Five or So Questions on Erotia

I interviewed Ray Cox about Erotia, a game about sex, gods, and communication. It’s currently available on itch.io, and is a super lightweight game materials-wise. Check it out!

Tell me a little about Erotia. What excites you about it? 
Erotia is a small Freeform LARP that I designed with the help of my friend Fin. It’s about sex, gods, and communication. And it is small enough that the whole game fits on one side of a business card!


I’ve wanted to include more sex in my games for a really long time. I’m a professional GM, but the people I play with have never been super into it. Which is fine. Recently though I started Designing my own RPGs and LARPs. And I realised I wanted to make a game about sex, where you can have sex as part of that game. And after a lot of failed ideas, we have Erotia.

Let’s talk about safety and consent. How do you handle these in Erotia? What tools and structure do you use to ensure that Erotia is safe and consensual?
Well so Erotia being a game about sex and flirting, it was really important for me to include some safety tools. It was difficult however to fit everything into the small format. What we went with though was framing the safety tools as the most important part of the game. You always begin with a discussion of comfort, limits, and what you’re hoping to get out of the game. As well as electing a Safeword, which is a concept introduced to us through BDSM.
A person in a black tank top and a chain choker with a pink mohawk.
Ray Cox, the designer.

What is the narrative of Erotia like? What do you play out and do as characters in the game?

Once you have an idea of what everyone wants to explore, the game moves on to play. The play beginning with everyone introducing their gods, and then interacting. Your Erotia might be a dinner party, a picnic, or some divine friends cuddling up on a cold winter night. Part of your introduction of your divine role is telling others how you wish to be interacted with or interact with others. And those are mostly there as prompts for folks that might not be too sure of themselves. If my god likes having their neck kissed than someone could start by saying: “Hi, I’m Apollo; may I kiss your neck?”

The game lasts as long as there are people still in the play space. The game also ends for all players if the safeword is used. This is so that we can focus on giving proper aftercare to the person that needed play to stop.

 

Why did you include the gods as part of the game, and what do you think it brings to the table?
I really like narratives about gods; in particular gods as people with more confidence, and a clearer sense of purpose.
I wanted to make a game where you knew you were sexy. Where you had no choice but to feel confident. For me, pretending I’m a god brings that. And when ever I play RPGs where you get to be a god that is how I play it. So yeah, what I think it brings is a sense of power, and also the knowledge that everyone around you is bringing that too.
What are some positive experiences you’ve had while playing the game that related more to the emotional or social aspect of Erotia?
Well I’ve never played Erotia, and I have not met anyone that has. I do currently have a date scheduled with a Long Distances lover of mine to play the game when next we meet though. I’ve done the character creation part of Erotia a fair bit. I often use it as a creative exercise to help refine my gendermood, or to pump myself up before going out. You can also use it to flirt. Aforementioned lover and I have been sending each other fliracious letters with text like “I am Rei, the season. My domain of power is change. I am worshipped with loving praise, & offer submission in return that we might make out till sunrise.”

But if you’re reading this interview, and you’ve played Erotia, I’d love to hear what you thought?



Thanks so much Ray for the interview! I hope you all enjoyed it, and that you’ll check out Erotia on itch.io today!


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Five or So Questions on Domina Magica

Get to twirling, everyone! I have an interview today with Emily Reinhart on Domina Magica, a magical girl game that’s currently on Kickstarter! Check out the magic below!

a magical girl spinning with bright lights, wearing a pink and white dress, surrounded by a colorful illustrated border

Tell me about Domina Magica. What excites you about it?

Hey!!! Domina Magica is magical girl RPG that myself and my team Third Act Publishing created!! It is an episodic game that emulates an episode of a Magical Girl Anime. It has a ton of unique mechanics to help facilitate the feel of some of the iconic anime tropes. There is the “cootie catcher” or “fortune teller” that allows you and your group of players to set the scene and tone of your game by filling out the “flaps,” it also allows the players to fill in “secret trials” that will activate later in the game. There is also a dual sided Character Sheet that allows you to build a School Girl character first and then when you transform your physically flip the sheet over and build your “Magical Girl!!!”

We are really excited for this Game!!! Our Kickstarter funded in 15 hours and we are sending out Slap Bracelets to backers as we speak!!! If you are in the US and fund at any level, even the $1 level we will send you a purple “Fight like a Magical Girl Bracelet” right away. Not when it is over, not when the books comes out…..now!!! Sending hundreds of Slap Bracelets in the mail and seeing them pop up all over social media is something we are super excited about!!!!

I LOVE the character sheet idea! Clever character sheets can make games more fun! So can transformation – is that a big aspect of Domina Magica?

