen. A Thread expresses a goal or desire, and they’re rigidly defined. You pick one of the available Thread-types and fill in the details. For example, common Threads include “I will Control [KNOT]” or “Nobody will Destroy [KNOT]”, but there are also ones like “[CHOSEN] will not Control [KNOT]” or “I will Defeat [CHOSEN]”. Each Chosen can only have three Threads at a time. You start with one connected to your own Knot, and two connected to other Knots or Chosen. This creates a web of motivations that inevitably leads to conflict.

Each Thread has three states: Secure (achieved, even if temporarily), Loose (striving to be achieved), or Cut (impossible to achieve). The more complete a Thread is, the more Will it’s worth. Cut Threads are worth 0 Will, so they bring you closer to becoming Bladebound. You’re therefore strongly motivated to pursue and complete your own Threads, but at the same time you can try to manipulate other people’s Threads to your advantage.

When someone wins a duel, they get to pick a prize. They can either take control of or destroy a Knot that was at stake, or they can rewrite one of their own Threads, or a Thread belonging to one of the vanquished Chosen. While deciding a Knot’s fate is a powerful way to change the state of the game (and cause big changes in Will values), rewriting Threads is a more subtle tool that may let you stop an enemy from even wanting to attack your Knot, or turn them into an ally.

While Threads are powerful motivators, they aren’t mind control; even if your enemy gives you a Thread to protect a Knot that you’ve been trying to destroy, you can still choose to destroy it if you really want to. Threads also act a bit like Fates in Tenra Bansho Zero — as they shift, they create an ever-changing picture of what your character finds important.

Can you talk a little about dueling, and how it is essential to the game?

I wanted the dueling system to provide a similar back-and-forth to actual swordplay, and while this often leads to a back-and-forth exchange like regular turn-based combat, there are also opportunities to seize the initiative… or to find yourself fighting defensively on the back foot. At the start of a duel you draw cards equal to your Power. Whoever has initiative puts forward one card as an attack, and the defender must equal or exceed the attack’s value with one or more cards. There are several defense options (depending on whether the value is higher, equal, lower, if you play a matching suit, or if you play multiple cards), and each affects the flow of play differently. If the defense isn’t good enough, the Chosen is hit and knocked out of the fight. It’s possible to turn a fight around if you start with fewer cards, but it requires luck and skill. I like that dueling relies on player skill to some extent, even if luck and Power are still major factors.

Each Blade also has three special Techniques that allow their wielder to bend the rules, and since the Chosen don’t have much mechanical definition this is the main way to individualize your fighter’s style. To use a Technique you must spend points of Resonance, which you gain whenever your Blade locks with another in a “Bind” – hence the game’s name. A Bind happens when two cards of equal value are played against each other.

The Blades give their wielder immense supernatural power, so they can steamroll any mundane opposition. If it’s your scene, you can describe how your Chosen is going to go and demolish a skyscraper, or wipe out a private army, or capture an NPC — and if none of the other Chosen step up to oppose you, then you just do it. When two or more Chosen are at odds though, they can try to talk it out — but if the aggressor refuses to back down, then their opponents only have two choices: stand aside and let them do what they want, or draw Blades and duel.

Duels are the game’s only mechanical resolution system. They’re an impartial and concrete way to determine which player gets to decide how things turn out. They are a bit more involved than simple “skill checks”, but don’t often take more than a few minutes to resolve, and they are pretty cool to play. There’s a real sense of tension as you try to pick your best available move without knowing exactly what your opponent is holding.

If people would like to take a look, I’ve released a free Sword Practise PDF that introduces the basic dueling rules. It’s missing Resonance and Techniques (and the rest of the game), but it’s a handy way to get used to the mechanical heart of the system.



Thanks so much to Craig for the interview! I hope that everyone enjoyed reading, and I also hope you’ll take a minute to check out Blade Bound on Kickstarter, or at least look at the free Sword Practise PDF


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

Shadowrun: Anarchy Review

My very, very long Shadowrun: Anarchy Review is HERE!

Shadowrun: Anarchy
First things first

I won’t be commenting very much on the fiction in the book because I don’t typically read it and I’d rather focus on the game, but I will be looking at flavor text in character descriptions and so on. I haven’t yet played the game for logistics reasons, so this is purely a review of the mechanics, art, and characters. I intend to eventually read the Seattle background but I have set it aside for this review to get the things out that people will see first and most often.

I have only played Shadowrun 3e, and only built characters for 3e and 5e. I’ve been playing tabletop RPGs since I was 15, text-based since 11, and my first TTRPG that I recall playing was Shadowrun. I’ve played indie and story games since around 2011, and I’ve been writing on Thoughty about games, doing interviews, and occasionally writing reviews for like, 4 years I think. Maybe longer? I bounced blog names a couple times. I’ve GM’d and played, and I’ve worked on some tabletop games which you can read about here on my work page.

With that out of the way…

Shadowrun: Anarchy on first glance is a true family member to 5e, having beautiful art, lots of graphics, and fiction first. The art fits just fine! The graphics we’ll get to. The fiction… let me explain here that I don’t like fiction on RPGs, for the most part. I like fiction within RPGs – specifically, if you look back to like, Shadowun 3e where the interactions between The Smiling Bandit and Harlequin were interspersed in the rules and flavor text, that kind of thing I like. Unreliable narrators having interactions between bits of important information just really felt like the game to me.

