Five or So Questions with Andrew Medieros on Urban Shadows

Tell me a little about Urban Shadows. What excites you about it?
Urban Shadows is an urban fantasy roleplaying game in the vein of The Dresden Files novels and the television series’ Angel and Supernatural. Players take on the roles of serious power players in their city’s political structure and play classic archetypes like vampires, ghosts, half-demons and much more. It’s powered by the Apocalypse World engine which allows us to cram in as much drama, action and tension as we can with minimal rules that still pack a punch.

The two most exciting things about Urban Shadows are our new Corruption mechanic and our choice to address and challenge race and gender in an urban setting.

Corruption is gained when your protagonists crosses a line they shouldn’t (such as taking a life) and rewards you for these choices with new and very potent powers. But this new power comes at a cost, keep it up and you’ll find yourself becoming more and more a slave to your inner darkness.

When you create a character in Urban Shadows you choose your Look: how the city sees you. Ambiguous, female, male or transgressing? Asian, black, caucasian, hispanic, mixed, or other? These choices are purely descriptive and inform the kind of stories you wish to tell in the game.

Tell me more about the Corruption mechanic. Is it just a toggle on-off to monstrousness?
Corruption is the dark mirror to our experience system, except instead of gaining standard advances, you gain access to some really powerful and potent Moves. You mark a point of corruption whenever your character takes a life, breaks a rule set by their archetype, or when they MC offers it to them and you accept: Gain corruption five times and you get a new Corruption Move.

These moves give your character access to some game breaking abilities, but there’s a couple catches: Firstly, each of them generate further corruption when used and secondly, you can only select a maximum of four of them. If you reach the point where you need to select a fifth, you lose your character to the MC, who can choose bring them back into the story as a Threat (which is usually really bad news for the city).

You can buy off corruption moves through advances but that’s an expensive path, it’s far easier to just avoid it altogether. However, temptation calls on us all, and it’s a hard thing to resist.

Tell me a little about Debts. How do they work?
Debts are how we track favours in Urban Shadows. When you do something worthy of note for someone, or vice versa, a Debt is given (unless of course that action was to pay off a previous debt). They let you influence both player characters and non-player characters with no risk, just the cost of the Debt. Non-player characters can just as easily gain Debts on player characters, which lets the MC use those Debts to make hard moves against them. Owing favours to powerful people is a dangerous prospect.

What made you decide to put race front and center?
This was something we feel really passionate about: we wanted stories told within cities to be representative of the cultures and races in that city, so we made it part of character creation. By asking players to choose their character’s race, we ended up seeing casts of really diverse protagonists and that was exactly what we wanted. It’s been great to see how it’s changed the game and it’s now become a central theme for our project. It’s important to note that your choice of race has no mechanical implications for your character but it is an important part of who they are.

Tell me how factions work. What do they influence in the game?
Factions are how we divide the city’s populace into not-so-neat categories. They are arenas of conflict that represent rough communities of mortal and supernatural creatures: The Factions are Mortality, Power, Night and Wild. Mortality are the vanilla mortals, Power are humans with supernatural gifts, Night are people who have been turned into monsters, and Wild are beings who originate from outside our world.

Protagonists have a stat that correlates to each of the four factions: the higher the stat, the better understanding they have of that world and their members. For example, the Night faction includes vampires, werewolves, and ghosts. Having a low Night score means you don’t really understand how these people operate and don’t know many of them personally. A higher score in Night means you have a solid grasp of how they work and you know many of them fairly well. So it’s one part understanding and one part relationship.

Factions power a lot of the moves in the game: when you seek info from your contacts, look for resources to help you get things done, or when messing around in other players’ business in the hopes of influencing their dice rolls, you roll Faction to see how that plays out. The scores change through play, they’re not static by any means.

What’s up next for you after Urban Shadows?
I think maybe I’ll go outside and take a long walk. Then I have plans for a couple of other games, one of which is also powered by the apocalypse. I can’t say too much here but it includes fighter pilots and drama! Lots and lots of drama!

Con Bags with Rob Donoghue and Monica Speca

I don’t normally do multiple posts in a day, but I am so hyped about Origins next week that I couldn’t wait to post this interview with Rob Donoghue and Monica Speca about their favorite con bags and accessories!

FROM MONICA:

Tell me about your favorite bags. What do you like about them?
I travel with a Samsonite Tectonic Large Laptop backpack. It is the best damn thing I have ever purchased for travel. The bag is big enough for up to 4 days’ worth of clothes, (maybe even more if you’re good at packing efficiently) has well-cushioned pockets for your laptop and tablet, and a number of sizable pockets good for stashing all your stuff. It fits nicely into overhead compartments, so is good for a carry-on, but is also small enough that you can cram it under the seat in front of you. When I get to the con, the backpack then doubles as a vehicle for, say, gaming supplies, or carrying a spare pair of shoes along if I’m in costume.
When I cosplay, the backpack is usually for my street clothes, my computer, entertainment for the plane (if I’m flying) and anything I don’t need to check.

What about bag accessories – water bottles, detachable pockets, organizers?
I don’t use many of these, but maybe I should! Usually I carry any personal effects (wallet, keys, phone) on my person in my pockets as much as possible.

When I cosplay, it’s not uncommon for me to carry a small purse or to bring along the aforementioned backpack… and foist it off on a friend of mine who isn’t in costume. This is often the Significant Other’s job. I also keep all my makeup in a little bag that goes in my checked suitcase if I’m flying. There’s nothing particularly special about it. It has a zipper and enough space for me to cram all the cosmetics I’ll need for the weekend in there. Note to self, though: look into getting a water bottle – staying hydrated is incredibly important when cosplaying.

Any must-have con tools of the trade?
For a gaming or general con-going, I highly recommend a solid backpack (you don’t say!) or a messenger bag – depending on what you find most comfortable. I have a bad habit of losing purses or wallets, but I’ve never left something like a backpack or messenger bag behind.

For a cosplaying, I must say that the most valuable thing you can bring with you is a buddy! It’s a good idea to have a partner around to help carry your stuff, touch up your wig and makeup and make sure that nobody walks off with your personal belongings while you’re posing for pictures – especially if your costume is popular. Having a friend along can also help you to feel safer and more relaxed in really crowded spaces.

FROM ROB:

Tell me about your favorite bags. What do you like about them?

I currently have two favorites. For a sling bag, I love my Redoxx Gator. It’s blocky and smallish, but it holds a ton with a lot of protection. It’s designed to carry a very flexible kit, including a big camera, which makes it very versatile. My backpack of choice is the Timbuk2 Q-Laptop bag. In addition to one of the best laptop sleeve designs I’ve ever seen, it’s the perfect balance between storage capacity and staying slim. Honorable mention goes to the Timbuk2 Slate backpack, which is amazing, but it can actually hold too much stuff, which is a problem.

The biggest danger you’ll run into with a con bag is that you *will* fill it to capacity, and if that capacity is huge, then you will *kill* yourself walking around. So whatever bag you like, try to go as small as you think you can manage.

(And if you’re uncertain, get a backpack. Your back will thank you. There are a million great brands these days, but don’t buy based on reputation or what works for other peoples. A good backpack is like a pair of shoes – you need to try it on and choose for comfort. Bring your kit to a sporting goods store and load up whatever bag you’re looking at, load it up, and walk around. The folks at the store will understand what you’re doing, and you’ll find something that actually suits you.)

