Upcoming Tavern Tales Interview!

Hey everyone!

Monday morning I’ll have a blog post coming out about Tavern Tales, which is currently on Kickstarter!

Tavern Tales is the game that I played that brought about Stories Here in Maelstrom Paramour (my G+ collection), and it is a really fun, customizable system. Dabney Bailey, the creator, is really fantastic. Keep an eye out for the interview!

In the meantime, here’s a cool piece of art, and here’s a link to the Reddit Tavern Tales discussion if you want to check it out!


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

Five or So Questions with Kira Magrann on RESISTOR

I interviewed Kira Magrann about her upcoming zine, RESISTOR, which is being co-created with Elissa Leach. It sounds like a fantastic project, and you can check it out on Kickstarter now!

Tell me a little about RESISTOR. What excites you about it?
Elissa and I have been wanting to collaborate on a project for awhile, and we just weren’t sure what themes we wanted it to have. The second she said “let’s do something cyberwitchy” I jumped out of the chair I was sitting in and nearly spilled the bourbon I was drinking. YES. CYBERWITCHES.

The cool thing about this project is that it’s remixing a bunch of ideas, communities, and people in one place. That’s a very cyberpunk thing in and of itself. It’s featuring games, art, and fiction, in a zine format, which is very popular in current queer and social justice circles. We wanted a diverse set of creators so we’ve got trans, non-binary, women, and POC working on it. And we wanted it to have that gritty feel, like something you could find next to some fliers at a punk bar. I’m excited about the aesthetic, and the stories we’re telling!

Zines have a long history with social justice, queer culture, and a lot of divergent subcultures. What are you bringing that’s new to the format, and what inspirations did you have for the types of materials you brought together?
Elissa and I kinda wanted to remix a bunch of ideas, communities, and people in one place. It’s a super cyberpunk idea, taking the old “zine tech” of rough edges, collaboration, personal politics, and making it new. It’s featuring games, art, and fiction, in a zine format. We wanted a diverse set of creators so we’ve got trans, non-binary, women, and POC working on it. And we wanted it to have that gritty feel, like something you could find next to some fliers at a punk bar. So like, easy to pick up, engage with, and get sucked into our world with no prior knowledge of the themes or how to play these games.

What are a few of the challenges you’ve encountered creating a niche project like RESISTOR, and what good things surprised you?
I think the biggest challenges so far have just been logistics, really! This is my first Kickstarter, and Elissa’s second, so figuring out how all that works and how to coordinate with a partner on a project like this has just been a little trial and error. Mostly we just hung around with Elissa’s cats, listened to some records, and like, made headers and bios for the kickstarter page.

We’re both visual artists, so creating images and finding collaborators on that end wasn’t too hard. I’ve been really inspired while this kickstarter is running, it’s hitting the reward centers of my brain and motivating me to create new stuff! I think that sometimes its easy to see creating things and making Kickstarters as difficult, stressful obstacles, but I’ve really enjoyed organizing everything, and coming up with ideas that are cyber-witchy to write about. Working with these amazing people has been really maybe the best part. Banana Chan’s game is gorgeous, Elissa’s art is phenomenal, my game ritual has been super inspiring, it’s really easy to get into the setting and thinking of this zine and create a whole lot of things for it, because its basically everything that I love. Funny how that works out, making things I love is easy!

Cyberpunk and social justice are two things I absolutely love. Coming in from that angle, what are the two things that you would say to someone with my interests to get me to invest in the project?
I like to think of RESISTOR as a kind of tool to inspire people to think more about these ideas. Not really a manifesto, but something that someone can pick up and read and say, yea, I wanna go talk about this class issue, or this neat ritual way of thinking, or apply this to my every day life. We want it to be accessible to a bunch of different communities, so not just the queer, punk, music, comic communities where zines are popular now, but also gaming communities and fiction communities. My black heart would grow three sizes if women and trans and non-binary and POC people in comics started playing roleplaying games by picking up this zine. It’s also hella styish and woke af. Cyberpunk often is about awesome chrome cyborgs and fighting the corporations in this real rebellious uplifting way, and we kinda want it to be like that but, less guns and simple binaries, more witchy rituals and complex cultural nuances.


Finally, if I were a cyberpunk dystopia, and you were a witch, if you took out our hearts, what would they be in RESISTOR?

I mean, we’re already living in that dystopia. So basically, they’d be right where they are, but like, connected by deep black ghost tunes of all the other hearts around us trying to make this world a little better with our glitched-rituals, metallic hymnals resonating in tiny screens that sit next to us every day. Our hearts are all connected even outside of our bodies in machines where we make them vulnerable.

I don’t know about you, but those black ghost tunes are throbbing in my heart right now. RESISTOR sounds like an awesome product and I’d love to see it out and available. Check it out on Kickstarter and consider becoming a backer!


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

Five or So Questions with Nathan Paoletta on World Wide Wrestling: International Incident

Today I have an interview with Nathan Paoletta! He is releasing his supplement to the fantastic World Wide Wrestling RPG. World Wide Wrestling: International Incident sounds like a great follow-up to WWWRPG, which brought in over double its Kickstarter goal in September 2014. I interviewed Nathan about WWWRPG, and now I’m excited to see all of the info on the new supplement!

Tell me about your upcoming project. What excites you about it?

This project (World Wide Wrestling: International Incident) is the first full-bore supplement to a game I’ve written. I’ve done micro-supplements and little settings and stuff like that, but this is going to be a whole complementary volume of background info and new rules that extend what the World Wide Wrestling RPG already offers to cover international iconic wrestling styles, as well as structural rules for some things I decided to leave out of WWWRPG originally. I guess I’m pumped about it because it’s a new thing for me to attempt, and also because it means I’ve been diving deeply into wrestling (particularly Japanese wrestling) to research it and just discovering all kinds of amazing stuff that excites me as a wrestling fan. Since I have the supplement in mind I pay attention to what I watch in a little different way, and I feel like I’m learning a lot more about these traditions than I would if I was “just” watching them, which is very cool. Learning is fun!