That is, unfortunately, not the dealio in Shadowrun: Anarchy. I am sure the fiction is fun and great – but I don’t really have interest in it. I hope you do! But the fiction does you no good if you don’t like the rest. Covering art, then layout, then mechanics, then flavor text. Basically what you see first, whether you can even read it, what’s inside, and how it’s dressed up. (click thru)

The Art

I’m not doing a full numbers breakdown of the art in SR:A because 1) I don’t think it’s as valuable as it seems and 2) I don’t think it’s entirely necessary. The art in the book is still majority men or masculine, but there are a greater number of women or femmes than I expected to see. There are a number of androgynous people, but I was incredibly disappointed to see zero androgynous or nonbinary styled characters in the pregens. Getting close to gender binary parity is great, but this issue is in the forefront for me of late and I still can’t fathom why – I never have been able to – we don’t see more androgynous characters, especially in identity as opposed to simply presentation, in Shadowrun. I mean, y’all. Y’all.

Also, most of the time we get this:

But then we got this:

But let me be clear, my problems with the second piece here are mostly that it seems somewhat disjointed (kind of literally, but if it had a caption talking about an articulated spine, I’d be cool) and I was just kind of bummed out by how it felt in comparison to the other (frankly badass) art. This is the only piece that really stood out, but I wouldn’t be a cranky critiquing feminist if I didn’t point it out.

The Layout

The layout overall has a couple of hinky bits. Foremost, shaded boxes. Shaded boxes are not something I’m a fan of, and everyone who has talked about layout with me probably knows that. One of the biggest complaints I’ve heard thus far, that I agree with, is that the shaded boxes on the character sheets are bad news bears.

There is also shading/coloring on sidebars and callout boxes that could be done away with for readability and to make it possible to print. I’ll say this one time: If I cannot print a character sheet, it is functionally useless to me. Bonus note: If you make it a fillable form downloadable as well with the game that can also be printed and legible, I’ll love you forever.

Most of the rest of the book is bog standard Shadowrun/80s-90s-esque layout, from what I can tell. There are some more rounded edges, but that’s not too different. Standard two-column, as following.

There are also, of course, tables. I personally love tables, but the tables in SR:A leave me wanting because they don’t have any dividing lines. Some people like them without, they flow more easily. For me, they’re less readable, and I also just don’t really dig the look. Gimme something that looks directly ripped out of Excel and I’ll be cool. Example of current tables follows!

Also, the text is super, super small. Like, I have to zoom in to read it clearly a lot of the time, and I have no issues with reading up close most of the time. Perhaps it’s better in print? But we should be designing for digital too. I also don’t know if it works well with screen readers, as I couldn’t figure mine out. That’s something that should be clear!

Aside from those things? I’m sure someone with more graphics and layout experience could nail down further problems. Those are the ones that hit me. Moving on!

The Mechanics

First, a quick note on the way the game works in Shadowrun: Anarchy. Anarchy is not a game with a GM running the show and the players taking on roles within that show. Anarchy is about collaborative narrative storytelling (it’s a thing!) and there are things that they’ve done great about this, and things that may be confusing for people who haven’t done it before. I may be translating the rules incorrectly, but if you like what I’m saying, just play it that way, it’s just a damn book.

SR:A institutes turns, effectively letting each player take a turn playing their part of the scene. From what I can tell, there are no rules preventing other players from acting within that scene, but they would most likely need some input from the lead player in those scenes. From there, we can see each player narrates within their turn their actions and their interpretation of the situation. Cool! Now, I’ve seen some people get stuck on Talk Time. Admittedly, I kind of hate the term, and would prefer something like “free play,” but that’s just being a jerk about semantics.

Talk Time itself makes sense. When things are going down or it’s too hectic, let’s stop with turns for a minute and get shit done, right? However, from the comments on the Prototype review and the forums I’d seen it interpreted that you can’t interact freely at all outside of Talk Time, and regardless of how it was originally intended in the text, I read it otherwise, and it has been clarified since then in the text under Turns and Narrations. Specifically, it says that “Other players may have things to say during a narration–their characters may react somehow, or players may offer commentary, ideas, or observations–but the primary thrust of the Narration should be directed by the player whose turn it is.” Which, I mean, yeah? That’s just being polite. However, I see why they had to write it out. Hooray, rules to help solve social play problems!

For framing of the next mechanical bits, you use six-sided dice (d6s) in dice pools, scored individually – 5 or 6 on the die is a success.

Character generation is not complicated, in my opinion. There are definitely a crapton of characters to select from if you want to just quick start, as the section for pregenerated characters is massive (but I have some thoughts later). The game suggests you select a contract brief (scenarios for quick play), but if you want to build characters first or play without a contract brief, I’d just go to it. For a new GM or a new group, you might find the briefs useful, at the very least to learn useful structure for a general shadowrun.

Characters use some stuff that seem kind of “eh, maybe,” while others seem absolutely essential. The perceived essentials are: Personal Data, Attributes, Skills, Shadow Amps, Karma, Qualities, Weapons, Armor, Gear, and calculating your condition monitor. That’s a lot of words, not as hard as it sounds. The things I’ve noted as seeming optional are Dispositions and Cues. These don’t have a lot of mechanical impact, and I can guarantee for a lot of people they’ll be dismissed. However, you’re playing a narrative game here. That makes a difference.

If you look at the character sheet for Ms. Myth (one of my favorites), you can see how these things might be useful for 1) new players, 2) players new to narrative games, 3) players with a new character, 4) players who are unfamiliar with Shadowrun’s world, and/or 5) players who are just plain tired and need some good ideas on a slow day.

This is a moment where I remind people that just because you don’t need a thing, does not mean no one needs a thing, or would benefit from it.

Character creation goes through these items, however, pretty smoothly. Don’t be fooled by the early character creation section like I was at first, go straight to page 61.