Transformation was and still is a huge part of Domina Magica. The dual character sheets was a game mechanic that I wanted to implement from the very beginning and one of the very few things that have changed. I liked the idea that your magical girl, and your school girl would have different identities and I wanted to represent that at the game table. Double Sided character sheets fit that mechanic perfectly. We also created a way that the character sheets build off of each other so that what you do in your school girl person directly impacts what your Magical Girl looks like!!
The book and associated goodies including a wristband in purple and yellow.
Goodies!
How does the game work mechanically – what do players use to resolve conflicts, or to interact with each other and non-player characters?
The Game works off a “roll low” system. Your school girl will have 5 traits, and you as the player will have 5 die, D4 through D12. Your traits are Friendship, Strength, Honesty, Kindness and Persistence. Since it is a “roll low” system you want to roll as close to 1 as possible so your D4 is your highest die. You get to assign the 5 die to the five traits, picking what trait is your highest (d4) and what trait you still need to work on (d12.) When the transformation happens and you flip over your character sheet, you get to reassign your die to the same 5 stats, so your Magical Girl might not have the same strengths as your school girl persona. To confront a “bully” or “dark enemy” you will simply pick a trait you think represents what you are doing and it will be a contested roll against the target, whoever rolls closer to 1 succeeds the check.

After all she is the 1 Sailor Moon!!! After hearing that song for years I really wanted a system that made ‘1’ the best number and not 20. 

A winged heart with stars inside.
Tell me about the magical girls and school girls you play. What are they like? How are they presented? What do they do?
Ok, I will start with the School Girl because you build her first. At this point you can play any school girl you want. Schoolboy? Thats fine! Transgender? Great! You get to decide on her traits, stats and characteristics! The character sheet has the typical Likes/Dislikes and Blood type portions for you to fill out. You give her a name and then assign the dice to her stats. After you have filled all of that out, you get to present her and tell the table a bit more about your character. So the players get to choose literally everything about the School Girl!

Once the party has transformed you physically turn your character sheet over to reveal the Magical Girl Side. Here you can reassign her dice, and give her a name. Since she is a part of a team, the players have to decide what type of Magical Girls they are playing and describe the transformation process. So some of the Magical Girl traits are filled in by the table and some are filled in by the player! Then they fight the Boss that has been building throughout the course of the “episode.”

Share some of the highlights and challenges of this project. What has it been like playtesting and creating a game so femme focused? 

There were several challenges that we have run into even in the early stages of the game. I wanted this game to be Everything!!! I wanted it to have every theme, troupe, cliche and mechanic that I could cram in, but after playtesting it and looking back at it…….the game was a hot mess. We had to get rid of a few mechanics and tweak others to make play more smooth and the concepts to flow better.
Play testing has been a huge help! Most of my players are men who are so excited to get to play magical Girls!! Playtesting with different groups of people helped me see different things i could do to appeal to a wider audience as well. I changed the character sheets to include all body types and not just the stereotypical “Skinny Anime Girl” If we get to print off full color character sheets I would love to do different skin tones as well!!!
the Domina Magica cover with stylized metal and gold, a winged heart with stars inside, and the appearance of being chained.
Awesome, thank you so much Emily for answering my questions! I hope you all enjoyed the interview and that you’ll check out Domina Magica on Kickstarter today!


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If you’d like to be interviewed for Thoughty, or have a project featured, follow the instructions on the Contact page.

Last 46 Hours: Behind the Masc

This is the last 46 hours for the game zine I’m curating and contributing to, Behind the Masc, which is currently on Kickstarter. I wanted to write a quick post to remind everyone!

Behind the Masc is a collaborative effort with a team of great creators: Eli Eaton, Patrick Lickman, Raiden Otto, Adrian Heise, Lemmo Pew, Alex McConnaughey, Lawrence Gullo, and Tracy Barnett. They’re all making something new and original for this project! And they’re all non-cisgender masculine people like me, across the spectrum.

To my knowledge, Behind the Masc is a first of its kind as a crowdfunding project in indie games focusing specifically on our goal of reenvisioning masculinity – especially one by entirely non-cisgender creators. We’re using historical and mythological archetypes to show our perspective on masculinity and do so while making cool game products that work with existing games like the Demi and Minotaur skins for Monsterhearts 2, the Apocalypse World Trickster playbook, and the D&D 5th Edition male Baccae character background and Sorcerer recreation.

We’ll also have standalone products with a Twine game about the protector and my audio-text game, Echoes, about the hero. It means a lot to me. Last night, I wrote the first draft of the text for Echoes and I’m really excited to make this game!

