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Tag: interviews
Five Or So Questions MORE with Brendan Conway on Masks!
Today I have an interview with Brendan Conway on his game Masks, currently on Kickstarter and smashing through stretch goals! Full disclosure, I am writing for one of the stretch goals if it gets hit (and it might by the time this is posted!). I interviewed Brendan about Masks last July, and he had a lot to say about it – and he has plenty to say today! Settle in, because one thing Brendan is definitely good at is words – and as we’ll see soon, superheroic teen tragedy.
What’s new with Masks since we talked about it last year? What’s the most exciting thing?
Masks has been changed, revised, edited, modified, and changed again. The core pieces are the same—shifting Labels, young superheroes, influence—but the specifics and the exact forms have changed heavily. The list of labels is down to five, and the basic moves have been refined and strengthened through lots of playtesting. Some mechanics didn’t make the cut, and I added other new mechanics. I’m proud of how the game does an even better job of hitting the sweet spot that I wanted, but with much tighter pieces and parts. A lot of the unnecessary kruft was scraped off through experimentation and play. As an example, when I read the old interview we did and I see what I typed about Influence, I cringe. Influence is much simpler now—it’s a binary thing now, where either you hold Influence over someone, or you don’t. If someone holds Influence over you, it means that you care about what they say and think. It has some mechanical effects, and it’s a signal to everybody involved that you care about their words—which matters a great deal when we’re looking at the fiction and figuring out if their words could change your labels, or could provoke you into doing something not-so-good.
But the change I’m most excited about is actually the solidification of a setting. Early on, I was extremely hesitant to actually push for a defined setting—I like Metropolis, I like Gotham, I like Marvel’s New York, and I wanted to let players make their own decision about which one to play in, instead of forcing them into one or the other. But Marissa Kelly and Mark Diaz Truman really pushed me on that point, and ultimately they were right. Not having any kind of definition to the setting made it harder for folks to dive on in, to have a strong starting point and focus on what the game’s really about.
So now, Masks is set in Halcyon City. It’s a big city, like New York, with plenty of superheroes and supervillains. It’s been the epicenter of the super-powered world for a while now. And most importantly, Halcyon City has seen three relatively well-defined generations of superheroes before now:
– The Golden Generation, the first full generation of superheroes to publically exist, lower-powered, fought in the war, largely black and white morality, many rough spots and dark parts that weren’t openly talked about at the time, but undeniably influential on everything that came after, with their statues littering the city. Many of them are dead or retired, now, but their influence still fills the city.
– The Silver Generation, much more powerful than the Golds, the first real cosmic superheroes, and the first superheroes to be much more devoted to fighting supervillains and strange monsters than crime or enemy combatants. They still carried on the black and white morality of the Golds, though. The Silvers are still largely around, and in positions of power and authority throughout Halcyon. When you see someone rocketing through the air to the scene of a giant monster attack, it’s probably a Silver.
– The Bronze Generation, children of the Silvers. They never quite got a foothold in the superhero community at large, because the Silvers were so prominent, taking up too much space at the top. The Bronzes filled in spaces where they could find them, becoming extradimensional explorers, street-level vigilantes, and government agents.They were the first cynical generation of supers, the first generation to really question the entire concept of superheroes and the morality of their parents.
When you meet any given adult in Masks, they’re going to be a part of one of the three generations. Different generations will act differently, hold different values and believes, make different moves. All of which is especially important to the PCs because they’re the next generation—the fourth generation of supers. Not yet defined, but with three prior generations bearing down on them, trying to tell them who to be and what to do.
Exact details of Halcyon City are left up to your group to decide, sure—I’m not interested in telling you where, exactly, city hall is located. But this setting has been plenty to give Masks a real flavor all its own, and to get everyone into the action much more quickly and easily. Plus, it means I get to doodle in my notebooks about supers from the different generations, which is really my ulterior motive.
Let’s talk a little about Labels. How do they work now?
There are five labels in the game—Danger, Freak, Mundane, Savior, and Superior. Each one can range from -2 to +3. The higher it is, the more it means that you see yourself in that light, and the more it will help you on its connected moves. For example, when you see yourself as a Danger (with a rating of +2), you’re going to be generally better at directly engaging threats than somebody who doesn’t see their self as dangerous at all.
Every label is still meant to be double-edged. Freak, for instance, is both about being unique, special, and powerful, and about being strange, weird, and abnormal. Savior is about being noble, protective, and defensive, and about being overly demanding, overprotective, stupidly noble.
That’s important because your labels shift when people with Influence over you tell you about the world or yourself. Someone saying that what you can do is amazing and incredible might actually raise your Freak, just as much as someone saying that you’re a bizarre mutant might raise your Freak.
Can you talk about a few examples of the major generational heroes?
Sure! I’ll have a few examples in the book, and we’re going to have a Deck of Villainy with a whole bunch of sample villains for use during play, but I also expect players to make up a bunch on the fly at their tables. Here are some examples of what I’m envisioning, though:
– Torpedo, the Explosive Man! A Golden generation hero with the ability to hurtle through the air at high speeds and slam into his targets with explosive force. Not very nuanced in his abilities, but he didn’t have to be in his time—he just pointed himself at “the bad guys,” and fired himself. One of the strange side effects of his power turned to be longevity—he wasn’t affected by the high speeds and explosions of his power because of some constancy in his body, and that makes him resistant to aging. So he’s actually still around and active to some extent, even though at this point, he really is not well-suited to the world around him.
– Starbright, a Silver generation heroine with cosmic powers from the stars themselves! She did some amazing things in her time, from fending off alien invasions to defeating giant monsters. She’s still active today, one of the leading heroes of the city and a major member of the Exemplars, one of Halcyon City’s oldest and leading superhero teams. She has strong feelings about what makes a hero, though, and has plenty of doubts about the kids she sees getting powers today.