To create a character, you:

  • Choose what type of character you want to play, name them, and create a character “theme” (basic description)
  • Optionally create “tags” (helping define your character)
  • Choose a game level (this is how many points you’ll get based on how hard or advanced a game you want, and should be chosen as a group)
  • Choose a metatype (Are you a little troll? Yes. Yes you are.)
  • Determine whether you’re Awakened or Emerged (you can be one, the other, or neither, and they basically mean you can do magic, you can do matrix junk with your mind, or neither)
  • Assign attributes (Strength, Agility, Willpower, Logic, Charisma, Essence, and Edge – I still kind of hate Edge, I miss when Karma was able to be spent for some of the purposes Edge is used)
  • Choose skills (general and specialized, the latter of which gives you bonus dice in appropriate situations)
  • Select Shadow Amps (encompassing all augmentations and magic, including technomancers and casting spells – there’s a list with some examples but there is a lot of freedom to define them. Also, there is essence loss! If your augment has essence loss, you get a penalty on your dice pool for magic- and healing-related tests.)
  • Figure out Karma (This functions as experience points, so you can obtain both points in attributes, skills, get Amps, change qualities, and get gear, weapons, and armor once earned)
  • Define some qualities and their effects (like edges and flaws for 3e, which I was super happy to see, though kind of took a bit to understand the differences between them and edge)
  • Choose your weapons (weapons have various ranges and impacts)
  • Choose your armor (armor is basically an add-on to your condition monitor, and gets marked off before you get hurt)
  • Sort out your condition monitor (has both stun and physical damage)
  • Get some gear (including Contacts)
  • Create cues (basically little phrases to help inspire your play, from the Cue System, which I haven’t bothered to read up, sorry)
  • Make a character background (personal data like size and gender – which they call “sex” in here and it made me really annoyed – the history of your character and how they behave, and dispositions that you can use to flag your actions in-game)

It sounds like a lot, but the individual actions don’t take very long themselves. There’s characters to choose from, and there’s not a lot of trouble in making your character, but this is way more than a lot of indie and story/narrative games. You will need to set aside more time for this game than you would, say, a Powered by the Apocalypse game – by a significant margin. That doesn’t mean it’s not a good game. Just different.

Combat in SR:A seems to be appropriately dice-heavy, which y’all know I love.

This isn’t actually that complicated, even though it looks it. It’s all simple numbers you’ll be adding, most single digits, versus similar numbers for the opponent. I like this combo, as I’m sure I’d learn it pretty quickly, which is a really good sign.

There is information on close combat damage, carry limits, unarmed combat, and lots of other stuff – one of my favorite bits is no more counting ammo! Handwaving ammo counts is awesome in my book (ha, my book). It also talks about custom mods of weapons (like knockbacks), which is awesome! There’s a note that I appreciated on making the game more or less lethal. Variety is good.

There are rules on taking and recovering damage, and repairing armor, which brings me to an important point: There are no nuyen in Anarchy. To me this is amusing on a conceptual level (of course there’s no monetary system! It’s anarchy!) but also I think it’s cool on a fiction level, in that everything has a cost – and more often than not, that cost is you.

Initiative advantages like wired reflexes now give you plot points, which are functionally shortcuts or cheats. They give you rerolls or change turn order, or add Glitch Dice (which I will say straight up I don’t understand, but the general idea is that if you roll a one on a glitch die, all goes to hell, if a 5 or 6, you get an exploit and things go well. This may sound fun and exciting to people who like adding additional chance into their game, but it’s not really something I love.), and so on.

Gear is mentioned in this same section (page 47) and is super duper basic. Gear has no specific mechanics, but can narratively help with problems, like med kits and tool sets. Very, very basic.

I don’t have much interest in hacking or cybercombat, but I’ll bet at least one of you do.

There is both AR & VR, where in AR you generally interact like software and icons and stuff, and in VR, you’re living all Second Life. AR doesn’t give any bonuses to hacking, but VR gives a +1 to hacking. With VR you can’t do anything non-virtual, and cybercombat kicks your ass. Hacking is basically a skill test, and cybercombat comes with a fun little dice pool calculation too.

There are additional matrix rules you can dive into on your own.

Spells and spirits and stuff have their own section. One of the most notable things is that there are no longer spell effect limits beyond those narratively defined, except in the case of combat spells, which only last for the time their damage is applied. GMs can apply a negative modifier if someone wants to maintain a spell for a long period of time. Not unreasonable, in my opinion, if you don’t have a jerk GM (if you do, try to find another GM! Look on the internet! Run, little chummer, run!).

There’s information on astral projection (no test needed) and astral combat (use the Astral Combat skill and have a standard combat experience, take stun damage).

Vehicle and drone combat addresses AR vs. VR in regards to how you use the equipment, and there’s info on vehicle movement, just basic stuff, but I’m sure gearheads will be happy to know they’ve been recognized.

There are also additional rules about breathing, environments, and mind control, in case you were wondering. There’s an important note about what an NPC can’t make someone do under mind control:

I mean, if you like doing that stuff, you do you. I’m glad they pointed it out though.

For those not a fan of sharing their GM hat, there are rules about giving GMs more control via plot points and who interprets perception tests. In standard SR:A the player doing the narration has freedom to define a lot of what is seen with a perception test, but with the adjusted version, the control is given solely to the GM and controlled by how many successes are rolled. I really have to say, though, give shared narrative a shot if you’ve got the time and energy. It can be really fun for everyone.

The GM section is a lot of detail that I’d not normally read since I’m traditionally a player. I wanted to highlight two pages that I think are absolutely important.

This page shouldn’t be necessary. But, it is. Just… yeah. Be cool, kids.

If you all thought that someone could put a section in a book called “Asking Good Questions” and I wouldn’t pull it out, you were sorely mistaken. As people know from games like Apocalypse World and Monsterhearts, as well as about 80 other indie games, asking good questions is an amazing GM tool – hell, amazing for players, too (“Do you really want to kill that guy? Why? Oh, he killed your uncle? Shit. Let’s do that.”). I like seeing it hard coded into a game, though, because I love questions, sooo much, and for narrative games they are the soymeat in the sausage.