What are the biggest challenges you encountered in making a full size supplement for World Wide Wrestling?
Existential ones, for the most part. What “deserves” to be in a supplement, which is to say, what kind of new content is of enough value for players that its worth printing, binding, etc to make a thing? I’m balancing how to add new mechanical material such that it doesn’t invalidate extant content, as well as distill the insights of the WWWRPG community over the last year in order to fill some holes that keep on tripping people up. Because the mechanical framework already exists, it’s a lot of thinking about how to frame the new content, and a lot less writing of rules that I’m used to. Also, there’s 15 official Gimmicks already out for the game, and “balancing” the 6 new ones that are coming such that they don’t overlap with the older ones, and can still be played alongside them is a lot of work that I didn’t expect. I recently made a big spreadsheet of every Gimmick to compare the hard rules across all of them, because I realized that I was designing power creep into the new ones by accident! I had to zoom out and formally reframe them in context with what’s already out there.

What were some of the coolest tidbits of trivia you encountered while doing your research?

Getting introduced to the British wrestling that was broadcast on a show called World of Sport may be the biggest highlight – trivia-wise, the rules for those matches were esoteric by todays standards (much more like boxing), but it means the psychology in the ring could be very, very nuanced. There’s a ton of stuff on YouTube but yeah, watching old Marty Jones and Rollerball Rocco matches from the late 70s is just a joy and so different from todays style.

As a single trivia bit, I had no idea that this happened: Ric Flair (widely regarded as the greatest pro wrestler of all time) and Antonio Inoki (legendary founder of New Japan Pro Wrestling and, arguably, the Japanese “Strong Style”) wrestled in North Korea in 1995 in front of the largest crowd for a wrestling match EVER, 190,000 people. Muhammad Ali was there too. Here’s a great Sports Illustrated story about it.

What are some of the concepts you’re exploring mechanics-wise with the supplement?

The wrestling company itself, the promotion, as a character. This is present but pretty abstract in the core game, and in the supplement I’m adding a more structured way to measure the progress and growth of the company that the wrestlers all work for. It really highlights the tension between the performances and the effect that those performances have on everyone’s welfare, and I really like how that’s coming together. Part of this is a new system for what I’m calling “Mythic Moments,” which trigger on certain really good die rolls, and create these rare but memorable moments that can end up defining a character’s career. Those two things together give a sense of really building something together, I think.

The other big one is providing some more fine-grained structure for wrestling matches. The basic method of handing them works fine, but I think players who are educated in how pro wrestling works appreciate having some more nuanced mechanical ability to represent that knowledge in the game. I’m working on providing a couple of different methods to “zoom in” on a certain match and play it out by leveraging different aspects of your character to maximum advantage, for players who have mastered the core mechanical cycles of the game.

Finally, one of the surprising (to me) pieces of feedback I’ve received from the community is that wrestlers advance mechanically more quickly than some groups expect – I think there’s a community of players who come from experiences with year-long-campaign style games, and seeing their characters grow session to session feels rushed to them! So I’m adding some optional rules that actually slow advancement and provide more space for playing out extended stories and feuds, to accommodate that playstyle in a way that’s not just me saying “uh, play slower?” 🙂

Do you think this supplement will change gameplay in any significant way, and if so, how?

The goal isn’t to change gameplay fundamentally, but extend it to address more and varied aspects of wrestling! I hope that it encourages people to set their games in more diverse promotions and with more varied rosters, for sure. I think the new rules about the promotion growth as well as the Mythic Moments rules have enough obvious play value that people will start using them for long-term games (I hope!). The rest is generally “optional” in the sense of, if it’s providing an experience you want, you should use it, but adding it for the sake of adding it isn’t going to change much.

That said, my biggest prediction: I expect to see a lot more Luchadores in games at conventions!

With World Wide Wrestling, you have managed to catch a pretty big audience with a lot of passion. As an experienced designer and entrepreneur specifically in the game design industry, what are the things you look for when working on a project to help find your audience and are there ways you tailor the experience to their interests, and did you do that at all with WWW?

I’m a big believer that projects have different “fits” with the overall audience and culture. One of the benefits of experience is being able to discern that fit earlier in the design process, I think. Some work is clearly never going to have a wide appeal, other projects needs a certain pitch or skin or other orientation to make them more accessible that they otherwise would be. Most rarely (again, in my experience), a project just has a spark to it that all you need to do is cultivate. With World Wide Wrestling, I often feel like I’m just stoking the fire on it so that it stays hot, to mix some metaphors. The RPG+pro wrestling overlap audience is out there, and a lot of my job is maintaining awareness and trying to make sure the game remains in the conversation over time! For this supplement in particular, it’s a nice alignment of interests. I’m capitalizing on something I’m already interested in (non-US wrestling), reaching out to folks who are especially interested in those styles to maybe look at the game for the first time, and rewarding folks who are already fans with new content that, I think, will be a net positive to their game experiences.

Thanks to Nathan for the great interview! I can’t wait to see the final product, and I think World Wide Wrestling: International Incident is going to be a killer product.


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

Five or So Questions with Alessandro Piroddi on The Name of God

I had the pleasure to interview Alessandro Piroddi about his upcoming game, The Name of God. The Name of God is coming soon on Kickstarter, and Alessandro has been kind enough to share his Kickstarter preview link with all of us so you can check it out ahead of time!

Tell me about The Name of God. What excites you about it?

The first thing that excites me about tNoG is the same thing that blew my mind the first time I saw Vast & Starlit: a whole gmLess game with fully fleshed and coherent procedures all bundled in a handful of cards. It’s not unheard of today, but at the time it felt like doing the impossible. No GM, no books to study, no prep time, no sheets and dice and pencils; you sit down and play the game and it just all works. Kabum!