What about bag accessories – water bottles, detachable pockets, organizers?

I have a few bags that use the MOLLE system of tactical loops, but I mostly just use them to hold pens. I know some people swear by them, but I am very nervous about having things clipped on the outside of my bag in any crowded venue. There is simply too much jostling and bumping for me to feel comfortable.

Instead, I am a huge proponent of using smaller bags and containers *inside* my bag. Exactly what kind doesn’t matter – get what you like and what you can afford, and the distribution depends on your needs but, for example, I have in my bag:

* A very durable pencil box with all my writing utensils
* A zipper pouch with all my cables
* A dice bag
* A zipper pouch for index cards and tokens

This means that it’s easy for me to change bags if I need to, and also makes it easy to find things, since the only things knocking around loose in my bag are books, notebooks and other easily grabbable things.

If you have a water bottle pocket in your bag, then use it, but do so carefully. Make sure that the size of the bottle matches the size of the pocket well enough that it won’t EVER fall out, even if upside down. If it’s not that snug, then don’t carry it full – just use it to drink from when you find a water source. Similarly, use something that can take abuse. A leak is a real problem at a con.

Any must-have con tools of the trade?

* At a big convention, check the convention swag and see if they’re selling branded badge holders. if so, take a good look. Sometimes they’re cheap and decorative, and you can ignore those, but sometimes they’ve got enough storage to serve as extra pockets. If you can find one of those, BUY IT. You can often run an entire con out of one of those things.

* Bring a travel power strip. Your hotel room is not going to have enough outlets for all the nerd to charge all their toys, to plan for this.

* Poo-Pourri works. I will not delve into the details of this, but if you are sharing a room, your roommates will thank you.

* Bring quarters. A lot of randomly useful things, like lockers and carts and vending machines can be real lifesavers, but only if you have quarters to use them

* Inexpensive business cards are trivial to make these days, so feel free to bring some, but if you do, think about how you want to use them. There is a difference between “Find out more about me and my brand!” and “You are awesome, we should be friends”. That doesn’t necessarily mean you need 2 cards, but it does mean you need to think about how you USE your cards.

* Bring handi-wipes. If you don’t need them, great. But if you do, then you will *NEED* them. Little pump bottle of hand sanitzer is less dramatic, but equally useful

* If you pack anything liquid (like hand sanitizer) put it in a ziploc. As noted above: Leaking is for the birds.

Thanks to both Rob and Monica for their answers and info! Super cool!

Five or So Questions with Joel Sparks on Call of Catthulhu

Check out Call of Catthulhu at http://catthulhu.com/ and Book 1 available here.

Tell me a little about Call of Catthulhu. What excites you about it?

I never play RPGs any more. That’s a big deal for me, because I’ve been in this hobby for ages. Yet when it comes time to crack open a big thick book, fill out a lot of fiddly bits and math on a character sheet, and spend several hours arguing about rules with my closest friends, somehow I can’t muster the energy. With “Call of Catthulhu,” I set out to make a game that honestly appeals to the most lazy, fun-loving, commitment-averse part of my mind. To my cat brain, if you will. It takes about five minutes to make a “catventurer,” and it doesn’t use any numbers, because cats don’t do math. You just describe your cat according to a few guidelines, and then you get to fight the secret plots of Lovecraftian Chaos cults led by other animals. The Cat Herder sets up a series of Challenges, and the players meet them by acting like cats. Everything depends on player cleverness and a bit of luck. You never know what will happen, and a session wraps up in a just a couple of hours. That’s the game I get excited to play.

How do Challenges work in Call of Catthulhu?

Very simply! Most of the time, cats can do what they like without any rolling. They’re cats: They jump up on things or dodge out of sight or walk on a fence, no problem. But bouncing dice is fun too, so we have special Cat Dice. Each one has four Happy Cat faces and two Sad Cats; you could use regular six-siders instead. When the Cat Herder wants to randomize a little, she calls for a roll of two Cat Dice. They can only come up three ways: Two Sad Cats, two Happy Cats, or one of each, and the odds are weighted toward the positive outcomes. The Herder declares results based on the dice roll and play moves on. She could also declare a Difficult Challenge, which requires both dice to come up Happy Cats to succeed. The game offers a few optional wrinkles, like what happens on Snake Eyes, but that’s basically it. Oh, and each cat has a Treat or two; you can trade in one of those to try again if you don’t like the roll. In the Boxed Set we provide little wooden fish tokens for the Treats.

Tell me a little about the ashcan model you used at Gen Con, and the subsequent Kickstarter. What experience did you have with those?

First of all, I would warn anyone against going from game designer to game manufacturer in a few short months without a lot of good help. I had experience in publishing before, yet I had no idea how complicated the logistics would get! But I learned a ton and my next Kickstarter will run a lot more smoothly.

The ashcan was a way to kind of test the waters. I had this crazy idea about ordinary cats in a world of cosmic conspiracies, where all the animals except humans understood that civilization was the cats’ idea and that it’s incredibly fragile and vulnerable to disruption. I wanted to combine that with my ideas about game design, finding a new sweet spot between purely narrative storytelling games and the logistical farragoes of the big-book systems. But would anyone else want to play it? So in about a month I wrote the first version of “Call of Catthulhu” and had a real short run printed up for Gencon 2013. I knew that I’d want to do a lot more with it if people were interested, so I sold the 24-pager for five bucks and collected email addresses. Well, the thing took off, totally out of my control. I was running the con around getting photocopies just to be able to hand people something. For the next printing, I put the Kickstarter address in the back of the book. I took those to a couple of local conventions around DC and then to Spiel Essen in Germany, the world’s biggest game convention. I was fortunate to get some press and video interviews there and collected a lot of names. Still, the response to the Kickstarter staggered me, with far more backers than I had anticipated. Since then it’s been non-stop, ordering game pieces from all over the world, getting custom sketches and painted minis done, staying in touch with hundreds of backers, and trying to find time to actually write the game!

What kind of cats can you play in Call of Catthulhu? How did you make sure there was enough variety to keep people interested?

This is trickier than it sounds, because cats shouldn’t be all the same, yet I did not want to create a whole mess of character classes or skill trees or spell lists. There’s nothing wrong with those things, but people who want to play a game that complex have plenty of choices already. And not everyone wants to. So I came up with a different solution. First off, everything about your cat is descriptive. It’s all words; it’s against the rules to even use any numbers on the character sheet. But the description isn’t totally freeform. That would make game mastering either purely arbitrary or else impossible. Instead, the book walks you through a few choices. You pick one of five archetypal Roles for the cat, like the Scrapper or the Two-Footologist. You decide whether the cat is a Mixed Breed or a Purebred—doesn’t matter what breed—and then whether her background is Feral, Housecat, or Show Cat. Cross those five Roles with the two types of breed and the three backgrounds, and you get 30 different Stories to use as the jumping-off place for describing the cat’s life so far. Start there, customize the details, and add as much physical description as desired, and you’ve got a unique cat, described in just a few sentences, ready to play.