– Mr. Everywhere, a Bronze generation “hero” (kinda). He’s got multiplication powers, so he can make copies of himself, and they’re all connected as part of a single mind. He turned that power, though, to secret agency activities. He singlehandedly can man an entire spy agency, and with copies of him undercover, he can learn information instantaneously. He’s risen to the top of an important organization in the metahuman world, FLAG, and while he’s still ultimately trying to act for the good, he’s most likely to interfere subtly, or by manipulating more direct players. They call him Mr. Everywhere because at this point, some think his copies are everywhere, spread out in every major city in the world.
– Perfection, a young Modern heroine who might be a bit too effective for her own good. Perfection, in her superhero guise, looks like an all gold metallic figure with no real identifying features. Her eyes burn blue, and her body is completely smooth. She’s tough and strong, capable of flight and even some forms of energy absorption, and she’s good at being a hero. Good enough to earn a lot of praise quickly. That means it’s gone to her head, though, and she hasn’t yet found her limits; it’s only a matter of time before she pushes herself too far, or butts heads with other young heroes.
And here are some villains:
– The Scarlet Songbird, a Golden generation roguish rascal of a villain. He was always all about theft, not about hurting anybody. He wore red and yellow, and carried his magic guitar. He’d play notes that could break walls, or put people to sleep, and he’s always have a catchy line or a wink for a pretty bystander. He was young for his generation, and he never went totally out of the action, but he was also never that big in the city. He tried retirement, but he got bored. So now he’s back out there with his guitar, trying one last time to earn a real reputation, even while he’s aged and out of date.
– Dr. Infinity, a Silver generation villain, considered such only because that’s when she first appeared in historical records. Dr. Infinity is an incredibly powerful time-traveling android, and she travels to dangerous time periods, hoping to cauterize what she calls “time-wounds.” She rarely spends the time to explain, considering those around her to be of lower intelligence, and she seems to keep returning to Halcyon City in these time periods—something in this time must make it particularly unstable in her eyes.
– The Spider, a Bronze generation villain. He exists, but he’s mostly rumors. Few have ever seen him. He’s known as the Spider for sitting at the center of a massive web of criminal enterprise that spans throughout Halcyon City. He’s one of the greatest crimelords Halcyon has ever seen, and no one even has his face on file—or if they do, they’re not sharing. Tangling with the Spider is bad news. He doesn’t fight like the other villains. He comes at you from an angle, where he can hurt you most.
– Cygnus, a Modern generation villain. She’s concerned, first and foremost, with her image and her fame. She has an agent, someone who suggested to her that the name Cygnus would be a good brand to take on. She’s gone through a phase of trying to be a hero, and now she’s dipping into villainy, to see if it drives more attention her way.
How do you handle super-powered conflicts with villains and even between players?
The game is structured, like most Powered by the Apocalypse games, to work like a conversation, and conflicts are no different. Most of the moves that work when you’re yelling at your teammates, or chilling at headquarters, will still work when you’re in a fight. You can build up your teammate in the middle of a battle, just as you can when it’s you and them alone with some pizza. You can defend a teammate from a terrible robot, just as you can when someone insults them.
The one move that is distinctly aimed at superheroic action conflicts is “directly engage”. That lets you pummel threats, and gives them a shot back at you. Hitting and being hit most often manifests in dealing or marking conditions. There are five conditions in the game: Angry, Afraid, Guilty, Hopeless, and Insecure. Villains my have anywhere from one to all five of those conditions, depending upon how much of a threat they are. For PCs, marking a condition means that you’re going to be at a disadvantage on certain moves. You can clear it by taking some action tied to the condition, like fleeing from something difficult to clear Afraid. For NPCs, when they mark a condition they make a move from a list of possible options. That means NPCs are never static, and inflicting “damage” on an NPC will always lead to some new thing happening in the fiction.
Villains definitely go out of the fight when they’ve marked all their conditions and need to mark another, but they can always give up before then—it’s down to the GM to play the villains according to their drive, and to decide if it makes sense that they would give up. PCs go out of a fight when they’ve marked all their conditions and need to mark another, as well, but they might go out earlier as a result of the “take a powerful blow” move.
The one other move I’ll flag for conflicts—the one that comes closest to saying “We’re entering a battle now!”—is the team move. When your team enters battle together, the leader of your team rolls with some modifiers depending upon the situation. The move generates points of team for your team pool. PCs can use the team pool to help each other out during the fight, or to act selfishly and help themselves out. The key to this move, though, is that it signals, “Stuff is about to get serious!” It also means that the team has to tell you who their leader is, and that’s always a great source of tension and interest.
What has been your favorite playtest moment?
Oh dear. A LOT to choose from. I’m going to give a couple, because I can’t bring myself to choose just one. 🙂
– The team had found out that an evil giant warhammer was corrupting whoever was holding it, turning them into an enormous, brutish monster. They were desperate to take care of the situation by throwing the warhammer into a cement truck and solidifying the cement. One of their number, the Janus—a vigilante type—tried to do it, but rolled a miss, and it didn’t look good. The hammer might have taken him over, driven him to attack his teammates even. Except then, every single teammate spent a team out of the pool to help, and altogether it turned the miss into a hit. The scene became one where the entire team, all together, lifted up the hammer and threw it into the concrete truck, and I could see it all on the comic book panel. It was perfect.
– In a different playtest, we were in the section where we were filling in what happened when the team first came together. It’s one of the things you do during character creation, figuring out what the “Avengers moment” of the team was. And this group ultimately came up with a situation in which Dr. Noah—a villain they invented—had attacked a school with his Ark of Doom, a giant floating skyship. And he used his robotic Menagerie, a series of animal robots. Of course, they were in pairs. It was just…amazing. Creative, fun, delightful, and perfectly in keeping with the setting—not least because they talked a bit about how Dr. Noah was actually kind of washed-up, never taken seriously, and still desperately trying to get attention.