The second thing that I love about tNoG is the setting… I am a huge fan of a certain kind of dark-ish urban fantasy. When I think about books like Neil Gaiman‘s Neverwhere, Anansi Boys and American Gods, or any book from Jim Butcher‘s Dresden Files, the thing that intrigues me the most is the idea that everyday mundane people and actions might actually hide a hidden meaning, a secret knowledge.


What has been different for you in designing The Name of God than other games, considering it’s very different format?

Space constraints.

I wanted it to fit, in its original form, to slim format business cards. This meant a draconian control on word count. Every sentence had to deliver the intended meaning, setting flavour, procedural instructions, everything that was needed in very few words. And even the specific words used will often need to be scrutinised to find suitable synonyms, as using one expression instead of another would brake the line in the wrong place, occupying extra space. From there, going to poker-card format was actually a comfortable transition >_<

You said that dark, urban fantasy that has the idea of mundanes have a secret knowledge. How do you think that comes through in The Name of God?

In the game your character is an homeless person with no powers or any weird ability, and the rules simply end up framing this person in normal and ordinary scenes.
But then your personal Fetish (a sort of character template) asks you a couple of weird questions, very thematic and philosophical; stuff like “Why nobody is innocent?” or “What hunger keeps you awake?” This charges your perception of the character in a uniquely individual and personal way, making it feel more than just some random guy on the street.
And then the rules add to each scene you play a slightly bizarre detail; nothing mindblowing, and exactly because of this it tilts the picture and makes everything feel kind of off.
Finally, any of your actions might have a ritual meaning, simply because you feel like it… thus triggering the game mechanics.
It also helps that the Ritual Action rules effectively allow to cheat the game… where normally you would surely fail and cause damage, you can instead draw power and make one more step towards your final goal… at a price.
But truly, the game itself is a ritual: people looking at your table will see 3 to 4 friends chatting, then all of a sudden one says something weird like “I am the Winter! I do this and that, I am the Winter” and out of the blue the whole group starts chanting a mantra. Players look positively crazy when they play!

Structuring a Kickstarter for such a unique style of game may have presented some challenges. How did you make choices to structure the Kickstarter to ensure you could meet your goals and make backers happy?

Unfortunately in my “real life” I have no time, skills or extra help to manage logistics: printing, delivering, stocking. The choice of a PDF + Print on Demand solution seemed not only ideal, but practically the only viable one. Also, this is a nanogame, so I planned the whole project to be as small and sustainable as possible.
The game is already there, the artist graciously performed a good share of the graphical work upfront, I only need the money to pay off the rest of its work and send the final version of the files to the PoD service, then Bob’s your uncle. In that regard the existence of a website such as DriveThroughCards made everything very simple for me, and convenient for my backers: it’s a big online shop of renown fame, with solid production standards and a killer customer service that ships worldwide. Others might have slightly cheaper fees, or marginally better paper quality, but considering the whole package I believe this to be the best solution for both me and anyone interested in the game.

Also, the stretch goals are built in such a way that each one will add value to the whole project, but ultimately are not needed… if not even one is funded, the game will not suffer from it, while the more are funded the better the game becomes for everyone. Logistically speaking the workload for each guest designer is incredibly small. The main bottleneck will be the illustrations, but this only means that if worst comes to worst there will be a slight delay in the fulfillment of the project, nothing else.

What kind of stories do you think players will find when they play The Name of God? What do you think might surprise them?

So far I’ve seen all kinds of stories.
Some are quirky and over the top, surrealistic.
Others are humane and touching, others are dark and hurtful, others yet are light hearted and almost comical (in a weird kind of way). A few kind of remind of Todd McFarlane‘s Spawn stories, the first ones that were more down to earth.

For example I remember one game, one of the very first playtests, where the Winter produced a chilling (no pun intended) story of revenge, the Shadow went down as a deranged and very dark vigilante tale, and the Stars surprised everyone by pulling off a story of personal struggle and redemption with an unbelievably sweet and positive ending (as far as suicide goes).

The Winter was a middle aged woman. Cheated and abandoned by her husband, she methodically went on stalking him and his new happy family, stealing trinkets and mementoes, and finally getting into their happy house and killing their newborn infant child. The player (Pablo) commented that most of the horrible things he made his Fetish do where not planned, they just kind of happened because they felt right in the circumstance, and he was the first to be shocked by them.

The Shadows was an angry old man. He behaved like a vigilante, fighting the inner demons that plagued the periphery of his perception by beating drug dealers and pimps with a baseball bat. The player (Claudia) was consistently creeped out both by how her character’s actions failed to ensue a positive effect no matter how hard she tried (very powerful a scene with a prostitute she helped, as the girl freaked out because her pimp got smashed to a pulp before her eyes). And her ascension scene was epic, facing a small army of demon-children in a construction yard near a railway, finally throwing the character against an incoming train as a last enraged attack against his not-so-inner demons.

The Stars was a young guy with a drug problem. He faced prejudice and violence and temptation in order to win over the girl of his dreams, eventually risking his life to save her father, a man that until the very end had shown him only hatred and contempt. A touching moment happened when he put a gun to his own head, inviting the girl’s father to pull the trigger if that would solve his family problems and ensure the girl’s well being … and by turning this into a Ritual Action that, literally, sparked a light in the man’s heart, the scene ended up in tears and reconciliation. But the best part was the final ascension. The player (Alejandro) saw that there were no rules dictating when the ascension scene needed to take place, so he framed his character as old, in his house bathroom, looking at himself in the mirror and remembering a happy and fulfilling life with his beloved; she was now dead since a few months and he felt it was time to leave the mortal world behind and ascend, serenely, in his own bed, with the help of some pills and a good drink. It felt like real closure even to the other players. Beautiful.

Awesome! Please make sure to keep an eye out for the upcoming Kickstarter and check out the KS preview page. Thank you to Alessandro for the interview, and I am looking forward to seeing the final product!