My only stretch goal for this project is a higher pay rate for the contributors at $3000. We’re not trending toward that on Kicktraq, but we’ve raised those numbers a bunch throughout this campaign! We can work toward it, with your help!

Behind the Masc is new, and niche, and I knew that going into this project. We’re a collection of creators that make cool things but might not otherwise be noticed – and that’s part of the point. I would love to see more people back the project and potentially raise the pay for the contributors, but I will say now that I’m grateful we’ve come so far, that we’ve funded, and that the community has shown enthusiasm for the project!

Please back the project on Kickstarter if you’re interested, or share it on social media if you’ve already backed/can’t back! Tell your friends and colleagues about it, post it to message boards and raise awareness! We have less than two days to raise funds, and I’d love you to have a copy in your hands when we fulfill. Thank you!!

Hear me talk about Behind the Masc:

Modifier Podcast
The Lounge
[insert quest here]

(Cross posting to a KS update!)


Thoughty is supported by the community on patreon.com/briecs. Tell your friends!

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

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Nonbinary Tabletop RPG Month

Hey all, check out the Twitter account @NonbinaryTTRPGM to find out more about Nonbinary Tabletop RPG Month and maybe hop on the Discord to play some games with other nonbinary people!

As a nonbinary person, it’s important for me to see recognition of people like me. It’s also important to me to find spaces for nonbinary people to have fun and be safe! Hopefully you’ll find something like that here. 🙂


This post is free, but Thoughty is supported by the community on patreon.com/briecs. Tell your friends!

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

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

Behind the Masc Kickstarter

The Behind the Masc Zine Kickstarter is LIVE! This project is run by non-cis masculine creators and we’re making Apocalypse World and Monsterhearts playbooks, rich backgrounds for D&D characters, and some lovely art, too! Please check it out – we’ve got some awesome creators working on re-imaginings of masculinity!
https://www.kickstarter.com/projects/briecs/behind-the-masc-zine

Behind the Masc is a really important project for me and I hope you will all check out the Kickstarter and consider backing the project!


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

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

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

Five or So Questions with New Agenda Publishing

Hi all! Today I’ve got some answers from Misha Bushyager, Eloy Lasanta, and Jerry D. Grayson of New Agenda Publishing on what they’re working on, what they want to do, and what New Agenda Publishing means to them. They released a quick start this week for Orun and I wanted to highlight them while I could!



Tell me a little about New Agenda Publishing. What excites you about it?

A black woman in a black shirt.
Misha Bushyager

Misha: For me it was a chance to be the change I wanted to see. Too often when women or PoC or queer people ask for diversity, we get told to make our own thing if we want to see it, so this is us doing that, specifically calling out that it’s what we’re doing.

A dark skinned man in a green shirt.
Eloy Lasanta

Eloy: My answer is pretty much the same. I love to create games and stories, but we are using New Agenda as more than just another game company. We have a platform through which to help new voices, many of which are from marginalized communities really tell their own stories, ones very different from what’s already out there. I wanna be a part of that.

A black man in reflective sunglasses, a hoodie, and a tee shirt.
Jerry Grayson.

Jerry: Being marginalized is the same as being invisible. Being invisible makes you easily discarded or trivialized. I’ve always been told I can have a seat at the hobby table, but it’s difficult when there is no chair. My agenda is to help provide enough chairs at the table for everyone. I’ve found my place, I’ve hit my stride, and I’ve achieved a slight amount of success. I want to play all that forward and help anyone, doesn’t matter color, creed, or orientation find a spot in the hobby. I want everyone to feel welcome and comfortable in their skin.

What excites me about New Agenda Publishing? The chance to amplify and execute ideas I believe in. To show that so-called minorities have just as much to offer to the hobby and industry as anyone else. To prove that varied backgrounds bring diverse ideas to the table and create something more significant than the individual creators. I’m excited to share a byline or credit with people of different colors and genders that want to make games.

What are the core goals of New Agenda? What is your mission?

Our core goals are to help designers from underrepresented populations successfully create games. This to us means more than just writing them. We want them to be able to find artists, and other writers and editors and distributors. We want to mentor people on both the creative side of games, but also the business side. We want to show them how to market, how to run a Kickstarter, how to work with a printer, all the nuts and bolts that get their games into the hands of players. Right now, we’re putting together all the foundations and structure for us to be able to do this.

How are you finding appropriate projects to publish and what are your criteria?

We decided early on that the first thing we did should be a flagship project that showed we could work together and that highlighted each of our strengths. We’re three very different people, all creative but with different backgrounds and skill sets. After we each separately came up with a list of ideas we narrowed it down to the couple of things we had in common and what is now call Orun is what emerged.