– In a third playtest, we had an epic confrontation with another kid, a bullied teen who had pulled out a summoning book and was about to bring a nightmarish creature into our reality. He thought it would help things, had convinced himself that this was the path to real heroism. They had to stop the summoning, and tried to do it by talking the teen down. It led to some great dramatic tension, yelling, and kind words, though ultimately he ran away in anger. In the process, they had to call upon the leading sorceress hero of Halcyon City, who did help them to stop the summoning…but afterward, she kidnapped one of the PCs who she deemed a danger, unable to control her powers. It was the perfect cliffhanger, leading into next issue. Loved it.
– Finally, it’s tough to condense my ongoing over-a-year-long playtest into any one specific awesome moment, but one of my favorites had to be when the team got into one giant action scene with each of them in a different part, not quite intersecting, but not separate. One of them had agreed to help her ne’er-do-well thief friends to steal something from a building, and in the midst of the heist, a strange blue armored time traveler appeared and attacked her to erase her from existence—she was the Nova, and apparently a threat to time itself. Meanwhile, the Outsider, another time traveler from the far future, was investigating because the thieves were trying to steal a probe from the Outsider’s own future. The Outsider was determined to stop it from happening. And then the Protege became involved when things got worse, ultimately engaging the blue-armored time traveler in battle and being thrown into a different future, where the world was destroyed. All the while, the Legacy was trying to free a family member from the Outsider’s ship, which was trying to dissect her to send biological samples back to the future. It was complicated, a mess, full of drama, and wonderful.
Sorry…I could keep going! Every playtest has had a couple of these moments, and the wonderful characters I’ve seen players come up with have always been awesome to watch.
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Phil Lewis on Wrath of the Autarch!
Today I’m interviewing Phil Lewis about Wrath of the Autarch, now on Kickstarter! This boardgame-inspired RPG sounds super fun, so check out the interview below!
Tell me about Wrath of the Autarch. What excites you about it?
Kingdom building games have always been in my blood. The idea of collaboratively telling the story of a society through the lens of the important leaders is really exciting! I also like exploring this space between boardgames and role-playing games. Wrath of the Autarch takes elements of boardgame design and uses them to create challenge in a more traditional role-playing game space. I really like that!
What are the key elements of boardgaming you wanted to highlight, and how did you bring them in?
The primary one is an action economy. There is only so much time to do what you need to do! I wanted the players to feel a time pressure that builds over the course of the campaign. The Empire is growing in strength and the Autarch is coming!
That action economy works at many time scales. The Stronghold players must finish a certain number of challenge scenes each season of time, or the Autarch player gains more benefits. Each season of time, the Stronghold players only accomplish one large goal, so they have to choose what they think is the most important.
I also used an abstract dice mechanic to handle resources. It was inspired by boardgames such as Kingsburg. The Stronghold players use six sided dice at the beginning of each season to build developments for their society. Multiple colors of dice are used, each mapping to a type of resource (like food or ore). Based on results of rolls, there are tough choices – do you build the development you really want, even if it might not be the best use of your resources that season? Or do you get as much as you possibly can, optimizing all of your rolls and trades, even if those developments may not have an immediate benefit.
What was the hardest part of integrating the two modes – boardgame and TTRPG?
Tabletop role-playing games have many unspoken procedures. There’s this shared history that is frequently leveraged to make tabletop role-playing games work. Boardgames don’t really have that. So there’s some extra work in trying to make some of those procedures explicit.
Threats sound interesting! Tell me a little about them.
Threats are the way that drama emerges in the game! At the end of each session, there’s a chance for badness. Regions that your society controls might have threats. Factions that you’re friends with could have threats as well.
Threats generally have a type (like diplomacy, infiltration, skirmish, warfare) as well as a difficulty. They’re a great chance for the Autarch player to reincorporate all of the drama from the Stronghold’s past into the storyline! Did something happen between an emissary from the Stronghold and the leader of a faction a few seasons ago? Maybe that has snowballed into a bigger issue! Maybe they demand aid, or perhaps there are disagreements over customs or religions.
The Stronghold players can choose to ignore threats, but that usually has other consequences for the Stronghold. Regions might not be able to produce resources. Factions may start to dislike the Stronghold.
Finally, the Autarch player has schemes at their disposal. Schemes are like super threats! Each year, the Autarch player may choose a number of schemes to unleash. They grow in intensity over the campaign, finally culminating in all out attacks by the Autarch!
I’m going to give you a tough one: what is the ideal player for Wrath of the Autarch?
That’s a really good question! I’ll answer it this way: I designed this as a game I could play with my friends. Our usual game group is made up of older people with jobs and children. Almost invariably, a few people can’t make it each week. Wrath of the Autarch is troupe based and episodic so that if a few people can’t make it, it’s not a problem. The story can continue!
More directly: The biggest fans are people who like kingdom building games, either video games (like Crusader Kings or even Civilization) or role-playing games (like Birthright or Ars Magica) or even boardgames. During playtests, players who aren’t as into those games still have fun setting up scenes, playing characters, exploring relationships. But it’s really going to hit all the right notes for someone who likes to think about the long term strategy of their kingdom.
Five or So Questions with Becky Annison and Josh Fox on Lovecraftesque
I interviewed Becky Annison and Josh Fox about their new game, Lovecraftesque! It’s currently on Kickstarter and looks awesome!
Tell me a little about Lovecraftesque. What excites you about it?
J: Lovecraftesque is a storygame of brooding, cosmic horror. It recreates the rhythm and style of Lovecraft’s stories, and gives you the tools to collaboratively create monsters and other horrors that feel like they could have come from Lovecraft’s notebook.