The pregenerated characters are pretty fucking cool on the start, I’ll be honest. I love cool character art, many of them are really interesting. I’ll try to keep this brief.

The Native characters are very cool on the surface, but the conflation of Pacific Northwestern tribes and the Plains tribes in their backgrounds, plus having one of them taking artifacts and putting them in a museum (with jokes about angry locals, even), and Coydog wearing an eagle feather headdress that’s most likely inappropriate for her background are problems! I’m intending to do an extended feature on Natives in RPGs and specifically in Shadowrun with a consultant I’ve been corresponding with, where I’ll explore this, but for now: Chrome Bison is _really, really cool_ but we need to think harder and ask more questions and remember whose stories we’re telling. I know Natives are a huge, huge part of Shadowrun, and I don’t want people to stop making them part of it – but we need to do it right.

Chrome Bison, following, is cool – but cool doesn’t erase responsibility. Chrome Bison would be very disappointed in cultural appropriation, I think.

There may also be other issues of cultural appropriation or misrepresentation here. It’s important to remember that while Shadowrun is an alternate-fantasy-history, the cultures that it’s pulling from are real and existing in the majority of these cases. I am disappointed when I see misrepresentation and negative stereotypes in fiction, and I am doubly so in games where players are supposed to take on these identities.

That being said, there are a ton of characters I love, starting with Ms. Myth.

LET ME TELL YOU HOW MUCH I LOVE TROLL FACES. LET ME. No wait, that is way too much enthusiasm for this, I’ll never finish. But yes, she seems amazing. Borderline is incredibly cool, too cool for me. As mentioned, Chrome Bison, as a troll street samurai, is freaking amazing. Fourth is cool but I wish she’d been nonbinary or androgynous, as the art brought it pretty close to it.

Jinn is an elf brute force decker who is from Istanbul, and his jam is fashion, and I’d love some input from people on his presentation and cultural representation in the art and text at some point. There are TONS of really fascinating characters of so many different backgrounds. I still wish for nonbinaries because I’m a pain in the ass (and because we should be represented in such a world!), but the last one I want to shine a light on is Rose Red.

Rose Red has a fascinating background. I really love the concept, but it is a difficult one. The general idea (for those who can’t see the image or don’t feel like reading the teeny text), she was trafficked as a sex worker, then she awakened, and overtook her boss and became a trafficker herself. It leads to her trafficking her own sister, and then finding salvation through a neo-anarchist group. I have so many mixed feelings about the representation of sex workers here, because it’s good to see them represented, and there is a specific note about how the neo-anarchists welcomed her with no shaming, but it is still a hard line to walk. I’d love to hear the input of any sex workers on this topic, as I can’t speak from experience.

FINAL VERDICT

I really, really want to play this game. There are some issues, yes. And I’m not happy with all of the flavor text. But, I have to be honest: what I have read in Shadowrun: Anarchy feels more like Shadowrun to me than 5e ever did. Maybe it’s because it’s simpler in writing, I’m not sure. But, it’s simpler in mechanics, too, and way simpler than 3e. Shadowrun is my favorite fictional world and while it always could be improved, so could a lot of other games.

Shadowrun: Anarchy could use some better layout choices in regards to accessibility and print use. It could use more attention to nonbinary gender representation, and representation of cultures and races that are unfamiliar (or only stereotypically familiar) to the average white gamer. The mechanics are far more lightweight in comparison to all other Shadowrun editions, and in my opinion mix a lot of the good mechanical bits with a lot of my favorite narrative things. The fiction is supported in some ways by the mechanics with the damage, the complexity of combat and spell casting, and the impact of metahuman races, and the pregenerated characters are many and varied.

I would suggest that, if you have played Shadowrun and you like narrative games, you give this a shot. If you like narrative games but know nothing about Shadowrun or really any trad games, consider trying it out for a one-shot with pregenerated characters. If you’ve only played trad games and you like Shadowrun, consider trying this out – the worst that will happen is that you’ll decide it’s too simple, and that’s not much of a loss.

In general, I think it sounds really fun. I’m trying to find time to get a friend to run for me, and in the meantime, I’m going to continue enjoying the beautiful art and maybe build some characters if I have some free time.

Good luck, chummers!


If you’d like to throw some cash in the tip jar, you can do so at paypal.me/thoughty.

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

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

What Makes a Good Player? with Ariana Ramos

Hello all!

In this new feature, What Makes a Good Player?, I’ll be covering the experience and practices of good players nominated by their fellows and GMs. All of the players were asked the same questions, but it’s interesting to see where those vary. 

The first interviewee is Ariana Ramos!


What do you try to do most often while playing games to enhance your experience and the experience of others?