Going forward, we plan to put out a call for designers interested in either publishing mentorship or contributing to one of our existing properties. We’re refining the criteria but at the moment it’s: a new designer (one that hasn’t published a game before, contest entries don’t count) with a concrete idea of what they want to produce, and the follow through to help make it a reality That belongs to one or more of the following categories Person of Color Female or Non-binary Trans* Queer

A book showing planets and space with the text ORUN CORE BOOK.
The Orun core book cover.

What oversight will you have of products your publish to make sure they meet your standards? How will you handle conflicts?

The great part about this new venture is that we all have experience in what we’re doing. We all have quite a few projects under our belts, but now we’re putting our collective abilities together to make something greater than the whole. If you’ve checked out any of our projects in the past, you’ll see that we already have incredibly high standards for our products so sticking to that is key.

As for conflicts, I think the thing to understand is that we certainly didn’t jump into New Agenda Publishing lightly. It is a company founded on mutual respect for each other opinions and skills, and we’ve already shown that we can handle conflicts internally with communication. We all come from different gaming backgrounds so we already knew we wouldn’t agree on every matter, but we have learned to find middle ground that pleases everyone on a few occasions. Other times, we’ll defer to the person most experienced or most excited about a particular concept. Conflicts are key to learning how you’ll work together, and thus far, I’m excited!

If you wouldn’t mind, what are each of your personal goals for New Agenda Publishing, both near and far reaching?

Misha: Near term I want to have a successful launch of Orun to prove we can take a project from soup to nuts and still want to work together. We’re three big personalities but so far we’ve meshed well and I can’t wait to see what else come out of our collaboration. Longer term, I want us to become a place where people aren’t afraid to pitch us their ideas, trusting us to help them nurture their ideas to completion, and hopefully success.

Eloy: I’m never one to build go small. I speak my mind, I push myself creatively, and I try to bring others along and make sure others are doing the same. With New Agenda, I see the next step in my own personal goals of advocating and encourage the industry to continue to grow and evolve. Specifically, I see New Agenda Publishing becoming one of the few big RPG companies within the next few years. We’re starting small but our plan is to surge with activity as soon as everything is off the ground. Oh man, I really can’t wait!

Jerry: Near – I want to make games that bring everyone to the table. My Questing Beast is making something so excellent and inclusive that everyone wants to participate. To do this, I need the best and the brightest creative talents out there, and I believe many are not yet discovered. I can’t do this alone, I don’t want to do this alone, and I refuse to do this alone. The well is a lot deeper than any of us can imagine and the world is full of people that want to create and play the game. I want to touch them all.

Far-Reaching – I want to build a community that’s inclusive, sprawling and informed. For the longest time, many in the community have felt left out, underserved, and disenfranchised. The hobby community is like a huge quilt made up of many colors, textures, and points of origin. I want the community I play in to reflect that. I’m not one monolithic culture, and the hobby community isn’t either. Let’s celebrate what makes us different in a positive way. Ultimately, I want us all under that quilt snuggling and keeping warm together.

A blue and orange gradient backround with a rotating symbol of a circle and the letters NAP, next to the words New Agenda Publishing in white text.
The New Agenda Publishing logo.

Thank you so much Misha, Eloy, and Jerry for the interview! I hope you’ll all look out for the Orun quick start and everything else that New Agenda Publishing has to offer!


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

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

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

#IAmQueerGames

Hi! I’m Brie Sheldon, and I am queer games.

June is Pride month, which is when we recognize the adversity queer people face and overcome, marked especially by remembering the Stonewall riots. When police raided a bar where queer people were gathered – trans people, gay and lesbian people, bisexuals, and all – the patience of queer New Yorkers ran out. Martha P. Johnson, a black transgender sex worker, is credited with initiating the riot as response to police aggression**. A number of other black people and people of color headed up the rejection of prejudice in power, alongside many queer resistors. Pride matters. When we talk about resistance and the pursuit of freedom, we should look to the best parts and most important parts of Pride.

Those parts are the people. So, as a gamer, I’m a people. I wanted to offer a way to connect with other queer people, and to have an easier way to frame who I am as a queer person – while showing how it matters to things I love.

This video includes a series of questions that I’ve responded to below. If you’re a queer gamer or queer person-who-plays-games, please consider answering these questions in your preferred format – video, social media, blog – and use the hashtag #IAmQueerGames.

This is supported by my Patreon at Patreon.com/briecs, as part of my community outreach and efforts in recognizing diverse creators. Thank you for watching! Here we go!