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

Five or So Questions with Elizabeth Chaipraditkul on WITCH

Today I am super lucky because I got to interview Elizabeth Chaipraditkul about WITCH! You’re super lucky, too, because I have some pictures and her awesome answers here for you to enjoy! AND, guess what? WITCH is on preorder for release in February in the Angry Hamster Publishing shop. Let’s get to it!

Tell me a little bit about WITCH. What excites you about it?

So, WITCH: Fated Souls is a modern dark fantasy role play game where you play a member of the Fated, someone who has sold their soul to a demon for power. When I started to write WITCH it was something I just had to do, when I started writing I figured even if no one else read the game at least it would be out of my head. I always loved dark games – gothic horror, haunted exploration, anything occult. Games that allowed me to make a character I could fall in love with, that haunted me, even when I was awake. I wanted to make a game based on the heroine in every one of my dreams. A setting where she could live, flourish, and fight her demons (internally and externally). I wanted to make a game that everyone could play who felt the same way, who had formed similar people in their minds – stretching them, shaping them over the years. When I see my game it’s not as horror-filled as I thought it would be, but there is still something about it that’s mysterious, dark, and filled with adventure. I feel I accomplished my goal, that is exciting.

The crunchy mechanics side of me is excited about the magic system for WITCH. I am always frustrated with games that limit my magical power in odd numeric ways. Like only having five spell slots or only having enough mana for three spells. Realistically, in these games the idea is that there is a point where your character is tried and can’t cast any more. But I never found that much fun and the idea that my power was capped (even if that meant I was just tired) bothered me. In WITCH you can cast your magic as much as you’d like. However, each time you do your chance to critically fail/botch increases. So, out of character, you get to live that exhaustion with your character. Are you going to gamble casting another spell, you can do it, but what if you botch? Worse yet, what if you have cast your magic so many times that you cause an Eternity Chasm (extra horrible botch), a catastrophic event that rips through all space & time.

What sort of inspiration did you use for the horror and occult imagery and feel of the game?
When I was thinking of how I wanted my game to look and feel I wanted it to be like Charmed, if it had met Hellraiser early on and was corrupted by it. American Horror Story: Coven, while it came out after I was almost done development for the game, definitely captures the look and feel I was going for.

I am a very visual person. So, from the moment I started writing I was pinning images that fueled my writing. Art gives me energy. Images can tell such an amazing story and were endless inspiration for me.

I am also a huge fan of buying crappy old books from the thrift store. There are a lot of random occult tidbits I was able to pull out of the books to weave into my game. It was important that WITCH, was far enough removed from reality as to be its own thing, but still have recognizable elements. For example, we have rituals in the game, rituals are an important part of any type of occult game. Saying that, they are totally made up and I’ve tried to stay away from anything that is practiced. I did make sure though that there was enough symbol for them to feel real and give a good play experience.



I want to know, what happens when you create an Eternity Chasm – what can be the impact of this rip?


Pretty much anything that is end-game horrible. For example, you could open a hole into an alternate dimension filled with evil replicas of yourself who invade the world looking to kill you. It could also do something like write every trace of you out of existence. So you have to play through the moments of your life as they are erased one by one. When an Eternity Chasm happens, it normally means your character is going to die or become unplayable (it is almost impossible for one to happen unless you are insanely reckless). However, like with all things in WITCH, it should be an excuse to further the story. I feel huge events like this should never be an excuse to just kill a character. It needs to add drama and play to the game. Having a strong, player driven story is so important, especially in WITCH.

What kind of encounters could players find in WITCH?

Exploration and adventure are huge themes in our game. Sure, you sold your soul and it sucks, but your life isn’t over. One huge trade-off is that you get to explore a magical world, which is pretty damn amazing. In our world there are different forces at work that Fated will meet. There is the Quiet, an all encompassing nothingness that is eating away parts of reality. As you get close to the Quiet you’ll hear voices, voices asking you to follow them. There are also hunters to contend with. People who hate you for the simple fact that you have sold your soul. And much more! 

We also have a lot of adventures that players can stumble upon by mistake, opening the wrong door, or messing up with their magic. For example, in our Planar Guide you’ll find a plane totally inhabited by puppets whose strings stretch high into the sky. Or you can visit a plane with no land and an ever expanding ocean. Dark finned figures lurk just below the surface of the water waiting for you to succumb to exhaustion.

How do you approach more sensitive topics in WITCH – do you have realistic, or possibly intimate, horrors?

There is a lot of different ways to represent horror in our game. In WITCH a lot of horror comes from the character realizing what they are capable of and willing to do for power. How they cope with the deals they make with their demon and how they (hopefully) triumph. Demons play a huge role in our game, because each Fated has so much interaction with theirs. While every demon is different there are some that take sincere delight in emotionally torturing their Fated, that is not for everyone.

What affects people is very personal to each person and group you are playing with. In WITCH we advise GMs, in the GM chapter, to speak to their players about what they are comfortable with before the game begins. I personally feel this makes playing fun and safe for all players.

In the text itself, while we do have a few grisly scenes, I have stayed away from sexual violence. I preferred to have intimacy and sex shown in a positive light. Likewise, we have some nudity in the book and our Devil’s Deck. I feel being naked is pretty natural and normal, it doesn’t have to mean sex (or violence).

Awesome! Thanks to Elizabeth for the excellent interview and for the gorgeous art to share! You can find find more about WITCH on Angry Hamster Publishing’s WITCH page and preorder options in their shop.



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

Five or So Questions with Meguey Baker on Playing Nature’s Year

I was lucky to get a chance to interview Meguey Baker about her new project, Playing Nature’s Year, which is currently on Kickstarter

Tell me a little bit about your project, Playing Nature’s Year. What excites you about it?