B: I really enjoy the typical model of a Lovecraft story – the single protagonist getting deeper and deeper into a terrible mystery only to find they are already doomed. But the majority of Lovecraft RPGs focus on a party of investigators instead of the lonely protagonist. What excites me is how Lovecraftesque takes the story back to that lone protagonist. I love the fact that the rotating roles in the game mean that everyone is trying to doom that character in their own way.
J: For me, this is the GMless mystery game I’ve always wanted to play in. I love the fact that I get to put my own stamp on the story, while getting the uncertainty and suspense of not knowing what’s going to happen. And the game’s rules mean you still get the coherence and direction you’d normally get from a GM, without the need to break the atmosphere to discuss what’s really going on.
Lovecraft and associated mythos are, historically, kind of problematic. What have you done as creators in regards to problems like sexism, racism, and ableism?
B: Lovecraft is very problematic and we are approaching that openly. We have done a number of things to try and de-toxify Lovecraft. I think there are 3 main areas we have worked on this.
Firstly we wanted out art to be as diverse as possible and part of the reason we chose Robin Scott was for the amazingly inclusive art in her Urban Tarot series.
Secondly we’ve put a lot of thought and guidance into how to create a good safety culture at the table. We encourage players to agree up front their approaches to sexism, racism and abelism and ensure everyone’s views are heard.
J: The setup phase of the game includes a step in which players can ban specific themes or elements, and we’ve included a prompt to consider banning in-character racism and racist themes.
B: Lastly we’ve written two guidance sections in the game text, one on mental health and one on racism. In those we explore the stereotypes in Lovecrafts’ work and give practical guidance to ensure people don’t unconsciously replicate them.
J: The mental health side is handled a bit differently. It’s fair to say we encourage people to omit racism entirely from the game, and we don’t think that will hurt the story in the slightest. By contrast the effect of the horror on the human mind is an important theme of Lovecraftian tales.
We’ve analysed the different ways that the horror can impact on someone’s mind or their behaviour, giving you a set of options for a respectful portrayal that steers well clear of the stereotype of the horror driving people “mad”. The key thing is to portray a character, not a collection of symptoms.
How do you envision a typical session of Lovecraftesque?
B: This is a story game in which the players rotate the role of a single protagonist and share out narration. Everyone creates clues and then secretly leaps to a conclusion about what those clues mean. A typical session should have people inventing clues, building on each other’s details layer by layer and dripping atmosphere and tension into every scene.
But my favourite bit is when the players leap to conclusions secretly. Because at the end you not only have a finale which feels like it was planned all along, but you have a the fun of comparing theories at the end of the game.
J: As you near the end of the game, the protagonist begins what we call the Journey into Darkness, where they travel to an old, dark or sinister location where they’ll confront the horror. It’s one of my favourite bits of the game – you ramp up the tension and shift the game’s gears from “I’m sure all this can be explained rationally” to a scene of stark, alien horror.
Which Lovecraftian works did you pull from the most for the themes in Lovecraftesque?
B: Our biggest influence was Graham Walmsley’s Stealing Cthulhu which does an inspiring job of deconstructing Lovecraft’s stories, breaking down their rhythm and structure. His work focuses on a smaller number of key stories which we have expanded on. But we’ve also looked at the following in more detail: The Dunwich Horror, The Shadow Over Innmouth, The Whisperer in Darkness, the Haunter of the Dark, At the Mountains of Madness, Cool Air and Pickmans’ Model.
J: I’d add the Colour Out of Space and the Call of Cthulhu to that list.
B: I’d be hard pressed to pick a favourite but I do love The Whisperer in Darkness.
J: For me it’s the Colour Out of Space. It’s such a great example of Lovecraft’s weird blending of the themes of what we’d now call science fiction with a classic horror tale.
If you were to set up the ideal environment for a session of Lovecraftesque, what would you have there? (Props, music, location, etc.)
J: Atmosphere is key for Lovecraftesque, and a lot of the game’s mechanics are targeted on building tension. The gaming environment should support this. Low-key, instrumental music played at a low volume. Ideally play at night (we did one of our playtests on a dark and stormy evening and scared the bejeesus out of each other). You can even turn the lights down or use candles, since the game doesn’t require much in the way of rules look-up.
B: My favourite place for playing Lovecraftesque is our own dining room. We are lucky enough to have a oak panelled dining room which is dark, intimate and atmospheric.
Five or So Questions with Jacob Wood on Psi-punk: Worlds Edge Arena!
Today I have an interview with Jacob Wood about his Kickstarter, Psi-punk: World’s Edge Arena!
Tell me about Psi-punk: Worlds Edge Arena. What excites you about it?
World’s Edge Arena is the second sourcebook for Psi-punk, a Fudge-compatible cyberpunk RPG. It introduces players to the city of punta Arenas, Chile, where characters compete in a televised bloodsport known as the World’s Edge Arena.
Players form teams and face two qualifying rounds against psychicly-controlled, cybernetically-enhanced predators such as wolves, eagles, bears, and komodo dragons. If they survive the qualifiers, they enter a single elimination tournament against seven other teams and battle for fame and fortune. Also, just to keep things interesting, the layout and terrain of the Arena shifts and changes between matches so every fight is new and exciting.
World’s Edge Arena is televised globally and has a huge fan base. Players can tap into their excitement and approval by means of a Fan favor mechanic which gives them an edge in combat.
The huge success of the Arena draws thousands of people to the formerly-small city. An influx of outside wealth and culture has created a rift between old traditions and new customs. The setting explores what it’s like for people who live in the town and the conflicts that arise because of its sudden population explosion.