1) Who are you?
I’m Brie Sheldon, formal game designer, journalist, and editor. I run a site called Thoughty were I talk game design and do interviews, supported by my Patreon. I’m a graduate of leadership studies and creator of Leading with Class, using games to teach leadership, which is supported by Patreon.com/leadingwithclass.

2) What are your pronouns?


I use either they/them or he/him, whichever is easier and makes more sense.

3) What’s your queer, in a few words?


I’m genderfluid nonbinary-masculine, queer in orientation.

4) What are your intersections and chosen labels?
On the marginalized side, I’m disabled and have mental health stuff. For privileges, I’m white, well educated, and married to a cisgender man with a decent paying job and live in a safe neighborhood. On the fun end, I’m polyamorous, a gamer, and an artist.

5) What’s your gender (or lack thereof) and what does it mean to you?
I describe my gender as genderfluid nonbinary-masculine because my gender identity – the inside part of me – fluctuates between nonbinary androgynous and nonbinary masculine, where I am never a man but I have some masculinity. I call myself a boy a lot because the soft masculinity that I associate with boyness is basically where I am then.

My gender is very important to me. I struggled with it for 24 years before coming out on a small scale and 26 before I told my family. It’s who I am and I love to live it freely.

6) What’s your orientation and what does it mean to you?
I am queer, and I call myself queer because it makes the most sense to me. Being a fluid person and being non-cisgender, I fluctuate a lot on how I define my relationships, but basically I’m attracted to people of pretty much every gender. My attraction is different with different people – sometimes romantic, sometimes sexual, sometimes both, or sometimes aesthetic or none at all, and I also have a lot of platonic attraction. It’s all important to me! I feel a lot of feelings, and they find homes in many different places.

7) How do you present yourself, and how do you want to present yourself, including clothes, makeup, body mods, and anything else?
My ideal presentation is moving between soft masculine and edgy androgyny, but both with boobs. I like my boobs and hate that having them decreases my masculinity, and my androgyny. I wish that I could be those things and still have boobs, and still wear makeup – which I do enjoy. I like wearing masculine or more unisex clothes – I could live in simple jeans, ballcaps, and tee shirts – but I super dig getting to wear those alongside low cut tops and stuff. It suits me.

I’m not planning on getting any further body mods than my piercings and tattoos – except more tattoos. Gender affirmation and hormones aren’t what will make me whole, from what I know.

8) What’s this got to do with games – gender, queerness, Pride?
Games have a good dose of queerness in them already once you realize how easily you can put on another gender and orientation and have it be the identity you perform for a session, event, or campaign. If you think you’ve never touched queerness, think of how many times you’ve played a character of a different gender or who was attracted to a gender you aren’t. It doesn’t make you queer, but it shows how you can connect those things.

Gender and orientation are so tied to our experiences at the table because they’re tied to our real lives. Mechanics and settings in games can encourage queerness, and safe environments encourage engagement with identity questions – when we’re playing a game, it is a safety buffer. It’s a way to explore with training wheels. And when the wheels come off, we can tell stories we want to be told, since good media for us is so hard to find.

We must tell our own stories. We can make them rich and interactive for queer and not-queer people alike. It’s an amazing medium to dig into both queer reality and queer fantasy, and it gives us a unique power to frame the mechanics of the worlds we play in when we design queer games – how we handle violence, how we handle sex, how we handle stigma. The control it gives us to realize queerness is really important.

9) When do you remember being queer in game the earliest? What does it tell you about games and queerness?

Honestly, it started when I was playing Harry Potter text based roleplay when I was in my early teens. I started playing androgynous characters – very clumsily – and exploring who my characters could be attracted to. In my mid-teens I played some androgynous characters in D&D and flirted with the ideas of queer characters like lesbians and gay men, and even pansexuality.

But it was not well executed. We need games that support queerness and identity questioning, where it’s okay to explore these things and encouraged to explore them, and done with support in the text and community. Games can’t hold these spaces alone, they need support from those making them and playing them who know about queer culture and life.


10) What can cis straight people do to help?

Listen. Look at your life, look at your choices. If you’ve fucked up, apologize and don’t do it again. Remember that kink isn’t inherently queer. Donate money and time where you can. Honor our history. Hire queer creators. Support sex workers. Don’t write about us without doing research and consulting us. Use people’s proper pronouns. Be better than you ever have been.


Share a message with other queer gamers, both out and not, about the future.

Things are a hot damn mess right now, but we can make it through. Pride month is a big deal but it’s not the only month of the year we need to raise our voices, support each other, and keep moving forward. No queer person is alone in their queerness – we can find ways to work together. We need to recognize black queer people, queer people of color, trans and nonbinary people, bisexual and pansexual people, queer Jewish and Muslim people, and asexual and aromantic people.