This varies from game to game and also the frequency of how much I’ve played it. If it’s a brand new game, I will go with a class/skin I am excited for after maybe figuring out the setting the GM is aiming for and trying to get a feel for the players. A lot of times when new players come into play I will play more of the aggressive player or the one who tries to push others by taking the lead or prodding them into action, and this is more or less to let them know it’s okay to jump up with ideas. Other times I tend to like playing the outsiders, the characters that for some reason don’t belong but at the end don’t seem to care and continue with the challenge despite all odds stacked up against them. I also like making sure that the relationships/bonds characters have with do mean something beyond what is written and explore them as much as possible.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?
A lot of improv, I try to use ‘yes and’ as much as possible in the game to give a good flow between players. My significant other and I listen to a lot of improv comedy, so that’s been a huge inspiration in where it’s okay to let games become silly or strange. I also do listen to music and secretly have themes for characters or try to shape their backgrounds in my head. Say the GM will make an item of great importance to my character I will ask myself why beyond just it being a thing of power, what sentimental value does it hold? All characters should have a drive, a reason to be there no matter how silly or small it may seem to someone who isn’t them it’s something that motivates them to continue.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?
It depends on what’s going on in my real life. I’ve got two to three games per weekend or spread out during the month. I’ve had one game every other week or now I have a game every weekend, it’s knowing I am gaming with good people, and I can ultimately be myself. I only did Con gaming last year, and so far I was relatively lucky that I didn’t feel uncomfortable during my two visits to Origins. I have had uncomfortable situations over hangouts with people arguing over rules, forcing relationships or just being rude in general. You have to know when to cut your loses because gaming is supposed to be fun although it can be used as a learning and therapy tool. I never force myself to game with people I feel uncomfortable with, and I’ve learned to listen to myself in case feelings do come up and approach it calmly as possible. I also make sure that if by chance we’re touching hard themes that do come up that the other players are fine because although the X-card does exist when you have a personal relationship with someone, the automatic response is to laugh off any awkwardness that could harbor into bigger feelings. Just make sure people are okay, give it time and be open to conversations.

Also play games you’re excited for. Try new things!

What kind of games do you feel you are most comfortable with and enjoy the most?
I feel like every game is a good game with a good GM and good people. I don’t enjoy games that are solid combat, but I also am not a fan of games that are pure emotion. I do play a lot of Apocalypse World hacks because it’s the quickest system I can get into but there have been games I thought ‘no, thank you’ but have surprised me because the GM had an amazing way of sucking me in. I love world building with the players at hand; I love the feel of something being ours and it’s something we’re all exploring together.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?
There are so many. From my Flame Princess mourning the loss of her Dead Knight and in that pure platonic love and not romantic. I think my favorite was we were playing FATE in a joky horror setting with kids going to camp. This was my second time playing ‘Heather Sweets aka Sweets’ who is still one of my favorite characters and the GM had said someone had intercepted her care packages from her parents, and so she was out of candy. In a complete meltdown, I had my character laying on the floor claiming her parents didn’t love her anymore as I was trying not to laugh it made me sound like I was sobbing as I was asking for just one piece of candy. In the game, the monster is Big Foot, after having stolen some candy and shared it with a camper my character needs sugar to run fast to get away and so I reach for my friend’s hand and LICK IT to get some sugar off of it.




Thanks so much to Ariana for agreeing to the interview and for sharing her experiences! I hope all of my readers find the interview enjoyable and useful, and hope you like those that come along soon!


This post was supported by the community on patreon.com/briecs.

Five or So Questions with Nathanael Cole on Gattaibushido!

Today’s interview is with Nathanael Cole about his new game Gattaibushido, which is a story-driven mecha-pilots game! It’s currently on Kickstarter and sounds like a great time. Check out the interview, and then click-thru to the Kickstarter if you’re interested!.

Full disclosure: My volunteered voicework is included in the Kickstarter video for Gattaibushido.

Tell me a little about your project. What excites you about it?

Gattaibushido is my personal RPG love letter to a number of old cartoons and animes that own permanent crash space in my heart. I grew up watching shows like Voltron and the Power Rangers, but honestly the biggest inspirations came from two anime series called Gunbuster and Vandread. When I first saw those series, I immediately wanted to game in those worlds. Once I realized that I had a good foundation for teamwork games with Motobushido, I got ridiculously excited about finally getting to write my own person Gunbuster game using those mechanics.


What mechanical inspirations did you have for Gattaibushido?

From the very beginning, I wanted a way to involve Colors in every aspect of play. The first obvious step was basing the team roles off of the classic color roles in Super Sentai shows. But beyond that, I wanted more of a focus on colors than just numerical stats all over the place. Turns out this was already easy enough to do. Motobushido had a heavy focus on threes and sevens as part of its thematic core, and porting that over to a “Roy G Biv” color scale was a cinch. By this point in the design process, almost the entire system has some aspect of the rainbow scale within it, and I’m pretty happy with the way that part has turned out.

However, probably the biggest of the more recent inspirations came from a video game called Chroma Squad. For weeks and weeks I had tried to nail down the Final Form Fight mechanics, and went through dozens of iterations. I kept working the “natural extension to the core fight mechanics” angle, but nothing was working, nothing felt right. Finally I took a long break to chill out and play some video games, one of which was Chroma Squad. I don’t want to spoil that game (it’s amazing!), so I’ll just say that when the first “season” of its story ended, there was a sudden change in mechanics that came out of nowhere, a whole new kind of battle sequence that had not even been hinted at before. And then suddenly it all made sense: if I really wanted to showcase the difference in scale netween the normal battles and the final form battles, I needed a whole new approach, something totally different than the core mechanic. Two design jam session later and the current “Rumble” mechanic was born.


How did you come up with flavor of the game including themes and associated mechanics?
The basic “combining robos vs space monsters” originally came to this project as just a nifty idea for a spin-off “hack” of the core Motobushido rules. Once I started re-immersing myself in the source genre, I grew more and more inspired, and likewise the hacked text grew more and more complicated. Eventually I realized that it needed its own spotlight, and decided to make it an entirely new stand-alone game.
But specifically, two animes deeply inspired the core themes of teamwork. The first was Gunbuster, which was in fact the original kickstart my brain needed to get moving with this project in the first place. The team relationships within that show were so intense and conflicted and _real_ that I felt that those characters could very well have been created using the previous Motobushido rules, just needing a few tweaks to fit the material. Later on I was introduced to a newer series called Majestic Prince. While not actually a “gattai” show, it might as well have been for all the ways that the themes of teamwork and intra-team conflict guided every aspect of that show. I wanted my game to play just like that and I think I’ve done a good job so far bringing out that team dynamic in the playtests.