The complementary part is the simple mechanic called Right Cat for the Job. Whenever a Challenge comes along, the player can use anything in the cat’s background and description to claim that she’s got what it takes to handle this particular task. If the Cat Herder agrees, then the cat gets better results on the Challenge roll, including counting one of the dice as an automatic success. The RCFTJ can also attempt Dire Challenges, the really scary stuff that a less appropriate cat just shouldn’t even try.

What’s up next for Call of Catthulhu and you?

I’m still in the middle of it! I’ve got the two new books to bring to Origins, and the super-fancy Boxed Set with Cat Dice and mini figures and lots of bonus bits, and some special Rewards still shipping to some very patient Kickstarter folks. It’s been crazy. But there’s definitely more in the works. One of our great stretch goals was to get a bunch of the best indie RPG authors to write their own take on a setting for Catthulhu, and those will be compiled into a third volume called “Whirls of Catthulhu.” You should be able to get your paws on that, and maybe some other secret stuff, no later than Gencon 2014, which brings the whole game full circle. Quite a year.

Five or So Questions with John Sheldon on (un)Common Adventure Gallery

Tell me about the (un)Common Adventures Gallery. What has you excited about it?

The (un)Common Adventure Gallery is a collection of free-to-publish* genre illustrations I’ve started with funding through Patreon. Right now I’m doing all the illustrations, but I hope to reach a level where I’m making enough on each of my pieces that I can afford to hire other illustrators to add more variety and subject matter to the gallery. I’m really excited to have an ongoing project that helps me focus on my illustration efforts, that allows me to get direct input from my supporters on what they want to see from me, and that will eventually let me hire some of my favorite illustrators from the indie RPG scene.

*Using the Creative Commons Attribution 4.0 license.

What do you think makes you uniquely suited to this project, especially hiring other artists as well as doing illustration?

I love a broad variety of genres in illustration, and I love experimenting with different media and different styles of illustration (though I have certain sensibilities that always manage to bleed through). My time as the senior editor and producer of a daily TV newscast gave me a lot of experience working with other creative people and helping to integrate their work into a cohesive final product. Basically, I want this project to be a place where I can exercise many aspects of my own creativity, a place where I can help showcase the great work other people are doing, and a place where both happen in a coordinated way.

What motivated you to go Creative Commons?

I felt that releasing the art with a Creative Commons license would be a better deal for me and for the people in the communities I engage. Tons of people from game designers to authors and publishers find that they need art for their projects, and lots of the people I interact with don’t have much of a budget for their total project (let alone to pay an illustrator to make custom pieces for everything they want). So, using the most permissive Creative Commons license lets them grab something to use as a placeholder, and if they can’t find something better or can’t afford something custom, they can still go to press or do a commercial release with the work they’ve designed around.

The Creative Commons Attribution license works for me on two levels. First, I happen to have a job that pays my bills. I’m not relying on the illustration work to keep the lights on or to put food in my belly, so I don’t currently have to worry about what I could charge in the future for licensing these works. I’d be drawing anyway, and since what I’m drawing comes strictly from my own imagination I have little expectation of a financial return on it. The CC-A license lets a lot more people use it and feel comfortable sharing it, and means that I can show off the full size, high resolution versions of my art without distracting watermarks and without worrying that someone will steal it.

The second way the CC-A license works for me is related to that last point and feeds back into the reason I chose Patreon for this project. The more people that can see my work (in they way I intend it to be seen), the greater the size of my potential audience. As the audience grows, the number of people who might pitch in to fund my work grows. So, the CC-A license also works as a marketing tool for me by letting the full illustrations be my ads (which, of course, only works because I don’t need the money to feed myself).

How do you think the Patreon model will help you meet your goals?

Patreon helps keep me motivated to do some good, fun art in the absence of other specific motivations. I find that without a school project or a paying contract, I end up with a whole lot of half-finished illustrations and semi-complete drawings. With just a little bit of money on the line, like enough to go see a movie or get a nice meal, I suddenly have a lot more motivation to work on those personal projects. Patreon also lets me interact with the people who back me so I can be sure to work on stuff that interests them, too. The payment model is also great because it is results-oriented. If I don’t put out an illustration, nobody gets charged. If I put something out and nobody likes it, they can withdraw their pledges before getting charged.

Beyond that, the ‘stretch goal’ features of Patreon let people know what they’ll get when each of the works I produce nets more money. For this project, a lot of those goals involve hiring other illustrators to create CC-A licensed art for the gallery.

What are you looking for when it comes to hiring future artists?

I’ll be looking for three things when it comes time to commission work from other artists. First, I have to like their work. Luckily, this isn’t too much of a limiting factor as I have broad taste in illustration. Second, their art style should be different from mine. One of the primary goals of commissioning other illustrators is to get a larger variety of work in the gallery, and the creative briefs I develop for the commissions (with help from my Patrons) will help me aim for different content and styles than I have been able to produce. Finally, I will be looking for people from different backgrounds than mine.

The reason that last part is important to me is in part because I am so tremendously privileged that I don’t have to rely on this work to put food on my table. If I can put money in the hands of an artist who really needs it (and pay them a full, professional rate rather than the bargain rates they might otherwise bid just to get any work at all), it will be making a bigger difference than it would if it went to another illustrator in shoes like mine (comfortable ones that I could replace if I needed to).

What’s the next project for your Patreon, as of this interview (early May)?

I showed some concepts to my backers on Patreon, and the community-level Patrons have selected an illustration tentatively titled Cherry Blossom Knight. I’ve already shot the photo reference for it (which some of the Patrons can see), and I’m headed to media testing now (picking what media to work in, e.g., colored pencil or watercolor). From there I’ll proceed to different drawing and rendering steps, all of which I’ll be documenting for my supporters with photos, time-lapse videos, and scans. I hope to have the final illustration done in early June.

Five or So Questions with Benjamin Woerner on A World of Dew

Check out the Kickstarter for A World of Dew!

Tell me a little about A World of Dew. What excites you about it?

Ever since I was a kid and saw my first samurai film I’ve LOVED Japanese history and cinema. I played Legend of the Five Rings when it first came out and am literally still playing it now. I’ve read and watched a ton of Japanese history and media and played hundreds of hours of games like Shogun 2: Total War.

But there was something missing. In a lot of Japanese Chambara films the heroes are not the Samurai, they’re all the other people: the geisha, the ronin, the sumo, the peasant, etc. There wasn’t a game where you play those characters. At least, there was a modern story driven game that does that. I wanted to play Sanjuro, Zatoichi, Sayuri from Memoirs of a Geisha, and Bob from The Last Samurai. I wanted to play the snow fight in Sword of Doom, and solve the murders like Sano Ichiro in did in the Laura Joh Rowland novels. My friend John Wick had written Blood & Honor in 2010. It’s a brilliant game, but you play Clan Samurai in a Clan. I wanted everyone else. So I wrote it.

Instead of Clan Samurai you play all the other characters: Doctors, Gaijin, Yakuza, and all the other characters I mentioned before. And instead of building a Clan and playing in the Clan you build a City. John’s game is set during the Sengoku Jidai (The 15th to 17th centuries) when Japan was fighting constant wars internally to unify itself as one true nation. My game is set after that during the Tokugawa Era (1600-1850s). Japan was united politically, but it was being torn apart by the rise of modernism and the merchant class culminating in the Boshin War and the restoration of the Meiji Emperor as ruler of Japan. Cities, not Clans became important. Important trade hubs like Nagasaki, Yokohama, and Hiroshima begin to grow like crazy with the influx of gaijin (foreign) merchants from all over the world. It’s also when most of the great Chambara films take place.