Don’t forget that sex workers, disabled people, and people with mental illnesses are queer people sometimes, too. We need to remember we are in this together. Don’t let the pressure from privileged bigots crush you. And if you are still keeping private – it’s okay. We’ll be here when you’re ready.

Final Thoughts


I’m doing this because I want to see queer people in games be recognized and welcome them, as well as talk about why these things are important. I want to highlight the diversity in games that is so often brushed under the rug. I also want to open up the floor for queer voices. If I can do that for even one person, make just one person be heard? Yeah, I’ll like that.

This post is supported by Patreon.com/briecs patrons like you! Please feel free to support my work there or donate through the donation links in the description.

Note: In my video, I state that Marsha P. Johnson (a black trans woman) was the one who started the riot at Stonewall. According to this tweet: https://twitter.com/BlackFemmeinism/s…, the riot was started by Stormé DeLarverie, a Black Butch lesbian, and Marsha P Johnson & Sylvia Rivera (a Latinx trans woman) founded & organized PRIDE. I apologize for any errors – finding consistent information was pretty challenging.




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

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

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

Patreon Spotlight: Kira Magrann

Hi all! I have a Patreon spotlight today and it’s on the designer and creator Kira Magrann, who makes some queer, experimental games that explore intimacy and cyberpunk themes, among other things. 
kira, a dark haired femme person in a bomber style jacket with tigers on the chest
Kira Magrann
Bio via Kira:
Kira is a tabletop roleplaying game designer, queer NB cyborg, and snake mom living in Columbus, Ohio. She currently has a Patreon where she designs experimental games, a YouTube channel where she talks about game design, and she blogs a few times a month at Gnome Stew. With the support of her patrons she recently released a game about Lesbisnakes in wintertime titled A Cozy Den.

You can find Kira on Twitter: @kiranansi
Kira, a femme person in a black and white flannel and jeans, kneeling not far from a large snake baring its fangs.
Kira and a big snake!
Tell me about yourself and your work. Who are you, and what does your work do?
I’m a queer cyborg game designer living in Columbus, Ohio. I’m a horror movie lover, snake mom, and I’m working on making my hair look like Major Kusanagi’s. My work, my game design work anyway, aims to educate, titillate, and inspire. When people play my games I want them to feel things and have learned something they didn’t know before. Hopefully the designs and concepts are also accessible enough to reach a diverse audience which is something I work hard at doing.
a series of images depicting different colored snakes with captions for high femme to stone butch, descriptors to identify characters, detailed with stats in the image text.
The identification stats for lesbisnakes in A Cozy Den, featuring a range from High Femme to Stone Butch.

details of the identification stats including presentation like lipstick, butch and femme aesthetics, and some details of how the scales of the lesbisnake impacts the presentation of the character.
Descriptions of the various stats in A Cozy Den, including presentation.
You’re a known activist and queer designer. How does your perspective regarding these things affect your design work and the work you do for your Patreon?
Gosh, well, being an activist and a queer designer means that basically all my work will have some aspects of those two parts of me in them. Everything I make is queer, or cyberpunk (emphasis on the punk), or related to queer or feminine monster metaphors. It’s a huge pool of inspiration to pull from, which means I can make games that are kind of like, combinations of these things, and maybe not like, 100% just one of them. So A Cozy Den, my game about lesbisnakes, is about half snake half lesbian mythical monster creatures who are trying to live together during the winter. It’s also a non-violent game and focuses on cozy stories and mechanics. It also uses lesbian terminology, your stats being derived from a scale of High Femme to Stone Butch. So that’s easily like, all three of my main interests in one game. This is how all my games go! I basically draw from what’s important to me in my personal life, and also the genres I’m inspired by and care a lot about.
three lesbisnakes - femme heads and torsos on snake bodies - communing.
Three lesbisnakes from A Cozy Den.
Tell me a little about A Cozy Den. What inspired you to write the game? What about it speaks to your design and you as a person?
A Cozy Den came about because I’ve been obsessed with snakes since I adopted my 8 year old corn snake Sol about a year and a half ago now. I basically read about them daily and am in all these FB groups in the snake community and just love them so much. I’ve actually loved snakes since I was a child but never really owned any until now (I’m 37!). I had recently learned that snakes den together, and it really humanized them, painted them in a more communal and cozy way.
I like finding ways that make snakes less scary for people, because I think that removing fear even in a small way toward an animal can make huge changes in a person’s life and in removing fear in the world in all kinds of ways. I’d also been really into lesbian lifestyle history at the time and watched this short documentary on lesbian communes, and suddenly it clicked… snake dens and lesbian communes are so similar in all these ways like, culturally. They’re outsiders, American culture is kind of afraid of them, and the communes in the 70s and 80s in particular were very purposeful outsider ways for lesbians to live outside of the norm in America.
“What’s a Den?” section of the A Cozy Den text.