A couple things really stand out for me. I love the old songs and fairy rhymes and little pieces of folk tales that I grew up with, and felt there were games there that could be as sweet and simple and strange. The first game, The Holly & the Ivy, came into my head so complete I nearly shouted at Vincent and Eppy to stop talking because I had to write it all down quick right there in the coffee shop. It felt a little like the magic I hoped to capture in the rest of them!

I loved the constraints I used in this cycle: each player always has ten d6 to start but each game has different mechanics; I had six weeks in which to design and write and find art and a song or poem for each game; each game had to do one thing well and be playable in under an hour.

Beyond that, the biggest thing is the idea of playing games with people you don’t really usually play games with. I’ve played some of these games with my little nephews, with folks brand new to gaming, with the parents of kids in my youngest son’s class, and I look forward to playing them with my mother-in-law over Thanksgiving.

Where did you feel you pulled your most valuable inspiration for these games?

Short answer: the earth and its cycles. Longer answer: I grew up in a household with a deep appreciation for the ways nature connects and contributes to our spiritual, philosophical, emotional and creative well-being. Some of my earliest friends were apple trees I named when I was 3, and played in daily. They were real beings to me, and my mother never made me feel silly or dishonest when I told her what they said and the adventures we had. Instead, she handed me books of mythology – Norse, Greek, Egyptian, Native American, and Japanese – and read me fairy tales from the Arabian Nights, the Brothers Grimm, and Hans Christian Anderson, as well as the Rainbow Fairy Books. This laid the groundwork for a lifetime of fascination with all things deemed “fairy” or “pagan” or “earth-based” in contrast to my grandparent’s fundamentalist Baptist faith. As a young adult, I spent a decade or more being fairly active in local pagan circles, and have pretty much incorporated elements of that sense of awareness of the world around me into my life going forward, even though it’s not the dominant part of my path at the moment.

What inspired you to use the constraints you did, and how do you think they influenced your design choices?

After the initial game came through so clearly, I was very conscious that the rest needed to be in keeping with the first. I had been laying rather a LOT of Tenzie, which is a wonderful and super-fast dice game, and it was the starting point for all the mechanics in the games – how can I use these ten d6 to do something different? I have this roleplaying story-telling wishing game for midsummer, how do ten d6 resolve in this game?
Also, the songs and poems are important to me. All of them except the Chickadee are ones I knew and loved from childhood, and I think there is an important place in game design to connect back to poems and songs and the ways creative ideas and stores were passed down for thousands of years before the magic of written word. They frame the games, and I hope they give the reader a greater sense of the feeling in the game. The influence of the songs to the games is pretty interwoven. With a few, it was crystal clear what piece I wanted, to the point of licensing “The Garden Song” because the game demanded it. And by the way, licensing music is a nightmare. On one or two of the games, I went looking for a song or poem to match, which is how I came across the Chickadee, which is a perfect fit.

Could you share a story of when you playtested these games that you feel exemplified their concepts?

The first time I played The Holly & The Ivy, I was surprised by the intensity of my own wish. That was quite a rush, because it told me the design was solid and that everything worked precisely as I intended it to, even for me.

I playtested the third game, Bless the Seeds, with my 9 year old son. It’s a game about perseverance and gardening, in which you talk about work you are doing in your garden. Tovey described the most wonderful seaside garden, with tidal pools and sea glass and sand dunes and a hammock. It was utterly delightful to watch his imagination unfold and to see him respond so enthusiastically to the structure of the game. The very best part though was after the game ended and he ran to tell his older brother all about the game and his garden in great detail. It had clearly captivated him, and that was exactly the outcome I was hoping for.

I did a final playtest of At the Stroke of Midnight at Metatopia, and two of my players were moved nearly to the point of tears at the end, where there is a conversation with the Beloved Dead. That was really rewarding, to have the ritual of the game support such willingness of emotion in people I had never played with before.


Do you find any special challenges when designing games that appeal to people of all ages and experience?

There are a couple things I keep in mind. I tend to avoid terms like “GM”, “PC’, and “NPC” that might look like alphabet soup to non-gamers. I aim to keep the mechanics smooth and interesting but not too fiddly, and I use plain six-sided dice which folks might have already even if they are not gamers. I aim for a game session that runs under an hour if I have kids under 10 in my target audience, and under four hours if I have adults who might play board games or computer games or play or watch physical games (aka sports). I avoid swearing in my game text, because I want folks to feel comfortable handing the book to their kids or their parents. If I don’t know what my reader’s comfort level is with that, I don’t need to mess with it. If you pick up Apocalypse World, I’m pretty sure you aren’t going to be put off by more vigorous words, and if you read all the way through 1001 Nights and have some familiarity with the source material, the art shouldn’t surprise you.


Finally, what do you hope people get out of playing the games in Playing Nature’s Year?

First and foremost, I hope they have fun. After that, I hope they are a bit more aware of the season around them after they play. Finally, I hope they are surprised sometimes by the places the games take them, by their own wishes and fortunes and the stories they create. 

Make sure to check out Playing Nature’s Year on Kickstarter, and thanks to Meguey for sharing her thoughts and process!



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

Women with Initiative – Wendy Gorman




Hi all!

Welcome to my new feature, Women with Initiative! I am hoping to make this a monthly feature, but we’ll see as time passes whether the interest is there. Today I’ve interviewed Wendy Gorman, creator of Still Life, which won in last year’s Golden Cobra design contest. 

Wendy shares a little about her here:

My games are mostly WIP right now, but I co-wrote one of last year’s Golden Cobra winners, Still Life, and I’m currently working on two games, one called The Things She Carried, which I wrote for the Warbirds anthology contest, which won, and is a game about Japanese American women in the US during WWII, and Shemesh, which is a solarpunk utopia game that I’m working on with Different Play, and that is probably my game that I’m most excited about. I’ve also written a DramaSystem setting called “Game On” about the women’s baseball league in the US during WWII, and I have a million tiny baby game ideas that I’m working on with my favorite codesigner, Heather Silsbee.