And because John’s game was so well designed for a Japanese setting I was able to port over the core mechanics, create all the new character rolls, new advantages, aspects, and create the City Creation System. The players and Narrators build a City by spending Build Points to create important Locations, Faces, and Threats in their City. The Locations all have built in mechanics to drive the campaign’s story forward and help the Narrator decide where to go. It makes the work of Narrating Samurai Noir stories easy and exciting. 🙂

What influences did you use in your art direction?

I had a kind of atypical childhood growing up. Not to get into it too much but I knew more about Tchaikovsky at 14 than I did about Nirvana (yeah I’m old). My mom was a High School teacher of French, English, and Humanities. Every year she’d take her students on a bunch of cultural field trips, and I went on all of them along with my dad and sister usually. 🙂 Some people think that’s weird, but I learned a lot about art, music, and theatre fairly young. And don’t worry, when I got to high school and college I had friends who taught me about Nirvana, Queen, and most importantly Daft Punk.

The point being was that when I was a young teenager I already knew about Hiroshige and Hokusai and all the other great Japanese woodblock painters. One I spent a year of college in the UK I was very lucky to see a temporary exhibit at the British Museum that had hundreds of original Japanese woodblock prints, plus a bunch of other cool Japanese stuff like swords, armor, and a full sized Teahouse. I split my entire Fall break between that and a Battletech video arcade in Piccadilly Circus.

I knew going into this project that I wanted to share all these beautiful prints with everyone who read my game. When John was developing Blood & Honor I was helping him and Jessica Kauspedas, my Art Director for this project as well, with art selection. I found a print on the Library of Congress, and then Jessica found this huge archive of scanned original copies of all these Masters. The Great Wave of Kanagawa is there, as is Kanbara Village in Winter, which was chosen by Weezer as cover art for one of their albums.

One of the major ideas in my game is the conflict between old and new, and I wanted to show that. Traditional prints of modern subjects: trains, people in modern dress, cars, steam ships, etc. So you’ll see that in there. Finally, I wanted art that showed some of the Giri (Duty/job) players can choose in the book.

So three things really, different professions in Japan, my favorite art from the Masters, and old versus new. 🙂

The Sound of Water is your stretch goal collection. How did you choose authors and artists, and how did you pair them together?

It was a bit of a scramble to be honest. Months ago I’d asked six artists and six authors to consider doing a Stretch Goal that would a chapter and chapter header art for The Sound of Water. Most of my artists agreed, several were busy, but were tentatively yes, and three of my authors agreed, two said maybe. As you know, the Kickstarter was delayed from February to May because I was incredibly sick for nearly two months (all better now). This caused some confusion with both groups. A few thought things had happened, others were available now, and some were not. So right before the Kickstarter launched I confirmed who was in, all six artists and three of the authors, and then put out a call for more authors. I got almost enough responses as I was launching the Kickstarter and then the Kickstarter exploded.

Not only did the Kickstarter Kick, but we broke the first and second Stretch Goals, and I got a ton of offers for writing and art. I picked authors and artists I knew and who’s work I both trusted and enjoyed.

When it came to pairing them together I made a couple of choices. I wanted first, people who were familiar with each other. You, Brie Sheldon, and Marissa Kelly ended up being the only two of the final twelve that knew each other, and I was certain you’d make a great team. You two were the easiest to pair. You are also my only all female team with Jolene Houser being my only other woman working on The Sound of Water. Two of my original authors who couldn’t write for the project because of conflicts were also female, and no other female authors stepped forward when I put out the call besides you, for which I am eternally grateful. I’m a bit bummed that we don’t have more women providing their talent to the book, but I am incredibly pleased with all the other authors and artists.

The next consideration was experience and exposure in the Industry. Don’t get me wrong. I think all of the authors and artists are amazing, but some of them have been around the Industry longer than others, and some of them have more name recognition and a bigger draw. John Wick and my massively awesome still secret Eisner nominated artist. They are both big names and I wanted to pair them together as a big draw to hopefully boost pledges.

Finally, I wanted to pair styles of artist with the subject matter that the authors were working on. Fabien produces some truly haunting art and Tobie’s A World of Shadows will be brought to life by Fabien’s art. Josh and Jolene both produce great content and Josh wanted Jolene to take the lead and decide, so that was a cool way to create a chapter and it worked great! Steve is working on Ninja and Caleb has a long history in the gaming industry creating some excellent character art (see his work in Realms of Sorcery the Black Industries sourcebook for the Green Ronin edition of Warhammer Fantasy). I knew that would be a success. Finally, Stan and John Kennedy are working on a chapter together, the subject hasn’t been revealed on the Kickstarter at the time of this writing. Rest assured that Stan’s style will pair beautifully with John’s subject matter. I can’t wait!

Is combat common in A World of Dew? If so, how does it work?

I was working on final edits tonight for the Violence Chapter – Between Two Breaths for A World of Dew. Violence happens, but it’s not like your typical hack n’ slash. This isn’t a game about minutiae, counting Hit Points, and proper Feats. Violence is quick and deadly like in Chambara films. The most basic violence in the game is called the Strike! One player calls Strike! and points at another player or the Narrator. They gather their dice, make their wagers and roll. The winner then spend their wagers to describe what happened even the death of the other character immediately. Like I said, quick and deadly.

Healing is just the opposite, and the Doctor Giri is an important part of keeping characters alive.

While it isn’t always Violent the Sumo wrestlers, Sumo Tournaments, and Sumo Schools are all in the Violence chapter. Sumo characters have detailed rules about taking part in a tournament and bringing great Glory to themselves and their School!

What kind of play experience do you want people to get from A World of Dew?

A fun one! Hopefully, a samurai noir type experience. Being able to tell dark, gritty stories about ronin, geisha, gaijin, and more around their table is what I hope they’re going to get out of it. The ability to bring that experience of watching Yojimbo, Zatoichi, or Princess Mononoke from their TV onto their table.

The City Locations are designed to help drive the plot forward via the expenditure of Honor and Ninjo points. Ninjo points are also something that didn’t exist in John’s Blood & Honor. Ninjo is Japanese for Desire, and it serves a similar but more selfish role as Honor points. It helps turn the stories you tell into the noir tales we’re trying to experience. The quick and deadly violence, the Giri, and the Virtue Flaws are all designed to build on that dark noir story. The deep dive into Japanese culture that the rest of the game represents helps make it samurai. 🙂

What’s up next for you after this?

Oh boy, a lot. Getting the books printed before GenCon and out to the backers. Then getting The Sound of Water finished and out to backers before Christmas. Going to GenCon, Phoenix ComicCon, RinCon, and all the other cons.

Then writing another game. This time a hack of a popular new system setting it in a place it’s never been before. The most I’ll say right now is it’ll not be fantasy. There’s another BIG game design project I’m slowly chipping away at. Or more correctly, I’m slowly working towards getting the rights to design the game. It’s a massive IP that has no RPG developed for it, and a huge fan following that crosses over into the Gaming Industry. If I can get it I’ll be over the moon. I tinkered with the idea awhile back with a partner, but that didn’t lead anywhere. I’ve now got the bare bones for a new system and moving forward with that.