So I basically just combined the two and was like, I can make a game that can teach simultaneously about two things I love: snakes and queer history. That is so typical of my design style. I’ll basically find all these connecting points with the many genres and things in the world I love, combine them into an interesting genre game setting, and somehow teach about them in the game. I’m queer and a snake lover too, so this game is very personal, very much about me and the things I love. I also wanted to experiment with mechanics, to see if I could make a pbta game without physical conflict as the main driver. I’m more and more interested in games that don’t have violence, and instead create different types of feelings or situations. So in A Cozy Den all the conflict is inter personal… can the characters get along with each other during the winter in a closed space? What does cozy look like in a tabletop game vs a video game? There’s a lot going on in this tiny weird game, and its very much how my design brain and personal brain work. I could talk about it for awhile lol.
The Healing section of A Cozy Den describes using social comforting to help heal "feelings" in the game.
The “Healing” section of A Cozy Den.
Your new videos have been well-received! How do you decide what to do videos about? What is your process for creating the videos?
So, my videos, basically I recently got obsessed with YouTube (you’re probably seeing a pattern here with my creative obsessions) and I was like, shit, I could do this. I’ve always wanted to learn more about video making and a lot of my personal media on my insta has been drifting toward video too. Whenever I want to get better at something, I get obsessed with it and do it until I get better. It’s worked ok so far although I wish I could stick with one thing it’d be easier lol.
My videos are about my design process and thoughts, so while I’m working on things throughout the week I try to note particular issues I’m having while writing or designing, or thoughts another youtube video or article made me have, and then I write those down. Then I pick one, and make a word document with a bunch of bullet points stream of conciousness style what I might like to talk about in that video topic. Then I’ll step away for a few hours or a day, come back to it and clean it up.
I’ve cleaned up my extra bedroom office so that the space behind me looks decent and I have windows in front of me for natural light, and I just use a very cheap tripod from amazon and my iphone for recording. Then I’ll record in about 50 second pieces (I’ve found smaller ones are easier to upload to dropbox for whatever reason), upload them to dropbox, download them to my computer (this usually takes hours) then edit them in a free editing program I have on my ubuntu computer called kdenlive. I don’t do anything fancy with the editing, just add music and text. Once that’s done I’ll upload to youtube!

A video from Kira’s YouTube on Playtest Process and Design Iteration.

There’s lots of tricks on youtube to get more traffic and stuff in like, the way you tag things and name stuff and put ending credits in… all those I learned from watching videos on youtube about how to do it. I want to get a little more vloggy with my videos in the future, play with cinematography more, but for right now I’m trying to get a rhythm and skill set to just make them regularly. I think of my youtube channel like a blog basically, like, what would I write about to the community on g+ or gnome stew, then instead of writing I just film it. I’m getting better! It’s still mostly an experiment.
What are some goals you have for your Patreon and your design practice in general?
My Patreon is helping me become a better designer while simultaneously putting out content that I can’t make anywhere else. It’s a really unique opportunity to be able to explore whatever kinds of games my heart desires and not worry to terribly about the “sellability” of it, y’know? I think a lot of creators know what types of content really sells, something with fantasy fighters, something grimdark, something with skullduggery… basically new takes on the typical rpg stuff.
In order to create something truly new and different, it means that you’re taking a huge chance as a creator that no one in the rpg community will be interested in playing your weird stuff. So having this patreon to support me even a little monetarily helps me make those unique and innovative games. Also it is paying my bills! I’d love to get it up to 1500 a month, cause then it’d legit be like a part time job! But until then I’m scrambling to fill the extra money in with freelance work which to be honest is kind of overwhelming. It’s a dream to be able to live off my patreon. I think it’ll get there. 

a sheet of paper titled Actions with various actions described for characters to take in A Cozy Den.
The Actions from A Cozy Den with some handwritten markup.
When do you experience the most joy, and the most satisfaction, while creating?
Wow this is a spectacular question and I’m not sure 100% how to answer it lol! The whole process for me is very joy inducing. I’m a hyper creative person and my imagination is always on overdrive, so coming up with the ideas is really fun. I also love to be critical, and I think editing is a critical skill, so basically the part where you’re taking the ideas and narrowing them and sculpting them into something more specific is also really satisfying. The act of writing is sometimes a little tedious, but when I get a flow going I disappear into the document for hours at a time and that flow feels really good, creatively.
I do really love collaborating, especially when I’m in charge of a project and can choose who else is on my team. I’m very proud to work with other marginalized creators and hire them to create art or other work like in A Cozy Den or RESISTOR. Sharing creative work is definitely scary, but I love creating artwork that people use or wear, so when people are getting the game and playing it I feel very accomplished and get this feeling of sympathetic joy. So I guess those are my favorite parts of creating, and the things that give me the most satisfaction in the process. 
A sheet of paper titled Copperhead Lesbisnakes that includes various stats and details on the character in A Cozy Den.
A character sheet from A Cozy Den.