To me, the most exciting thing about the book is that it gives both plaayers and GMs a lot of hooks to really get invested in the setting. It would be simple to play an entire campaign set in and around the area–there’s downtime between matches at the Arena, and there’s plenty to do around town. For groups who are fond of combat, the Arena itself offers a lot of diversity. For those who like to mix in intrigue and traditional cyberpunk-style street running, it offers a lot of that too.
How does the Fan Favor mechanic work, and what do you think it puts into the game?
Incapacitate or kill a wounded opponent: +1 Favor
Incapacitate or kill an uninjured opponent: +2
Victory against overwhelming odds: +2
Heal a creature during combat: -1
Execute an incapacitated opponent: -2
Fan Favor is accumulated on a team level, so everyone contributes to the team’s pool. Anyone may spend some of their team’s favor to do something cool, such as:
Add +1 to a roll: -1 Favor
Re-roll and take the better result: -2 Favor
Force an opponent to re-roll and take the worse result: -3 Favor
Favor rolls over between matches, and GMs are welcome to start opposing teams with some Favor of their own. From my experience running Psi-punk, re-rolling dice in Fudge has the potential to alter the course of a conflict and makes for some pretty exciting gameplay. The mechanic also gives a trackable meta-game element which players can use to get an idea of just how great they’re doing–it’s like unlocking achievements or levelling up, but without any pre-set goals.
Tell me about the creatures in your bestiary – which ones are the scariest?
The Arena has a sizable bestiary filled with augmented predators. During matches, these animals are controlled by humans with the mind control power, so they think and reason like expert strategists but have all of the natural (and cybernetically-enhanced) abilities of a normal creature. The beasts are clone, so there’s a near-infinite supply of them, and they represent the largest and fiercest animals of their species.
A couple of my favorite examples are:
Coyotes augmented with sonarkinesis so they can unleash a howl that literally damages their opponents.
Black panthers with the ability to dim the lighting near them, which gives them an even greater stealth advantage.
Wolves with a frost breath attack capable of freezing multiple opponents.
Komodo dragons… because they’re komodo dragons.
How do you emulate the changing layout and terrain?
The World’s Edge Arena is built with a device capable of using a power known as control animate to terraform the arena’s terrain. As a televised broadcast, the Arena is set up like a season of a TV show. Each season has one terrain theme–jungle, desert, tundra, mountains, grasslands, etc.–and every episode (that is, every fight) takes place in that one terrain. It influences the types of beasts from the bestiary who will fight during that season and has a huge impact on how the human warriors interact with their environment.
To keep things from getting stale or from someone gaining the upper hand by studying the environment, the arena changes shape between episodes. During one match a player may have discovered a helpful cave to hide in or a particularly large tree to climb, but when they get to their next match they’ll need to explore all over again.
The specifics about how things change are intentionally left vague so the GM and players can decide on that themselves. I’m a really big fan of players being able to ask questions like “Is there a tree I can climb to get a height advantage?” and the GM can make that call. it creates an environment where the players get to have a say in what’s happening around them.
In creating the game and prepping it for backers, what is the coolest experience you’ve had?
While running the game at a local convention for a group of people new to Psi-punk, I got to see how different people and different personalities interact with the setting and the mechanics. In particular, there was one character who was a skilled hacker but was a total coward when it comes to physical combat. Instead of the player spending all of his time running and hiding and generally not feeling like he belonged in a combat arena, he tapped into his hacker skills to generate Fan Favor for his team.
Every Arena match is televised and even people in the live audience watch the matches on enormous view screens. This player hacked the camera feeds to close in on all of the cool things his teammates were doing to ensure the audience saw the best and most favorable footage. He also hacked the feeds to try to counteract the team’s blunders.
The approach struck me as a really creative way to get a non-combat character involved with the fight in a way that could help his team, and I incorporated that tactic in the rules to make sure I called it out as a viable option.
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Oliver Shead on Infected!
I interviewed Oliver Shead about his new game, Infected!, currently on Kickstarter!
Tell me a little bit about Infected! What excites you about it?
Infected! has a classless system. How do you handle experience and advancement?
Can you give me a brief description of the type of characters people would play in Infected!?
Can you tell me about the infrastructure and logistics in the Infected! setting? (anything from politics to how they handle power and water!)
Great question! However, the answer to this really varies greatly from location to location. One of the great things about the real world, is that there are just so many exceptions to every rule! It’s almost impossible to generalise – when you do, you miss out on so much of the quirky, odd, different and outright bizarre things in the world. That being said, I’ll now generalise as best I can!
By and large, the logistics are reduced to a 3rd or 4th world level. Because a fairly substantial portion of society is still alive and functioning, the need for supplies, water, sanitation and equipment is paramount. No society can survive without a steady stream of resources coming in and going out – few could be completely self-sufficient.
There are communities left in the ruins that range from a few lonely hold-outs, to burgeoning cities of ten thousand people or more. But no matter their size, their positions, strategy and very lives depend on a few basics – fresh water being one of the most critical. The loss of a functioning water system in the cities means that people rapidly shift to those areas that water can be readily found. Some townships use pumps (usually man-powered, as diesel is in short supply for powerful generators). Others use the most age-old method there is: the bucket.
This also creates other issues. Sanitation of river water is dodgy at the best of times. Some years on, much of the pollution has eased off from the waterways, but even so, it is an easy way to gain a nasty disease (or even the nasty disease). As such, most people at least try to boil their water before drinking it, or use other methods of purifying it, like tying cotton over the water spout, or making rudimentary carbon filters.
Power is another interesting one. In some areas, there are still power plants functioning – though they are highly prized commodities. Hydro-electric dams tend to be the most valued of all – an infinite power source at your fingertips. Despite this, most communities are without anything but the most rudimentary power supply. Lamps and candles are far more numerous. Working electricity is also a status symbol – only the greatest, richest political entity has access to as much power as they need. Just as only such groups have manufacturing of complicated items – like guns and bullets, or the refining of petrol.