Coming from your inspirations, what choices did you make to ensure the game is approachable for all ages, genders, etc.?
Specifically, in order to deal with certain old sexist tropes inherent in the classic super sentai genre character roles, I’ve tweaked the colors a bit to make them more versatile. This has had a positive effect with my current test groups, and although a handful of people were expecting more traditional SS color roles, they adapted to the alterations pretty easily enough.

Additionally, I made a few conscious-but-not-overt design choices very early on in the art and writing process. I chose to show only women and girls in the vast majority of the artwork and text (there is one, singular character exception, and it is a bit of an homage to Gunbuster). There’re no outright statements in the book saying “you have to play women,” but if you follow the artwork and the text, it’s pretty much assumed. Additionally, I specifically requested that the majority of the girls in the art be non-Caucasian, and of a variety of body types. I have been pretty pleased with the stuff Juan’s done so far, and I hope my readers will be too.

As for ages? Ah, this might not be a good game for kids, as the themes can be pretty violent and I don’t really hold back with some bits of language here and there.



What do you think are the core elements of Gattaibushido that you want players to see when playing the game, and how do you think the mechanics and flavor help make that happen?
Hands down, teamwork is the absolute number one core element that I want to be ever-present throughout the entirety of play. Everyone has a “Harmony” track, which keeps them in sync with the team spirit. It’s front and center in the gaming space, and integrated into almost every action and component. The characters can of course function on their own, but they truly excel the most when working in synch with the rest of the team. The core fight mechanics heavily involve teamwork combos, including an “Uno” like rotation and reversal mechanic that encourages the players to strategize and synch their abilities together. And of course, the Final Form Rumble fights are pretty much impossible without a well-synched team. =)

Thanks so much to Nathanael for the interview. I hope you all get the chance to check out Gattaibushido on Kickstarter now!


This post was supported by the community on patreon.com/briecs. Tell your friends!
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

What Makes a Good Player?

As most people know, I am rarely a game master in tabletop games. More often than not, I play games exclusively as a player, and sometimes I even just spectate! To me, players are just as essential to the games as the designers and the GMs, for a number of reasons. Here’s a bit about that!

This post marks the start of a new series on Thoughty called What Makes a Good Player? where I’m interviewing gamers nominated by GMs and fellow players for being known as good players who help make games more enjoyable for everyone at the table. This series will run through December, with weekly posts on Wednesdays, 10AM Eastern. This series is also funded in part by my patrons at Patreon.com/briecs, where your support is very welcome and appreciated!

I really loved reading the interview responses from players about their style and preferences, and what’s important to them as a player. I hope through the interviews, you’ll learn more about what some people enjoy as players, how players can behave to enhance gameplay, and a few new things about the people you might know, or might get to know!

For me, tabletop games without players are not really a thing! You can have GM lonely fun creating worlds that aren’t played in, but the moment a GM starts participating in the mechanical reactions to the world, they become a player, too. Designers are often inherently players, testing their own game against itself, and telling stories that the final players also have the chance to retell in their own ways.

While I’m sure there have been endless posts from sites around the world talking about player skill, I didn’t want to talk as much about skill in this series. I wanted to see how players interact, what they thin is important, and what they get out of playing, because I think that what we get out of games reflects back on what we put into them.

The questions I posed to the interviewees are:

What do you try to do most often while playing games to enhance your experience and the experience of others?

This question is to get an idea of what the players think they do that influence the game. It’s very interesting reading the responses when you start asking how players think they influence other players, because we have pretty subjective concepts of how we change the scene.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

I wanted to see how many players are using formal tools, if any of them have unique tools or habits, and if they can see the direct impact of those or not. You’ll see in the responses how many people referenced improv tools, which is something I may expand upon soon.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

Behind every good player is a good night’s sleep. Even the most amped up player can burn out if they’re playing more games than they can handle time- and energy-wise, and it can impact play. I wanted to see what kind of schedules most players find comfortable for having a good time playing without burnout.

What kind of games do you feel you are most comfortable with and enjoy the most?

If we’re talking about good players, we’d be missing important information if we didn’t ask what they play that they’re so good at, and see whether they think their enjoyment or their interaction with others is negatively impacted by specific games.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

Finally, I wanted to give the players a chance to share their stories (a major part of the point of this blog) and to see what experiences modeled their subjective concepts of doing a good job, and I think it was a really fascinating read for every one of these interviews. The players really have a lot of thought put into their own play and enjoyment!
With all of this in mind, I hope that you’ll all enjoy this new series on Thoughty. Remember to check out the Patreon to support the series if you’re interested or drop a few bucks in the Paypal.me/thoughty tip jar if you like what you see. Let’s play!

This post is an unpaid post announcement in preparation for a series of blog posts supported by the community on patreon.com/briecs. Tell your friends!

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

Shadowrun: Anarchy on PDF

Hey all, just got word that Shadowrun: Anarchy got released on DriveThru on PDF! Hoping to pick it up this weekend and currently scheduling an interview with designers! Check it out!


This post was supported by the community on patreon.com/briecs. Tell your friends!
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

The Beast, by Aleksandra Sontowska and Kamil Węgrzynowicz Playthrough

Such a fun thing to see in the mail!
Starting tonight I’m going to be doing a (hopefully daily) feature playing the card game, The Beast, by Aleksandra Sontowska and Kamil Węgrzynowicz. The Beast is an unsettling erotic card game that tells a story about you (the player) and your Beast (who you have sex with). 
The first day, you answer a brief questionnaire about your Beast, make a deck of 19 cards, then pull a card each day for days 2 through 20. You write your responses to the events on the card in a diary.
Traditionally, you burn your diary. However, in the spirit of thatlittleitch, my horror erotica blog, I’m going to be sharing my responses on that Tumblr, and then linking them here on Thoughty. I’ll share a picture of the card I pull, and my response. I have no idea what kind of content will come from this.
I played a beta version of The Beast a while ago, and I really enjoyed it, but it certainly touched in some strange places (in more than one interpretation). I am excited to play it again, and want to share the journey with you. Tonight I’m filling out the questionnaire, with the answers on thatlittleitch!