During all that I’ll continue to go to my daughter’s soccer games, play Lego: Marvel Superheroes with my three year old, and snuggle with my lovely wife while our corgi tries to snuggle under our feet. 🙂

Five or So Questions with Whitney Delaglio on Prism

I interviewed Whitney Delaglio about her game, Prism!

Tell me a little about Prism. What has you excited about it?
Prism is a paper & pencil RPG that uses a d10 system. Its world is based on a web comic series I have been working on called Prism the Miracle. There are six realms, each with their own God or Goddess. The Red Realm, and its Goddess that represents blood, and emotion. The Orange Realm, and its Goddess that represents the sun, and storms. The Yellow Realm, and its God that represents life, and light. The Green Realm, and its Goddess that represents the forest, and earth. The Blue Realm, and its God that represents the sea, and procreation. The Violent Realm, and its God that represents shadows, the moon, and death.

There are also seven available classes (Assassin, Brawler, Captain, Healer, Hunter, Knight, and Mage) and seven races (Barbed Fish, Chameleon, Humanoid, Mammal, Plant, Shark, and Weed).

I am a huge fan of aquatic creatures, so I am excited about bringing their neat characteristics to the game, as the world is primarily water-based. I also put in an element system. I always liked that feature in JRPGs. Prism also has a ‘Loyalty’ system where depending on who your character is devoted to, they will be rewarded, or punished for their actions. I put this in the game to encourage roleplaying. The populace of each realm behave in a particular manor, and each realm has its own dos and don’ts. Along with religion, there is also a royalty system if players would rather go into politics. Of course, there’s also opportunities for adventuring, battles, and warfare.

What sort of research did you do or development did you do for the different realms?
When I developed the realms, I kept their elements in mind for their geological appearance. For instance, the orange realm represents fire and storms, so I imaged the realm surrounded by volcanoes. I also wanted each realm to have certain mannerisms. So I developed how a civilian of each realm would behave according to their realm’s code of ethics. Developing classes actually helped me to do this. For instance, I imagined knights to be rustic, and friendly. A good amount of the orange realm’s funds come from weaponry and taverns. So, it made sense to make the realm’s populace earnest in nature and hospitable to others.

How do the classes and races interact mechanically?
I didn’t want any one race to sound less interesting than the rest or only be suitable for one class. So, I made sure each race had fun qualities that would make more than one class selection appealing. For instance, sea mammals have a quality that make then look extra adorable. Any class could use to feint being harmless.

Could you explain your element system?
There are nine elements: blood, fire, shock, holy, plant, rock, aqua, frost, and dark. Every element is either strong against, or negates each of the other seven (ex: fire is strong against plant but does nothing to aqua), save for blood. Mages use eight of them (save for blood) to cast spells. Healers use all nine to heal, buff, or debuff others. Chameleons use the elements around then to change their body type to give them an edge in combat. The blood element is used to manipulate the bodies of others. In this world, the inhabitants of the realms are not aware of the brain, so they believe that the heart is the center of all thoughts and emotions.

What experience do you want players to get out of Prism?
I want them to above all have a fun roleplaying experience. A player having fun playing the game is the most important thing to me. I want them to enjoy immersing themselves, and their characters in the world of Prism. As I said, I wanted this game to be very roleplay heavy, so as I complete the game, I want to give the players the opportunity to do so, even in combat.

Five or So Questions with Jason Cox

I interviewed Jason Cox about his PhD!

Tell me a little about what you are doing. What has you excited about it?
I am working on my PhD in Arts Education at The Ohio State University, where I am just about to finish my second year. During my time here I have begun to realize the potential to unite a lot of areas I feel very passionately about, namely art, education, and role-playing games. Currently I am designing the proposal I am going to submit for my dissertation, which focuses on using American freeform as the Media of Inquiry for collaborative arts-based research. The general idea is to use the media with arts educators to consider alternative viewpoints within an educational community, such as those held by administrators, students, parents, and other teachers, and to consider how they believe the discourse of power operates in such a setting. Leading up to that I have built several pilot studies into my coursework to experiment with techniques and concepts that might be of particular use to me. My research is a bit of an odd duck, which is slightly terrifying as well as exciting, but I believe it has the potential to do real good in the world and could open up some tools to academia that many artist-researchers have not yet become aware of.

Why American freeform?
The short version is that American Freeform is remarkably accessible, is typically structured in a format that feels in alignment with that of arts-education, and has an assortment of different meta-techniques that can be used to explore conceptual and emotional states. Let me go into a bit more detail though…

By access I mean a few things. Firstly that the narratives American Freeform games normally use as settings are within the realm of understanding of most players, either in terms of emotions experienced or contexts explored, as opposed to the more epic flavor of fantasy larps. The generally minimal rule systems mean that players do not have to be heavily invested in learning complex systems, and because costumes and props are de-emphasized a game can be played with relatively little in the way of expenses or additional planning. All these traits also mean that anyone within the community of play could alter the form with ease, which is important to me because of the the goals I have regarding collaboration.
The format of most American Freeform is to begin a game with workshops that teach techniques that players might use, encourage familiarity between players, and establish an atmosphere that feels safe enough for the players to take a few risks. The games themselves are often intense for individuals, though it is impossible to know what is going on inside and between every character, and the collaborative nature of the media comes back into play. After the game is a period of reflection, often in a form of group discussion, that allows players to discuss their interactions during the game, make meaning of the event, and remind each other that whoever they were in the game they are once again themselves. This parallels a common format for education which goes along the lines of having a pre-assessment, introducing a new concept, working with the concept through a media, and reflecting on the experience. The reflection is where we believe a lot of the education really occurs, because it is the analysis of the experience that allows a student to look for what their next steps might be.
The meta-techniques get past the straight diegetic layer of any given game and explore things like inter-relationships, interior states, and the nature of time. To me they really open up larp as an art form and allow players access to unique states of exploration that are difficult to find in any other art form. They can affect the tone of the game, or create affordances for how different states are shared or explored, or offer opportunities to enrich the collaborative effort that just do not exist otherwise. Because they are so contextually specific they have a fluid nature that is dependent not only on the framework of the game, but on the players who are playing it… returning again to the collaborative focus I am trying to maintain.

Can you tell me about your pilot studies?
Sure! The first one I did was a game meant to examine the works of Michel Foucault I called “What to do About Michael?” Foucault’s ideas focus on the relations between power, knowledge, and authority, and I found that while most people (including myself) could understand that the systems he identified existed they had a harder time admitting to the idea that they themselves might be a part of such a system. So for this game I had players take on the role of different teachers and administrators at an imaginary school where a young male student was running into some difficulties. Each player selected whatever contextual details they wished in terms of age, gender, subject they taught, and their attitude about the school. Leading up to the game they were sent readings by Foucault as well as short narratives I had written about different events “Michael” was involved in. Each event was actually based on events that had really happened to Foucault, including the last one wherein another student was attacked. The actual game took place as a faculty meeting that was specifically discussing the student’s actions and what an appropriate response may be. In the reflection after the game players realized the positions they had taken to defend the institution, interpret Michael’s actions, or interact with one another were all bound up in the systems of power they operated within.