Here are some questions I asked Wendy!

You have written some really amazing things. One of the previous cons I attended, many people played Still Life and said it was amazing. How did you find inspiration for such a unique game, and what kind of experiences do you think uninitiated players would have?

It’s funny you should ask about Still Life, because it has really been a huge surprise to me. Still Life is a mystery! My friends and I were play testing Jon Cole’s larp design work shop, Larp Jam, and our prompt was “pebblestone lifestyle.” I desperately did not want to write a Flintstones larp, and we were on the shore of a lake, with rocks surrounding us, so I guess it was easy to run with the rocks/nature theme. As for the uninitiated playing it, I’m sure experiences will differ! It’s a very low-key larp, with lots of sitting and quiet time, so if someone went in expecting to run around hitting people with foam swords, it would probably be a disappointment. That said, I’m told it’s a great game to play when you’re tired, because you really don’t have to move around very much at all!

In your work for The Things She Carried, how have you been gathering information and historical reference for it? What made you choose that particular subject?

For The Things She Carried, I was inspired by an amazing memoir, Farewell to Manzanar, by Jeanne Wakatsuki Houston and James D. Houston, about Jeanne’s experience with being relocated to internment camps in her youth. In particular, there’s a scene in the book where her grandmother is trying to sell some family heirloom plates that the family has had for years, and the buyer is refusing to give her what she considers a fair price, because the market is flooded with similar items from other Japanese American families who are also leaving. The grandmother gets so mad that she smashes the plates, one by one, rather than sell them. It’s a powerful book, and a powerful scene that stuck with me, especially since so many of these families lived in Washington, which is where I grew up. It’s a side of World War II that doesn’t get talked about enough, but it’s all I could think about when I saw there was a contest for WWII games about women. I’ve been reading articles, I reread the first inspirational memoir, and have been looking at photos on historical archives to try and get a better feel for Japanese women in the 40s.

I am so excited about your solarpunk game! I have been delving into it – tell me more about solarpunk, and about Shemesh!

Shemesh is probably the game I’m most excited about! Solarpunk is an emerging genre that focuses on ecofriendly, sustainable living with an art noveau flair. I love the aesthetic, I love the message, and I love the chance to explore positivity and hope. My game focuses on a city, Shemesh, that envisions a new way of living. I was interested in games about utopia, and couldn’t find any that I felt really fit, so I decided to design my own! The game is about exploring a solarpunk utopia in a diverse city, with a focus on aesthetics, which I love, and working through differences without resorting to conflict and anger. The question I’m inviting players to answer with this game is “What does it look like to approach misunderstandings in a utopia?” To top it all off, I have a backdrop of a bunch of funky fantasy peoples, including giant rats with a hive mind, human-sized sentient butterflies, fae, humans, and sentient robots, who all live alongside each other. I’m really, really in love with the setting and the game, and I can’t wait to release it. It’s sort of an amalgamation of a bunch of my favorite things, such as Microscope, the works of China Mieville, and beautiful, brightly colored stained glass. I’ve had a ton of fun writing it, play testing it, and I sincerely hope that others will enjoy it as much as I have!

What do you do outside of gaming, hobbies &etc.?

Outside of gaming, I’m a cat enthusiast, aspiring writer, and earring fanatic. I’m currently living in Spain for a year, teaching English, which I love. I am a big fan of feminist discussion, and trying to figure out how to make myself a more socially conscious human being. I also love to cook, and to bake, although I lack an oven here in Spain, so it’s put a huge damper on my culinary escapades.


Thank you so much to Wendy for sharing with us! You can find Wendy online on Google+!




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

Five or So Questions with Dustin DePenning on Synthicide


I interviewed Dustin DePenning on Synthicide, his sci-fi RPG planned for Kickstarter next year. He is currently looking for playtesters to help refine the game, so if you’re interested, e-mail him at synthiciderpg@gmail.com.

Tell me about Synthicide. What excites you about it?

Synthicide is a custom tabletop rpg system set in a violent galaxy where humans are second-class to robots.

You and your fellow players take the role of Sharpers: free agent criminals exploring and looting society’s corpse. By working jobs, you will make friends and enemies amongst gangs, corporations, and pirates. And the Tharnaxist Church, the only thing resembling law, will stay well out of your way. But that’s only if the Church doesn’t catch you killing their pride and joy: a synthetic.

Now that’s out of the way, what excites me about Synthicide are two things: it’s gritty setting and its player tools. The game world is a combination of all my favorite sci fi themes: cyberpunk missions, societal decay, corruption, and space exploration. Each of these themes can become dominant from session to session. As players interact with these elements, their decisions snowball into crazy situations over the course of a campaign.

The player aids make me proud, because Synthicide’s rules are meant to be played, not read. Character battle rules fit on a single page for easy reference, and high speed vehicle chase rules are on a second page if needed. And to help with improvisation, the GM has automated tools to generate NPCs, mission outlines, and even vehicle stats on the fly.

All this makes me really excited to finish development in the coming year.

What would a standard session be like for players as Sharpers?

Sharpers, are constantly losing money to needs like food, fuel, and better equipment. So most sessions start with players looking for a job – anything from assisting a street gang break into a vault, to helping a corporation track down and punish its debtors. The GM is encouraged to provide the players with two or three mission outlines so they can choose what kind of job to run, but most involve shady and violent activity. The real choice is who the players like working with and who they oppose.

As sessions add up, the consequences of player choices make the game world more intricate. Opponents from previous jobs might come back for revenge, complicating the players’ efforts to stay on someone’s payroll. If the players mess up enough, they lose their friends yet are left with dangerous enemies. They might have to turn tail and start fresh somewhere else in the Galaxy, continuing the cycle.