This post was supported by the community on patreon.com/briecs. Tell your friends!
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Women with Initiative: Elsa Sjunneson-Henry

Hi all! Today’s Women with Initiative feature is with Elsa Sjunneson-Henry, a well-known writer, designer, editor, and creator, as well as a accessibility coordinator and consultant for conventions. She is a huge advocate for disability accommodation, representation, and accessibility in gaming and fiction arenas, and has started doing educational programs like the Writing the Other Master Class, Writing Deaf and Blind Characters coming up September 10th (spots are still open!)
Elsa blogs regularly on Feminist Sonar, talking about everything from feminism on screen to her personal experiences and how they impact her and the world around her. She’s worked on a number of fiction and RPG products including writing Elizabeth Bathory for Dracula Dossier, and her current game DEAD SCARE, a tabletop RPG of zombies and 1950s housewives that Kickstarted last year. I asked Elsa a few questions about her work on DEAD SCARE.

What were the most important things you found you had to focus on while designing DEAD SCARE in terms of inclusivity, accessibility, and staying true to the fictional goals you had for the game?

I wanted to write a game about zombies that wasn’t actually about the zombies. At its core, DEAD SCARE is about communities, and how they react under pressure. In order to do that, I needed to pay attention to how women differentiate themselves from each other, while still making sure that each and every single playbook could be played by a woman of any race, class, ability or age. It was important to me that racism not play a part in the way in which the game read to players.

DEAD SCARE can include some very scary and intense situations. How do you design the game to help GMs and players navigate you, and do you have an example of an experience at the table where you thought your efforts in that regard showed fruitful results?

DEAD SCARE has a section on what I call the tone dial. Essentially, you can play DEAD SCARE any number of ways, from it being a LEAVE IT TO BEAVER episode where zombies just happen to show up and ruin the church bazaar, to a game where everyone engages with the social and political struggles of the 1950s. It’s a game where you opt in to the difficulties, not a game where you force players to engage with them. I like to run Dead Scare as a story about community, but some players want it to be a dungeon crawl through suburbia.

What lessons have you brought from your work on Dead Scare as you move forward with more RPG products, and what projects are on the horizon for you?

DEAD SCARE taught me that I shouldn’t be afraid of mechanics, which is something that I have brought forward to my work on the FATE ACCESSIBILITY TOOLKIT. In the next few months, though, I am focusing on teaching writers and how to write disabled characters. I’ll be teaching a course with Writing the Other on writing D/deaf and Blind Characters. I’m currently working on a book which I’ll be querying to agents hopefully this fall, and many short stories. I’m working to diversify what I write, moving to do more fiction, because I love it.

Thank you so much to Elsa for allowing me to interview her for this month’s feature! Make sure to follow her blog posts at Feminist Sonar and her words on Twitter @snarkbat, and you might still be able to grab a spot in her Writing the Other Master Class on Writing Deaf and Blind Characters by registering here


This post was supported by the community on patreon.com/briecs.

Five or So Questions with Slade Stolar on The Indie Hack

Hey all, I have an interview today with Slade Stolar about The Indie Hack, which I really enjoyed checking out. Have a good look at his responses below.

Tell me a little about The Indie Hack. What excites you about it?

I was really inspired by The Black Hack. It’s a thin volume–just 20 page–and it cuts to the core of old-school dungeon delving. You’ve got four classes, you roll d6s, d8s, d20s, etc., you face monsters with HP, and you hope to pass your skill check vs. poison. But all of that can be done in just 20 pages once you’ve got roleplaying figured out (4 or 5 years in, maybe). I wondered whether something that was more story-focused could work in the same way (I’m not claiming a strong dividing line between Old-school/OSR and Story/Indie/Post-Forge gaming here, I like a mix of both sides in nearly all of my games).

The Indie Hack is my fantasy heartbreaker, which Ron Edwards will tell you to go out and write, if nothing else, just to get it out of your system. I’ve had notebooks lying around for years with little tidbits of adventures, settings, and mechanics. Recently, I’ve been playing a lot of games that are Apocalypse World adjacent. I’ve been watching and listening to people play on YouTube and podcasts. I’d started work on a huge game, maybe 200 pages, called 100 Clones of Hitler!!. Lots of setting stuff. I had a big pack of beautiful, pulpy artwork done up for it (for a fair price, but more than I was used to spending on my own projects). I took 100 Clones to Forge Midwest (Madison, WI) in the spring of 2016 to playtest, and to my great shock, no one wanted to play the Hitler game. I started to question everything: Maybe these people weren’t as transgressive as I had hoped. Maybe the title causes such visceral disgust that no one can get past it. Maybe I should have pitched it in a different time slot. Maybe I should have called the game what it’s now called, specifically, Might Makes Reich: Stop the Nazi Menace!!, to make it clear that you’re fighting against (not with or as) the clones of Hitler. So, that’s where I’m coming from.

I took the core dice mechanic out of 100 Clones and polished it up a bit. I started thinking about minotaurs. I started writing a fantasy rule set. I had some new and different and beautiful art commissioned. I took the religion system that I’ve been sitting on for a few years and mechanized it. I think that these three things are the most exciting to me: the dice-and-details-and-allies-contributing mechanic, the art, and the Goddesses.