The second and third studies I actually did concurrently. I used the experience of gathering players to play J. Tuomas Haarvianen’s The Tribunal as an exploration for Action Research and to explore different narrative theories, specifically those of David Herman which are tied to cognitive science. Action Research is communally based research wherein problems, methods, and solutions are all identified and explored by the community itself, and I wanted to see if my goals for creating a community of play that was also a community of inquiry were viable. The narrative theory aspect was an examination of how players created and used their characters to support the rhetorical, synthetic, or thematic aspects of the game. In general my conclusion was that for the systems to work as I wanted them to it requires several different games, both in terms of forging a community through shared experience and so they players get to know and trust the people behind the characters. I also realized my own tendency to make assumptions about what players do or do not need, which I suspect is a bad habit I carried over from my time as a classroom teacher.
Most recently I have been doing an independent study and interviewing different people who work with a lot of ideas about role-playing. This is very much a reaction to the realization that there were things about the form that I simply did not know as well as a way to round out my ideas for what I want from the work I will be doing in my dissertation. The very fact that I can talk about any of this with any confidence is due to the kind people who have helped me out with this.

I’d like to hear a little more about the meta-techniques. Which ones do you find most valuable, and why?
My two favorite are probably monologuing and bird-in-the-ear, both of which give a view of a co-created reality that is concurrent with the one the characters are portraying. The general idea behind monologuing is that when a player is either asked to or chooses to monologue (depending on the game) they give a description of thoughts or events that inform on their current experience. I saw a beautiful example of this at a workshop in the Living Games conference where the other players took on roles described in the monologue, which in that case was a grieving parent discussing an experience that might have happened had they not lost their child. Bird-in-the-ear is kind of like having another player act as a “Jiminy Cricket” and whisper thoughts your character is having to you during a scene. It can color your perceptions and inform your actions, though it doesn’t really control them. In a game of Previous Occupants I was in this was used very effectively to keep the tension high and the story moving. In both cases the techniques employ a lot of (surprise!) collaboration, but they also give a peek at the non-diegetic world I referenced earlier and tap into some very strong emotions.

Finally, what do you expect to see going forward from your research? Do you want to continue on with more game research?

In the near term I would like to work with a wider range of people. Right now I am really just planning on working with art educators, but I would like to open it up to other stakeholders (such as parents or administrators) in educational communities fairly soon. I also would like to apply the techniques in other sorts of institutional communities like hospitals, because I think there is a value in the multiple lenses of role-playing that really has not been explored outside of creating simulations. It’s my hope that eventually other people in arts-education will take the media and run with it, do things I have not even begun to imagine yet, and then work with me to create yet more new things.

My answer probably makes my interest in continuing games-based research pretty clear, though when I started my program I never imagined that this is what I would be doing. I am absolutely thrilled by it because it is a place where so many of my interests come together and it is a place where I feel like I can make a real difference. The only thing I find more amazing than being a researcher into what that difference might be is how many people have supported me in my efforts trying to find out.
Thanks Jason! 

Five or So Questions with Epidiah Ravachol on Swords Without Master

Tell me about Swords Without Master. How excited are you?

I could almost throw up, I’m so excited. And wracked with fear. This project has been on my plate for almost four years now, and it’s come to mean a lot of things to me. It is one of the starting points for the journey that has led me to Worlds Without Master. So it’s quite fitting that it should be a part of the ezine.

By the time this interview is up on the web, Swords Without Master will probably be out and I’ll be feeling a whole different set of emotions. But right now I’m in the limbo between being done with my part of the game and awaiting its release. This is a tough place for me to be. I get real antsy and the brain starts cataloging the most annoying of all possible futures. I get in a lot of imaginary Internet fights during this time. History has shown that none of them actually come true, but a boy can dream.

But I am excited! I cannot wait to see what folks make of all the new stuff that’s available for the game since “The City of Fire & Coin.” And I’m eager to start working on the next step, even as I debate what that next step is. I have a trilogy of shorter games designed to teach the best practices for playing Swords Without Master that I may turn my attention to soon. Or I may indulge in my bestiary addiction and start putting together a Book of Perils for the game.

But there is no refreshing splash of cool water like writing fiction right after crossing a massive desert of game text. And I am secretly most excited about that.

Wolfspell was a huge hit. Tell me a little about your inspiration and design process. What made this cool game happen?

Wolfspell begins with the short story “One Winter’s Due.” The idea of two badass sisters who must transform themselves into wolves in order to fulfill conflicting oaths came to me at my own sister’s wedding. The story was an absolute pleasure to write, but long before I had finished it the game designer in me began lamenting that I “wasted” such a good premise on, of all things,fiction. What followed was a mighty battle of guilt and passive-aggression betwixt the two halves of Eppy until an uneasy peace accord was reached with the compromise that both got to use the premise.

It’s been a little bizarre since then. I’ve really enjoyed reading the play reports of Wolfspell. This is nothing new to me, and I often enjoy hearing what people are doing with my games. But since this one started as fiction first . . . it may be a bit like the difference between a composer hearing someone play their music and a musician hearing someone cover their song. Cool, but definitely a new experience that took a bit to get used to.

For those of us newer to your work, tell us about ‘The City of Fire & Coin.

The City of Fire & Coin” is a free preview adventure for Swords Without Master. You can download it here: http://dig1000holes.wordpress.com/2012/06/24/the-city-of-fire-coin/
It came out in June of 2012. It’s a bit of an experiment in game text. The whole thing is meant to be read out loud as you play your first game. So it presents the rules in a particular fashion modeled on how I teach the game when I run my demos, which, as it turns out, is very different from how rules are typically presented in a game text.

This method has its advantages and its disadvantages. You can open the PDF and start playing right away, without anyone in your group having read the rules before. And many have done so. But it does not make a particularly good reference book. The rules are arranged in the order you will need to learn them, not by associated concept. That plus having to read as if the rules were being read to you, make things a little difficult to look up. A bit like having to find the right spot to watch in an instructional video.

The City of Fire & Coin” is meant to be part of a larger whole. The idea is that the eventual form Swords Without Master will take a number of different approaches to the rules, so people can pick and choose the ones that work for them.

There’s a lot more to the game what what’s in the preview, but it gives a really good look at the basics. “The City of Fire & Coin” contains just about all the rules you’ll find in the first half of the Swords Without Master text that appears in issue three of Worlds Without Master. And those are basically the only rules you should be using the first few times you play. Once you get a hang of the system, you can start adding some of the other stuff found in issue three.

What has been the biggest challenge of Swords Without Master?

I fell just a bit too in love with it. I can get caught up in big projects, in a recursion of revision, trying to hammer out one, giant, beautiful, perfect product. You can always add something to a project like that and it could go on forever.

Last year, when I put out Vast & Starlit and What is a Roleplaying Game?, both of which are about 500 words long, I had a bit of a crisis. The concept to execution times on those games were tiny. Especially compared to the four or so years I had been plugging away at Swords Without Master at that point. It started to seem a bit hopeless. Why the hell was I writing all these words for something that I’ve explained in 10 minutes? I honestly considered abandoning the project at that point.

That is, ultimately, why I decided to publish it in Worlds Without Master. To force myself to write a much smaller version of it–though it still turned out quite a bit larger than I had planned for–and to give myself a venue for future exploration. It turned out that last bit was the most important bit. As I was stumbling over my deadlines, it was helpful to remind myself that I don’t have to shove all my design into this one text. I could leave some ideas out for now and concentrate on the most important parts.