Tell me something interesting about the Tharnaxist Church. What is scary about it?
The Tharnaxist Church has the most resources and power out of everyone in the galaxy. Their history and influence stretches back to when the galaxy fell a millennia ago, so they alone have knowledge of advanced technology and mastery of robots. None of this power is put to good use, as Tharnaxist Priests aren’t concerned with human affairs. You steal from someone? They don’t care. You murder someone? They don’t care. But as soon as you lay a hand on a robot or priest, they will destroy you.

The problem is that the best jobs a Sharper can get involve attacking priests and synthetics.

How do you make the gritty setting reflect in the rules?
Combat can be brutal. Synthicide uses a traditional HP and damage system, but it only takes a few hits to bring down a warrior. Also, HP levels up slowly, while attack and damage can increase quickly. To crank it up even more, there are optional rules for circulatory shock or suffering mental trauma. There’s also an optional system where powerful attacks instantly kill poorly-armored foes.

The game’s economy is also gritty. Players are frequently in danger of starving to death, but food is expensive. However, the rules don’t track ammunition costs, making violent jobs an easy way to fill a hungry belly.

How does NPC generation work?

NPC generation is the simplest part of the game. The GM uses the automated tool to makes a few selections fitting the concept of the NPC. First choose a type, which is anything from rich man to animal. Next choose a mechanical role, such as a killer or sneak. Finally, choose one unique power, such as extra defenses or an explosive attack. The generator then fills in all the relevant stats and even rolls for loot. You can try the generator out yourself here: http://www.synthiciderpg.com/generator/npcGenerator.html

What do you want players to take away from Synthicide?

I want the players to feel invested in overcoming the economic and social challenges they face in the game. They aren’t adventuring as a choice, or because they are chosen heroes. They are fighting tooth and nail to justify their existence in the Galaxy. And as they grow in power and experience, I want them to notice what kind of person their character has become. Are they proud of what they have done to get this far? What are they willing to do to go even farther?

Thanks to Dustin for the great interview. Keep an eye out next year for the Synthicide Kickstarter, and don’t forget to e-mail Dustin if you’re interested in playtesting at synthiciderpg@gmail.com.



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

Five or So Questions with Ian Williams on ACTION MOVIE WORLD!

SUNDAY EDITION! 

I had an interview with Ian Williams on his game, ACTION MOVIE WORLD, which is currently on DriveThruRPG for purchase! It sounds like a really fun time!

Tell me a little about ACTION MOVIE WORLD. What excites you about it?

I got the bright idea to make an Apocalypse World engine game about a world where everything from action movies was real. I was working through the skeleton of this idea and my friend, Bret, says that I should make it a game where you’re playing the action movie actors, who are then playing the action movie heroes. That was all brilliant, so that’s the genesis of the game. I set it up so it was aggressively multi-genre; as an actor, you don’t just play one role in your career. You play in lots of movies, lots of characters. So I decided that you would have a character playbook based on what “type” of movie actor you are, a la any other *World game, but you’d combine it with a playbook for your current movie. That would give you moves which lasted only for the duration of a specific movie, 1-3 sessions.

So you end up with what I think it a pretty cool and flexible thing where you can just go nuts with as many genres as you can squeeze into your game. Do ninjas one night, cops the next, etc. So that’s exciting, but I also just genuinely love action movies, particularly the bad VHS fodder of the 80s and 90s. AMW is my way of deconstructing what makes them work as a medium before reconstructing it. It’s a love letter with a stamp on it labelled “Thinking of You”.

How does it work to combine the type and playbook – do you get separate moves or bonuses to stats? 
Your actor playbook is basically like a character from any other Apocalypse engine game. Or, if someone doesn’t have that frame of reference, just a character in a RPG. So any moves or bonuses you get there are permanent. They’re essential to you, the actor, who translates those moves into a character for a movie.

Scripts (the name for the movie playbook) give you a move. You pick one from a list which is super genre specific. But those moves last for the duration of that one movie, only. Say you’re doing a ninja movie. You pick a move which lets you drop a smoke bomb and disappear. That’s yours until the movie ends–usually 1-3 sessions. So the combo of these two approaches lets you play both with and against type.

I’m a big fan of team mechanics. Can you talk a little about Camaraderie? 

At the core of action movies, there’s this physical expression of emotions. Anger, love, fear, whatever. It’s always physical. That’s a main theme, that action heroes display their emotions in this physical, primal manner. And another main theme is that these movies are basically about friendships, even if it’s a friendship in the past, like with a lone POW escaping from Vietnam or something like that, where the soldier’s friends are left behind but are still the motivation.
Camaraderie measures the friendship between the characters. It goes up and down, as you either contribute to or betray this communal bond between pals. And you can use it to make a Camaraderie move, which is basically that moment in a movie where the friends get together and kick some ass while a guitar wails in the background. That move is super powerful and it’s not quite as distinctly “this is that and nothing more” as most of the other moves. It’s meant to be rolled when you do a cool thing with your buddies, even if it’s just a hi-five before fighting the bad guy. If you succeed on it, you get some cool doodads like doing mega damage to the movie’s villain or similar.

I love that you have a statement about inclusivity. Who are your favorite lady action heroes, and what do you think they’d play in AMW? 

I love Michelle Yeoh on “Crouching Tiger, Hidden Dragon” alone, much less all of the other stuff she’s done. I think she’d be a Thespian or Gunfighter, in terms of playbooks. Lucy Lawless. I loved Xena. Definitely a Smartass, with a high +Muscles rating. And Cynthia Rothrock, who should be way more famous than she is and probably would be if she’d come on the scene today. Pugilist for her.

The game has leads and supporting characters. Can you give an example of a team with leads and supporting characters from a film, and how they’d play out in game? 

It’s really any action movie you care to look at! That system with an invulnerable lead and supporting characters who die in droves is really about the idea that action movies are about the journey, not the ending. The ending is never in doubt: the hero’s going to win, most of his or her friends are going to be dead or maimed, serving to make the hero even more badass.