In essence, it’s 28 pages of dungeon-delving without HP or d4s or XP. There’s a stronger focus on players saying how they do things and what happens because of it, rather than saying what they do.

You have a number of games cited in the front of the book as inspirations or as places you borrowed from (the best designers know how to borrow & recontextualize, imo, as much as do something new). What about these specific games really wormed into your design concept?

I borrowed aspects of many different games. Of course, The Black Hack was the main impetus; I was drawn in by the extreme minimalism of it.

I love the statistics of the dice rolling in Apocalypse World, but almost everyone retains the 10+/7 to 9/6- results and I didn’t want to do that; I made each result have a different effect, such that rolling a 2 and a 6 is slightly better than rolling a 2 and a 5. Naturally, I liked the deadliness, and the fraught relationships, trading in Barter/Jingle, and the only-ever-hinted-at setting.

I really like Dungeon World, as a game and as a text, and it has a high place on my shelf. I’d run it over 5e or Pathfinder any day. The approach to relationships between the characters is great. Ranged combat (all combat, really) is great. It takes a few steps down the path toward minimalism, whereas The Indie Hack runs.

Into the Odd helped me to re-think monsters and magic items. Monsters aren’t really monsters, they’re more like magical or strange animals; they become monsters when we have tales of them biting the heads off adventurers. And I’m guessing that the adventurers started it.

I debated what to do with alignment. I think it’s usually done poorly in games. And players often use it as an excuse to be jerks. Why would you want to look down at your character sheet and be reminded that you should be at odds with the goals and desires of the other characters? I’d been reading the PDF of My Life with Master and figured a good way to get people to reluctantly do good (or evil) was to give them bosses.

In a lot of fantasy games, you can run into issues of repetition, so what differentiates The Indie Hack? What would players find in this game that they wouldn’t find in, say, D&D or Pathfinder?

Yes, there are thousands of fantasy games out there. The Indie Hack is novel in a few ways.

Character creation for three players who have never played takes about 30 minutes, including the time in which they form relationships and tell the GM some facts about the world. This isn’t novel, just rare.

The dice mechanic is really neat: you have degrees of success, some of which ask your fellow players for input. Once you roll successfully, you did the thing you were trying to do, and you spend “details” to enrich the fiction: I didn’t just hit the Skeletal Soldier, I shattered eight of his ribs, the GM writes “Eight missing ribs” on the monster’s sheet, so that the players and the GM can work that fact into the story later if they wish. Details like this count towards defeating the creature.

In terms of time at the table, unlike 5e and Pathfinder, no one has their nose in a book for more than a few seconds. Nearly all of the information used in play is written down somewhere on a sheet or index card on the table, usually written in pencil, and usually written by one of the players. The GM doesn’t need to shuffle through a lot of books and papers or hide dice behind a screen. Don’t even give the GM the dice.

Regarding the question of repetition, as it’s the players who enrich the narrative, it’s only repetitive if the players give out the same details time and time again. My bet is that the players will get more and more confident and creative.

I personally love gear in games, but it often can get a little cumbersome – literally and figuratively. Can you talk about how The Indie Hack handles gear and how it might appeal to people who like the concept of gear, but get burnt out with doing complicated math to see how many candles they can accommodate in their haversack?
Gear is lovely, as is the wordplay in this question. In most games, I get a lot of enjoyment out of selecting gear, and a lot of pain out of managing it. When adventuring in The Indie Hack, you’ll probably have between 5 and 10 items. For all of the fiddly stuff, you can get ‘kits’. If you’re playing an Occultist, take “Flasks of Foul Liquids”, which contains “Acid, poison, ether, lye, etc.” And if you want to have some glue, grease, fertilizer, bat fur, or snake bile for your evil rituals, there’s probably some of that also. The candle (one big candle or a bundle of little candles) can take 3 ‘narrative damage’ before it’s out, which can be from a long time spent burning or being dropped in a puddle. You can watch as it slowly takes these points of ‘narrative damage’ and plan out your packing for next session, assuming your characters survive the catacombs. You might take “1 Candle” or “2 Candles”, but you absolutely will not have to figure out how many pounds of candles to take.
Finally, can you tell me about some of your archetypes and how they interact with both the setting/fiction of The Indie Hack and the mechanics themselves?
The classes were really fun to write. I took the standard fantasy archetypes and give each one a slight twist. The classes are Veteran, Exorcist, Hunter, Scoundrel, Elementalist, Occultist, and Outlander.
The characters provide information about the fictional world. For example, the Scoundrel might tell us a little bit about the economy and crime of the world. The Veteran might tell us about a great battle (and thereby, the nations or factions of the world). The Outlander is an enigma, here are some of his/her questions: “You can hear them too, can’t you (what do they say)? What lies buried deep beneath these hills? Where can you never go? Where must you always return?” You don’t have to answer all of them, just a few. Just enough to get the GM’s mental gears turning.

The players want a very different type of game if they answer “Where can you never go?” by saying “The Blood-splashed Crags of Southern Tybis, where I can hear their time-hollowed bones whistle in the wind” versus “The bawdy house where I let my second cousin die of tuberculosis four winters ago”. The players establish locations and personages in the fiction and set the initial tone.
The initial skills and spells should be familiar to those who’ve played the classic fantasy RPGs. Typically, the spell gives a guide on writing the “details” that are created by the effect. In essence, spellcasting is little different from combat or diplomacy or stealth or navigation.

I just love the classes. Certain players might have favorites, but I’d be equally happy to play as any one of them.


Thanks so much to Slade for talking with me about The Indie Hack. You can check it out on DriveThru and hopefully take it to the table! 


This post was supported by the community on patreon.com/briecs.