In the end, I shoved a lot into there anyway, but it was still tremendously helpful knowing I didn’t have to shove it all in there.

What did you enjoy most about creating Wolfspell – the mechanics, writing “One Winter’s Due,” both, something else?

That game fell together so easily. Or, at least, that’s how I remember it. I think there was a few early drafts that were just wrong, wrong, wrong. But when I hit on what I was doing, it just flew out. And the early playtest was pure joy.

Oh, but the best part was researching the wolves! What a lovely excuse to sit down and watch whatever I could find on the Internet about wolves.

Five or So Questions with Sage LaTorra on Black Stars Rise and More

I got to interview Sage LaTorra about his current projects, like Black Stars Rise!

Tell me about Black Stars Rise and your other current projects. What are you excited about?

Black Stars Rise is a game I’m working on with Adam that draws on X-Files, the comics of Jeff Lemire, and certain parts of the Cthulhu mythos, especially True Detective. I actually started working on it last year but had some trouble explaining the type of game I was going for. Then True Detective came along and now it’s easy to use that as a touchstone.

What’s exciting there is mostly how we’re messing with moves and relationships. It still uses a lot of Apocalypse World move elements, but how you get those moves, and how they change during play, is considerably different. We’re also exploring some really cool ideas for covering the normal parts of life, though those are still in design.

Also with Adam, I’m working on Inglorious, our Dungeon World war supplement. For me the most exciting bit there is how we’re approaching mass combat rules. I think most battle rules for RPGs are heavily influenced by adversarial tabletop wargames, things like Warhammer 40k. We’re drawing on the adjudicated, anything-can-be-attempted war games that were popular training military commanders, in the vein of Verdy du Vernois. Instead of swapping to a more cut-and-dried balanced war game our mass combat system is about judgement and information.

Those are the main projects, though there’s a few things that are either earlier or I’m less involved in. Adam has a Mass Effect-styled game in the works that I’ve given some feedback on, but it’s so early I don’t know what direction it will take, or how much I’ll be involved. I also recently played Apocalypse World: Dark Age and immediately wanted to make stuff for it. I have no idea what the future of that is, since Dark Age is so early, but depending on where Vincent goes with it I could see my stuff ending up being a separate game, a supplement, or fodder for Vincent to make his own stuff.

What are the key elements of shows like True Detective and X-Files that you want to show through in Black Stars Rise? What are you doing mechanically to evoke them?

Well first it’s probably worth mentioning that the way the X-Files connection is presented is “it’s like The X-Files, but Mulder and Scully never show up.”

With that in mind, BSR is focusing on people caught up in a mythos that’s beyond them. You might be a detective, sure, or have a weird old book in your library, but you’re not playing an occult investigator (or at least not when you start). You’re a person who’s caught up in a twisting world but you still have the touchstones of a normal life.

The other big element is the mythos. We’re trying to make the game helpful in building your own mythos, like The X-Files black ooze and smoking man, or The King In Yellow. Your characters will see aspects of it, and across multiple characters you as a player will see more of it.

True Detective is a great example of normal people caught up in something bigger and stranger. While they are investigators, they’re homicide detectives, not occult explorers. Then as this case takes over their lives it twists them.

Tell me a little about the website you have for Black Stars Rise. What motivated you to make it and have so much information for free?

Free is good. Right now what we need is play and feedback, and we want that from anyone who’s interested, so why not make it free? Eventually, if we continue to like where the game is headed, there will be versions that aren’t free. But at the moment the best arrangement for everybody is to make it free.

I’m also glad to feel like I’m giving back to gaming as a whole. These ideas are more useful when everyone can use them freely, not just read them for free.

I trust that, if we get to the point where we ask for money, people will help us out and pay. Money does help the game creation cycle going.

What do you think the benefits are to hacking games as opposed to creating your own core system? How far do you think you have to go before it’s no longer a hack – and is Black Stars Rise going to go that far?

Everything’s a hack, or nothing’s a hack, depending on how you define the term “hack” (which probably depends how much you like the word). Play is hacking in a lot of ways.

Personally I tend to call it a hack as long as it still requires another game on hand to play or learn. Once the text is self-sufficient, even if it’s re-explaining things from another game (like we did in Dungeon World) it’s no longer a hack to me.

What do you think makes Black Stars Rise have such a unique experience for those who play it?

I’m not sure any game produces a unique experience. Games are tools, so I think what most games do is make certain experiences easier. It’s possible to, say, do a fast-paced action game in d20, but you’d have to put a lot of work in to get all the rules down to the point where you could actually move at a fast pace.

The thing we’re trying to make easy with Black Stars Rise is playing as a person who’s entire world is shifting around them. To that end, we’re doing a lot of things with hidden information. All the basic moves have a normal version and a number of ‘wounded’ versions. In certain conditions you’ll wound a move, which means flipping it over and revealing the wounded version, which is different than the normal one. Each character may have a different wounded version of each move, so maybe under pressure your character gets shakey and mine gets panicky.

The other bit that’s not quite there yet is that we want to make the everyday routines of life both useful and dangerous. These are the things that keep you grounded, but also the things that can drive you even further away when they go wrong. We haven’t nailed that yet, but I think we’ll have something to show soon.

One thing that I think needs to come out of that is the ability to both play day-to-day and to jump ahead years. True Detective does this wonderfully well, it’s a huge inspiration. We see that these people have normal lives, and see how their priorities between all the things in those lives, plus all the elements of the case they work, play on them.

Thanks, Sage, for a great interview!

Five or So Questions on Piece of Work

I interviewed John LeBoeuf-Little, Kit La Touche, and Austin Bookheimer from Transneptune Games  about their current project, Piece of Work. Piece of Work is a cybernoir game, blending the grit and grim of noir themes with the high-tech punch of cyberpunk.

Tell me a little bit about your current project. What should I be excited about?

(JOHN) So, Piece of Work is set in the near future dystopia, with cyberware and megacorporations. You’ve been pushed out of society by an unjust system where citizenship is predicated on having a job. Now you have a grab-bag of personal problems and almost certainly a grudge against the people who’ve done you wrong. It’s quiet tension punctuated by staccato action. We call it cybernoir.

But enough with the pitch. The game has a ton of things I’m really excited about. We’ve spent an amazing amount of time trying to get the tone just right – cybernoir is surprisingly fragile to maintain, so every mechanic we have is tuned to keep attention on the parts that matter. It’s a pretty sweet mix.

I love the die mechanic particularly. We ask questions at the table about why your character is doing whatever they’re doing. Based on how you’re doing it, for whom you’re doing it, and why you’re doing it, you get better or worse dice. Each game I’ve played, there’s been this wonderful moment when someone picks up the dice and thinks about what’s about to happen and you can basically eat it with a fork because they say “No, damnit, this is about revenge” and everyone gasps. It happens all the time and I love it.

Give me a little more about cybernoir. What kind of play will I find in this genre?