This brings in the political entities of the world. It’s a multi-layered situation. At the local level, many towns and communities band together out of mutual protection. Often they decide that having a government is a bad idea – they can handle things much better on their own! Most governments are fractured, splintered things, just vestiges of their former glories. However, they still have many resources garnered from those who remain under their sway. And many make use of “overseers” – those who watch, and observe…and sometimes take precipitate action to ensure loyalty is kept. Many are nothing more than glorified assassins, enforcing loyalty.
Ideally, what do you want players to experience when they play Infected!?
I would like them to experience a rich world, with the opportunity to really experience the adventures and the horrors of this new dark age. I would like them to make characters that live and breathe, and to have deep campaigns that are about so much more than zombie killing! I would very much love for the societies to shine through. The bizarre new cultures and trends.
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Moyra Turkington on War Birds
War Birds is a gigantic passion project for me, and so just about everything about it gets me excited. J
It was going on twelve years ago that I was in a discussion about what makes a flying ace a flying ace (It’s generally five aerial kills, but rules vary based on country). I did what all internet era folks do and looked it up on Wikipedia. There I found a list of flying aces of World War II and in it was a name that sparked immediate interest: Lydia Litvak. A female flying ace??!! How on earth didn’t I know about that? The link was red though (there was no bio page for her) so I started feverously searching the internet. Not only was she a flying ace, she was a flying ace way back in WWII! The White Lily of Stalingrad – part of the 586th Fighter Regiment of the Air Defense Force of the Soviet Union, and there were others, lots and lots of others that flew with her!
This started a very long fascination for me about WWII and history in general – about what women did and really what we were and are. The more I read, the more I wanted to know. When I was in school and they taught the history of Women and War, it was an addendum – one story. Rosie the Riveter, the middle class white woman who came to work in the factories to free a man to fight and through that, heralded a new era of economic independence for women. But that’s an extremely narrow story, and not an entirely true one.
The stories I read were about women who served on the front lines as nurses and as ambulance drivers, snipers and tankers, spies and code-breakers! And of course I read about the prisoners and POWs and civilian women whohad the war come down on their heads. As I read, a much fuller multiplicity of women’s experience in the era started to unfold before me. I started to think about how we choose whose stories get told, and how we determine who the heroes are. I started thinking of the hardships of women on the home front, I started thinking about the courage of women in war zones. And I started thinking that I had to do something to make that story wider. To let other women experience the joy I had in finding out that we were always greater than I’d been taught we were.
And larp and freeform is a fantastic way to give people access to that experience. To become it, to feel it thumping in your chest. To really understand the courage, the compassion, and the resilience of the women whose shoulders we stand on.
And that’s just one of the things I love about this project.
When Against the Grain is happening, how does the structure and any mechanization of the game promote the vibe of the game and interaction between players?
The aim in Against the Grain was to create a story that was emotionally engaging and satisfying to play, that also acted as an exploratory model of how intersectional bias works. The game isn’t just about a moment in history where a bunch of random racists decided to launch a hate strike. It’s about everyday people that are a complex product of an unequal and unfair system, that have real struggles and who think they’re just doing what they need to survive. And it’s about how they will end up marginalizing others for what they think is their own survival. It’s about how what we want and think we need is often in direct opposition with equality because we’ve never been taught to find a better way.
To support that, in designing the structure of the game I contextualized the characters to help modern players feel like they could advocate for their character goals — even when they strongly disagree with them — to allow them to play functionally and in doing so, to create a situation of dramatic tension. I carefully calibrated the characters into a position of scarcity to ensure that the game wouldn’t result in easy answers, and I encouraged embodiment and emotional investment in that scarcity with physical mechanics that keep the pressure on. I borrowed on Nordic larp techniques to put tools in the facilitator’s hands to ensure the players could not escape the pressures and social context of their world. Perhaps most importantly in a game with particularly difficult subject matter, I framed the whole game in a context of transparency, safety and community to help players approach the game vulnerably and take as much away from the experience as possible.
You have some amazing stretch goals, and some great goals already hit. When looking for creators and authors for games, what did you look for, and what did you expect from them in theme and development?
I looked for passion — people that were really excited about the stories of women in the era, and people who could really connect with the goals of the project. I also tried my best to look for diversity across multiple axis points: in designers, in games, in the stories we were telling and who and how they were being represented. The base framework I put down in front of the designers was this: each game should explore a story about an experience or contribution that was real for women in WWII. The game should explore what opportunities the war provided to the women involved and also to look at the costs of the opportunity. The game should illustrate how it affected who the women were, how society’s view of them changed, what they could do, and what they could become.
What is your favorite moment in the experience of creation, research, and application of the games in War Birds?
- As a designer, the eureka moment of figuring out how Against the Grain was going to work and then watching playtest group after playtest group engage with it vulnerably and meaningfully, and tell me about the power of the experience. This was despite the fact that I thought there was a good chance that no one would choose to play the game due to its difficult subject matter. It taught me that big design risks really are worth taking.
- As a creator, the moment I played We Were WASP at Fastaval. I was deep in gleeful research for an British Air Transport Auxiliary game called Spitfire Sisters when I saw the preview in the Fastaval program. I had an insecure, frustrated, competitive response to seeing it there, as creators sometimes do. But after being powerfully moved by playing the game, I had to let all of that go. I asked Ann that very night if she would consider submitting We Were WASP to the anthology, because she’d gone and written the game I wanted to write, and done it better than me. It made me totally recalibrate how I defined success on the project, and the project is 1000% better for it.