Patterns and colors for the various lesbisnakes in A Cozy Den based on their stats including garter, rattle, water, ring necked, and copperhead lesbisnakes.
Patterns and colors for the various lesbisnakes in A Cozy Den based on their stats.

Thank you so much to Kira for stopping in to talk about her Patreon, A Cozy Den, and her design! Please check out Kira’s work and share around this spotlight to show off the cool work she is doing. 
You can find Kira on Twitter as @kiranansi and on YouTube, as well as through Patreon where she designs experimental games, and sometimes at Gnome Stew. Make sure to check out A Cozy Den, too! 


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Game for #TransDayOfVisibility


Roll 5 dice (any size). Choose two of them & add the number together. Now, publicly & positively recognize that many (out) trans, genderqueer, & nonbinary people.

To win the game, put this on a calendar reminder for next year & play it again.
💜

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On “Boys”

This is a diversion from games but related to my typical work and my current look into masculinity with Posers, and is as-of-now an unpaid post.

Mike Rugnetta wrote two posts on the subject of the McElroy Brothers and the use of the term “boy.” I found it by a shared Twitter thread by @RowanGayle who I don’t know but said some cool stuff. And reading these things brought me to tears, because I want to talk about why I, personally, consider myself a boy…and why I don’t agree that boy must be or necessarily is gender neutral.

My coming out story is freely available on the internet so I’ll just say simply: for technical terms I use genderfluid nonbinary-masculine to define myself, but casually I refer to myself as a boy. It started jokingly, but then I felt it more significantly that the word fit me better than anything else, and it ties into these things that Mike and RowanGayle are saying. It is not necessarily about gender, but it is about identity, and it interweaves with gender for me.

When I first became a viewer of the various McElroy properties, Griffin’s voice really stuck with me (as a synesthete, to me it is the exact color and feeling of slipping on a banana peel, which makes me giggle). I liked how he talked about the characters they made on Monster Factory, and his enthusiasm. I also appreciated the not-entirely-but-pretty-damn-wholesome vibe the McElroys have thus far been some of the least problematic internet entities I’ve seen (along with Rugnetta and Mikey Neumann), and fuck if I didn’t feel the positivity and enthusiasm pouring out into the world from their media. Even when things were at the point where they could be problematic, they didn’t go there, or if they did, they apologized. That is important to me, so much, and that’s part of what “boy” is to me because of how it reflects in both the speakers and the subjects who are just trying their damn best – not necessarily good, but trying to be, always trying to be.

I see boy as inherently trying. Trying to be better, which is a common refrain for me, be better, and to be what you want to be. Hopeful is not something I am, but something I think translates well to boy-ness, and I don’t talk about how much I want to be hopeful, but I do want that, and I know that’s part of why I cling to boy. In the times Griffin used it in Monster Factory, it stuck in my head as this loving “our boy can do anything!” vibe and I loved that these boys, these no-middle-sliders boys who fumbled were still seemingly loved even though they’re characters in a damn video game. I have struggled so much with feeling okay with who I am, but every time I heard “boy” it poked a little at me, and I finally just let it in. Griffin doesn’t know me and neither do any of these other internet people but boy, boy stuck with me.

There is a playful, loving, hopeful, enthusiastic vibe in the idea of these boys that try so fuckin’ hard to just do the thing and to just be boys. That’s what I love about it, I think.

I’m not a man and have no desire to be, but the soft masculinity that sits in boy suits me. It’s not about men or women, and I think here is the flaw. Not everyone has to be a boy, and it is evident to me by the McElroy use of it that it is not necessarily gendered man or woman, but instead likely an androgynous space where some boys could be – it feels that it could be a soft masculine, but it doesn’t have to be.

My complication with the analysis thus far is more that we are only considering man, woman, and agender identities. It isn’t destroying the gender binary to take gender away entirely – expanding gender and understanding the complexities and variances of gender identity is what destroying the gender binary is.

What is a person who has a gender that is not necessarily binary but it does exist?

I dunno, I guess what I’m trying to say is, when Griffin used boy, it gave me a simple word for what I am. And that’s pretty cool, whatever people end up saying it is later.


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