A really good example is “Alien” You’ve got Ripley and this cast of compelling, strong characters. And, one by one, the supporting cast are killed off. Ripley wins and she looks even cooler by virtue of the fact that her supporting cast was so strong. Textbook stuff, even though it’s also a horror movie (horror and action are two flavors which go well together).

In game, that would be Sigourney Weaver as the Lead in the movie “Alien”. Everyone else is supporting cast; they get experience when they die. The next movie the group plays is a Tom Skerritt movie. Skerrit’s the Lead, Weaver is supporting cast in that one. Eventually, Weaver gets to be Lead in another movie after everyone else has had a turn. The whole table is happy and buys three more copies of ACTION MOVIE WORLD to show their enthusiasm!


Make sure to check out ACTION MOVIE WORLD on DriveThruRPG now!



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

Five or So Questions with Jason Pitre on Sig!

Today I have an interview with Jason Pitre about Sig, his new expansion for his previously released game, Spark. It’s currently on Kickstarter!

Tell me about Sig. What excites you about it?

What is Sig? That questions has a lot more to it than you might think.

On the surface, Sig is an expansion for my previous game, the Spark RPG. It presents a vast new multiplanar fantasy setting to explore. It offers with mechanical refinements and new tools for storytelling. It’s even designed to encourage collaborative world building during play, as characters explore the infinite multiverse.

That’s not what the setting is really about though.

Sig is the platonic ideal of a city. Cities are actually rather strange places, when you think about them. Thousands of living, breathing souls crammed together in a small patch of land. Every city has some residents whose roots run deep, with generations upon generations residing in the same neighbourhoods. Other residents are newcomers, from near or from distant lands. Cities thrive based on the industriousness of their inhabitants, creating wonders of art, craft and ideas that spread on an international scale. Cities are hungry places, devouring obscene amounts of resources from the surrounding countryside. They are places where religions clash, where ethnic groups mix, and where languages change.

Sig is a lens through which I was able to delve deeply into what a city really means. It gave me a chance to explore how a cosmopolitan city functions and how the vast diversity of the world interacts. It’s a place to focus on those cast out by society, and those laden with privilege. It speaks of how immigration, community-building and gentrification will change the nature of neighbourhoods. Issues of class, of race, of sexuality and of gender identify are all part of the constant dialogue of the City Between.

This sounds fascinating! Can you tell me a little about the mechanical side of Sig? How does Sig tie into Spark, functionally?

So, in order to talk about the mechanics of Sig, I need to give a bit of a primer for the original core system of Spark. Spark was first, big project that I kickstarted back in 2013. It was a game about building worlds and challenging your beliefs within them. The two pillars of the game are those two key activities.

In Spark, you build worlds together. Each person names one of their favourite pieces of media; a book, game, comic, song or the like. Each person then identifies one thing about that media that really inspires them; perhaps the cosmopolitan markets of Babylon 5 or the sass of Rat Queens. As a group, you mix some of those inspirations to create facts about the world you are creating, until you have a solid framework. Those then get fleshed out by discussing the fundamental Beliefs of the setting; things like “Might makes right”, “The Emissaries are traitors” or “Love is stronger than anger”. These Beliefs inspire the various organizations that make up the world, and drive play. It’s a fun mini-game to build exciting settings that contain a little bit of everyone’s personal contributions. I even expanded that into a free product titled “A Spark in Fate Core”, which adapted that to Fate.

The rest of the game is about challenging, or confronting, your Beliefs. Like the setting itself, each character has three Beliefs. Over the course of a number of scenes, the player collaboratively establish scenes, collaborate to roleplay freely, and enter conflicts when people disagree on what should happen next. Each of these situations gives the characters the opportunities to discover evidence that refutes or supports their Beliefs, which provides a currency known as Influence. Players spend Influence to win conflicts they would otherwise lose, to avoid paying the price of victory for conflicts that they do indeed win, and to change the Beliefs of other characters.

Sig runs off the same basic foundation, but adapts it somewhat. While the Spark RPG presents four character attributes (Body, Heart, Mind & Spark), Sig reduces them to two (Spark & Smoke). Sig cares less about how conflicts are won, and more about why they are engaged in. That’s why in Sig, there is explicit discussion of Heritage (ethnicity/species), of urban Factions (guilds) and of the Powers (gods) they serve. These social ties also give the characters more ability to call upon external support through political leverage and divine rituals. The most important NPCs are also expressions of those social ties, sharing heritage, factional loyalty and religious convictions with the PCs.

Can you give examples of stories we could tell with Sig?

The stories of Sig tend to be strangely personal and emotionally gripping dramas with a vast, bizarre multiverse in a backdrop.

One of my friends played a gender-fluid ghost sex-worker who appears to people as lost loved ones and was paid in memories. They aspired to become the god of Lost Children.
Another player was a half-giantess whose conflicted relationship with her massive mother and her frail father drove her.
A third was a bestial, massive man who taught the orphans of Sig, telling himself in the dark of night that his mother hadn’t abandoned him.

Now, there may have been homocidal godlings, raging kaiju, or dragon armies involved in some of those games, but the personal stories are what stay with me.


As someone creating an expansion for an original game, what suggestions do you have for other creators, based on your experience?

Expanding on existing games is tough, both for creative and logistical reasons.

First thing to keep track of is the fact that supplements only sell a fraction of what corebooks do. Even in the good old days of the TSR boxed sets, those expansions and settings barely paid for themselves. If you want to build an expansion, you have to be absolutely sure that the product is compelling.

You need to make sure that your expansion aligns with and supports your core game, keeping the content close enough to be familiar. Paradoxically, the expansion also needs to push boundaries, offering new mechanical systems and fictional ideals to work with. It needs to broaden the scope of play, or examine one specific facet of the core book in detail.

Expansions are difficult things to create, but a successful one can breathe new life into a game.

Thanks to Jason for the interview! Make sure to check out Sig on Kickstarter!



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