- As a curator, the moment I read the first draft of Kira’s Mobilize. Including Ann was easy, because her game was already complete and my experience in play was proof it was the right decision. Kira was the first person I asked to write a game from scratch. I saw Kira talking on social media about _Coming Out Under Fire,_ a book I had on my (way too long) research list. It was clear that she was a right fit for the team by her approach to the history. I approached her to write a game and she committed right away. I always had faith she would do well, but tend to hold my breath when a thing so close to my heart is in someone else’s hands. The day I got her first draft I rushed home to read it, and it was great! The experience taught me that I can and should approach people to collaborate in creative projects, and it allowed me to get to a new level of trust in giving control away.
Finally, what do you hope people get out of playing the games presented in the War Birds Kickstarter?
I’m ambitious in my hope.
First and foremost, I want them to have great play experiences! I hope they connect with the games and the stories they’ll be telling, and I hope they serve as compelling communal experiences with their fellow players. I want the games to help them engage with history: I hope that play will expand the story of what women are and do and allow players to see the women that enabled the core infrastructure of the war through their work both at home and on the front and have a new appreciation for why it was important. And I hope the games are all thought provoking in their individual ways and individual themes. I hope they help us appreciate how hard we have fought to get here we are, and how far we still have left to go.
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Paul Riddle on Undying
Hi everyone! Today I have an interview with Paul Riddle about his new game, Undying, currently on Kickstarter!
Tell me a little bit about Undying. What excites you about it?
Undying is my first published game, so getting it out there is a huge deal for me! I’m blown away by the support for Undying on Kickstarter and on social media. To everyone supporting Undying, thank you so much!
Undying is a diceless vampire roleplaying game of predation and intrigue. I think what excites me the most about Undying is how elegantly the game functions in support of the core theme of vampirism. Blood, debt, humanity, and status work together to create a common tension that plays out in really compelling ways. I think the simplicity of the rules are great for people of any experience level and I think there’s enough complexity in the interplay of the rules to keep game play engaging time after time.
Your examples for meddling, hunting, and feeding feature characters of a variety of genders and identities. What inspired you to make sure you show diversity in roles and representation? Will we see more of this in the game?
Blood and sex are both very intimate things and blood, at least, is essential to a vampire roleplaying game. Sexuality is a spectrum and I believe that the same concept should apply to blood and feeding. I want to cultivate an environment for Undying where folks playing the game are empowered to explore genders and identities in both feeding and sexual contexts. I hope the examples I’ve provided for hunting and feeding help by showing strong female characters and strong non-heteronormative characters.
As a gamer and lover of fiction, I’ve seen a fair share of vampires. What makes Undying different than, say, Anne Rice or Bram Stoker inspired media?
Undying is an amalgam of various vampire media. I think what makes Undying special is that it isn’t strongly typed to any one take on vampirism and, instead, offers a toolkit in the form of predator lore that allows you to design the vampire roleplaying experience that you want. Predator lore teaches you how to make house rules and encourages you to do so on the fly, while you’re playing the game. For example, when the question comes up, “Will staking a predator through the heart kill them,” there’s no canon, you decide while you’re playing whether it does or doesn’t.
One of the most complicated factors of vampire lore is the matter of consent. In Undying, how do you approach this concept, and did it impact your design?
That’s a tough one and yes, consent is definitely a factor. As far as the design goes, since losing your humanity by doing horrible things — often to people who can’t resist or wouldn’t consent — is an open ended question, the game itself doesn’t dictate that the taking of blood or sex must be consensual. Instead, it’s an exploration. To help frame things in a positive way, I’ve tried to give examples that show a variety of situations.
The Hunting and Feeding moves provide a solid framework for taking blood and the choices that a predator of various levels of humanity must deal with. While blood is covered, sex is not. Sex is left entirely to the gaming group to decide what works best. There’s a section in the book that discusses how to play in a supportive environment. This gives you tools for how to work together to set expectations and be respectful of each other at the game table.
If someone was on the edge about kicking in to get Undying, what would be the most important aspects of the game, mechanically or fictionally, that you would like them to know?
Well, if the diceless thing is the hang up, all I can say is, no one (except my wife perhaps, who knows me better than anyone) is more surprised that I made a diceless roleplaying game. The diceless system works! It really clicks — delivering a high-stakes experience! If it’s something else they’re hung up on, I’d just say that the mechanics give you enough flexibility to play the vampire game you want to play, whatever that means to you.
This post was supported by the community on patreon.com/briecs.
Five or So Questions with Ryan Schoon on Edara: A Steampunk Renaissance
Here is a link to the Kickstarter! https://www.kickstarter.com/projects/edara/the-travelers-guide-to-edara-a-steampunk-renaissan
Tell me a little about your upcoming Kickstarter. What’s exciting about it?
It is a follow up to the successful launch of Edara: A Steampunk Renaissance. This campaign companion delves even deeper into the world we created, offering more maps, adversaries, background and historic information, NPCs, and plot hooks so that GMs can bring their parties deeper into the world.
What did you do to develop this new material – what kind of preparation did it take?
Well it took a lot of work to develop, honestly.
We had to really study the cultures we wanted to base our world on. We worked with an Economist to figure out how money would work passing between nations in a world like ours. I teamed up with a latin and classical cultures major to fully flesh out the details of the culture, down to the histories, traditions, politics, and day to day lifestyle.
But mostly I studied the Renaissance. One of the biggest criticisms of the Core book is that it didn’t dive fully into the Renaissance themes that are present in the world. I wanted to closely resemble the movement in Edara to that of Italy during the Renaissance so it required a lot of intense study and reading, and I learned more about Renaissance italy than I ever would have 🙂
Tell me a little about the plot hooks. What were you looking for in the plot hooks?