(KIT) So, we start with the familiar near-future dystopia: corporations have become the de-facto powers of the world, everything and everyone is ground under them and their profit motive. (Of course, “near-future” is perhaps a bit optimistic; we keep coming across things we thought we made up for this in the news.) But instead of the usual “they supplant governments”, we decided that governments are a useful tool for them—privatize profit, socialize loss, right? So, that’s where the System comes in: citizenship, and all the benefits and rights that comes with, is contingent on employment, but there’s a cost to having non-citizens around, so a system alarmingly like debt-bondage comes up, where the unemployed are given employment and limited citizenship benefits, but without real choice in what they do.

So that’s the world, right? You are people who’ve fallen off the corporate ladder, and are dangling above the precipice of the System. You’re probably doomed, like Deckard in Blade Runner, to be unable to make the world you want, but maybe you can help get someone else to safety, to salvation, to justice, and in the process, get yourself part-way to redemption.

There’s a kind of beautiful hopelessness baked in—I’ve mentioned Blade Runner, but perhaps it’s worth also comparing it to neo-noir cinema like Chinatown or Romeo is Bleeding. Everyone knows the end of Chinatown, right? “Forget it Jake, it’s Chinatown.” You’re almost certainly gonna be dragged down into the mud and gutter, but you stand a chance of doing something selfless and good before that. You’re in too deep to save yourself.

(JOHN) So all the things Kit mentioned are completely correct, but I thought I’d add that cybernoir is a complex of two other genres – noir and cyberpunk.

Much of old film noir is about proper ‘society’ and with the protagonists not really fitting that mold. Often, something has changed them to make them outsiders – they were falsely accused of a crime, or got mixed up with the wrong crowd, or they couldn’t let something go. They’re filled with iconic personalities, and everything is connected somehow.

In cyberpunk, there’s the disaffected oppressed, striving in spite of a massive, uncaring, inhuman world that sees humanity as a product to be commoditized.

In cybernoir, you get an interesting blend of these two – the characters are people who no longer fit into society because of these very noir reasons who are then exploited by the system for the benefit of those in power. They have very noir sensibilities – for them, everything is personal. But they also have very futuristic abilities – cybernetics and other advanced technologies.

What went into designing the die mechanic? How does it work?

(JOHN) Oi. We’ve been tweaking the die mechanic for a long time. It started out as a cool mechanical toy – roll three dice and take the best two. Each die was always intended to be scaled up or down independently, using any of the standard sizes (up to d12). Each of the dice represents a different thing – your character’s motive, what gear you’re using, and for whom you’re acting. But it didn’t used to be so cleanly delineated.

I forget who first suggested that there be a die for your character’s Motive, but it fit perfectly. You get a better die for motives that are more noir. If you’re doing it for money, you only get a d4. If you’re just in a hard spot and you have to roll anyway, that’s a d6. If you’re acting to get respect, that’s a d8. If you’re doing it out of passion – love or hate – you get a d10. And finally, there’s a motive that particularly drives your character based on its perspective, so you might get d12 when you’re trying to find out The Truth or you might get it when you’re trying to Clear Your Name.

In our earlier playtests, the other two dice were Gear and Cyberware. But it was pretty clunky. We tried a bunch of things – rules for gear breaking, ways of making cyberware more distinct from gear… what we finally came up with was that two dice dedicated to Things was a die too many. This was kind of a frustrating time for PoW; I’m pretty sure this was after Kit had returned from Metatopia, and at the time, the game kind of looked like a cyberpunk heartbreaker with a vaguely interesting die-mechanic. It was a misguided mess.

We had one of our famous kitchen conversations where it came out that I really wanted three specific stories for Piece of Work – noir and cyberpunk, but with an undercurrent of hope. I wanted players to eventually get charged about the world and to at least try to do something to make it better. And that wasn’t being reflected at all in the dice. That galvanized the third die as a kind of activism die – we call it Scope in the game. You get better dice for acting on a bigger scale – if you’re acting just for yourself that’s just a d6, but if you’re helping a friend that’s a d8. If you’re helping someone who’s innocent, that’s a d10. If you’re trying to save the downtrodden in general, that’s a d12.

Oh, and I guess I should talk about the other side of the roll – where you compare your result to something. We’ve had a few false starts with that as well; originally it was entirely set by the GM, then it was set by the GM but depending on circumstances might be increased or decreased, and sometimes if you had gear it might go up or down… anyway. What we have now is that you ask yourself questions about the situation and based on the answers, the target goes up or down in fixed amounts. Questions are a design theme that permeate through most of the game. In this case, it’s questions like “Is it dangerous?” or “Do you have back-up?”

The result of all this is when you want to break into a file cabinet for records about where the corporation moved your family after they fired you and you have a kick-ass lock pick set you scored while growing up, you get to roll better dice than if you just want to boost some intel in order to sell it for cash. And if it’s immediately dangerous or requires a light touch, then you need those better dice.

What’s your favorite scene you’ve played out in playtest, and how do you think it’s unique to Piece of Work?

(JOHN) There’s a bunch of really good ones. I think there was a great moment where our ex-assassin clone ended up wanting to get some information out of her friend’s father, but her Professions were shaped pretty narrowly – she was mostly a killer. So to get the information required her to beat up this old man, because she didn’t know how to be any other way. It was a very emotionally charged scene.

Another one that was really good was a scene at the end of a session mid-way through one of our playtests. The previous session the heroes had done a raid on a corporate research facility. They’d found out some uncomfortable truths and spent the whole session trying to damage control fallout from crises, but it didn’t really work out. The last scene was them in a safe house, staring at a pile of cash they’d ‘liberated’, drinking scotch, and saying nothing to each other, because things had just gotten that messy.

What’s up next after Piece of Work?

(KIT) OK, so I am really excited here. First, “Transneptune Games” is really a loose collective, so we’re all working on things at the same time—John’s spearheading Piece of Work, while Austin’s working on a few different things, including his own take on cybernoir, where everyone plays facets of the main character’s memory of an event, and you reconstruct things, in a world where memory is editable and pluggable.

But what I’m working on is maybe our next most far along thing. It’s called Et in Aradia Ego, and it’s a game about young people carving a space for themselves in the manner-bound world of Jane Austen, in a game of manners, madness, and magic. You’re not perfect demur well-mannered people, and you’ve caught the attention of a fairy who wants to help you get what it thinks you want, all to its own ends.

This time period and topic are really interesting to me. It’s easy and tempting and wrong for modern readers to see it as a very proper and laced-up period, but it was in so many ways acutely modern: you’ve got Romanticism and Byron, proto-free-love utopians like William Blake seeing ecstatic visions of magical beings, awesome feminists like Mary Wollstonecraft, and the birth of modern scifi from her daughter, Mary Wollstonecraft Shelley. On top of this, the King is mad (and, worse, German!), and mumblings about Republicanism rear their head. That’s without even getting into the fact that the country is at war with Bonaparte, but, just like recent US wars, doing its utmost to ignore that on the homefront.

So, there are a number of things I like about this period—it’s really unstable, uncertain which way to grow, torn between the poles of the Enlightenment and Romanticism—and adding in a “helpful” fairy who’s really trying to abduct you for its own amusement just heightens it.

The game focuses heavily on relationships, and asks you to make a lot of judgment calls about how interactions went, while building up dice from every interaction towards a moment-of-truth roll. At least, that’s how it is now—it’s been through many incarnations, and might take some more before it’s ready.

Thanks to John, Kit, and Austin for a great interview!