So this ties in a lot to the plot hooks. The biggest themes of our game are the conflict between science vs religion, renaissance vs steampunk, and the inherent racism that comes with a mult-racial fantasy world. In the corebook, we basically said here are the themes, you can build your games around these. But the plot hooks dig deeper into that. We focus on each realm individually (and some of the bigger realms are divided into regions, or even down to cities) in order to provide these hooks. They aren’t fully fleshed out ideas or adventures, just hooks to help the GM build a campaign. The types of adventures that one might go on. For example, in the human kingdom of Kuria, which is broiled down in political disputes, the plot hooks have to do with one house playing the party against the others. There is also a racist movement inside the kingdom that might attempt to use the party to act out against the other races, which puts the party in a tough position as they have to decide what is more important to them: appeasing their employers or breaking the cycle of racism that has built up in the kingdom after years of war. Meanwhile, in the Dwarven kingdom, the plot hooks are more adventurous; exploring new tunnels and ruins to find lost dwarven treasures, or escorting merchants while they sell their wares above ground.
Tell me more about the cultures you based the world on. What kind of characters and cultures will we see?
Well we have several cultures spread across the world. The humans are actually based on medieval culture with Italian Renaissance flavors. Then we have the orc mountains which is based more on nomadic Mongolian aspects with a high focus on honor. The elves are rooted more in Tolkienesque fantasy and an almost pure socialist society. So there is a lot of variety!
And no this is not the last! We plan on offering future books in this line focusing on parts of Edara that we haven’t seen yet. There will be this same amount of focus and death on the areas beyond the mountains and forests, which we will talk about more as time goes on! This book will lead right into the future timelines of Edara.
Five or So Questions with Fraser Ronald on Nerfertiti Overdrive
The Nefertiti Overdrive Kickstarter hits today! Keep an eye out.
Tell me a little about Nefertiti Overdrive. What excites you about it?
While I can sometimes be more interested than is good for me in the specific details of a historical setting, I can also really appreciate a story that purposefully disregards the facts and focuses on the fun. I am unapologetic in my love for the movie the 13th Warrior and happily sit through the Scorpion King. These movies take historical settings but then don’t sweat too much in favour of presenting a fun and exciting story.
This all excites me because it amps up the energy at the table, players trying to outdo other players with their descriptions. It rewards creativity and creates a really strong, cooperative table dynamic that has always led to a really fun game in my experience. This is the kind of game I love to run or play.
What sort of mechanics do you use in the game?
Any time the dice hit the table in Nefertiti Overdrive, it’s called a Test. PCs have four attributes that provide dice. Each Attribute has two Qualities – a descriptive word or short phrase like ‘Protector’ or “Loyal to the House of Kashta.’ Each Attribute also has two die-types associated with it, the lower being the base die and the higher being the max die. If you can apply one of its Qualities to the scene, the Attribute provides its base die. If you apply the Quality in a narratively exciting or interesting manner, you can use the max die.
Dice are compared for Initiative (which character is active and which is passive), Target (does the active character overcome the passive character for a Triumph), and Effect (can one of the character’s impose a penalty – known as a Condition – on the other). Each Challenge has a number of Triumphs required to overcome it.
Tell me more about Luck. What can you do with it?
With Luck, you can add an extra Quality – meaning you can roll five or more dice in a Test and use them all – re-roll a die, or remove some or all of a Condition – a penalty that can be imposed during a Test. Luck is provided by players to other players, and there is a limited supply. When a player uses Luck, it goes to the GM, who can use it to buy a natural 1 rolled by a player and add that die-type (though not the die itself) to a Threat Pool. The GM can add any die from the Threat Pool to any Test, but it can be rolled only once and is then removed from the Pool. When the GM spends Luck, it returns to the pot, available to be distributed by the players to other players.
When a player or GM has extra dice, she can apply those in whatever fashion she feels is best, to increase Initiative, Target, or Effect. This generally means an amazing result, which might lead to more Luck from players. It’s the circle of life!
How are you preparing for the Kickstarter, and what kind of cool stretch goals will we see (if any)?
The Nefertiti Overdrive Quickstart rules are already available (http://rpg.drivethrustuff.com/product/137307/Nefertiti-Overdrive-Quickstart-Rules) and were released in the hopes of creating some interest in the Kickstarter.
I have an agreement with Magpie Games to facilitate shipping, which takes a huge load off my mind. Magpie Games fulfilled my last successful Kickstarter, Centurion: Legionaries of Rome, and it makes a huge difference in regards to the period between having the book printed and getting it into the hands of our backers.
The text for the game is 75% finished, and we have about half of the artwork in hand.
The first stretch goal is going to be maps for the included adventure. I’m trying to present a very realistic goal for the Kickstarter, but that means I won’t be able to afford maps. The plan is similar to what was done in the Quickstart – suggestions for image searches and a link to an existing map or illustration available on the internet at the time of publishing. I would really like to provide maps for the included adventure, but I believe $3,000 Canadian is more realistic than $4,500, but if I can get the latter, the adventure will get maps.
The next stretch goal is a port of Nefertiti Overdrive to Fate Accelerated written by none other than Jason Pitre of Genesis of Legend Publishing, the man behind Spark and Posthuman Pathways (and a pretty awesome guy – but let’s keep that between us, it might go to his head). I am a fan of Fate Accelerated but did not feel comfortable hacking Nefertiti Overdrive. Thankfully, Jason is more than ready to oblige. This would happen at $6,000
After that, at $7,500, we’ll include another setting I’m calling Daredevils of the Water Wastes. Part of Nefertiti Overdrive is a scenario creation system that can either be done as a kind of game or just as a framework for brainstorming. It allows the players to create the kind of campaign and setting in which they want to adventure. Daredevils of the Water Wastes is a product of that system, and uses the same mechanics as Nefertiti Overdrive, but with slightly altered Attributes for the player characters.
We have other stretch goals planned, and will reveal those as we knock these one’s down.
Yes, I am exactly that insanely optimistic. It could happen!