1 Like = 1 Insight from Designing Games by Brie Sheldon

1 Like = 1 Insight from Designing Games by Brie Sheldon 

I did this on Twitter recently and thought I’d share!

https://storify.com/briecs/1-like-1-insight-from-designing-games-by-brie-shel-59610aa82891bb265d7b159e


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

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

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

Interview with Danielle Lauzon from John Wick Presents

Hi all, I had the chance to speak to Danielle Lauzon about her work at John Wick Presents, and wanted to share with you what she had to say. Danielle is a staff developer and design lead for the 7th Sea live-action roleplaying game, which is at Gen Con this year and should have a few spots left!. Danielle shared with me some of her background, too, so get to know her below!

Danielle Lauzon
Tell me a little about yourself! What is your background in games, non-game work, and what do you love about what you do?
I’ve been playing RPGs since I was a kid. First trying to get my older brother to let me play AD&D or Magic: The Gathering with him, and then playing Nintendo with my mom. I finally got someone to play a tabletop with me in high school, which is also where I was introduced to Vampire: The Masquerade. When I got to college, I played in my first larp, and well, I’ve been playing pretty much whatever I can get my hands on ever since. I have played in, run, and organized games on every level from small table-tops to large larp events. 
I have a Master’s degree in Animal Nutrition and worked as a neuroscientist for the past eight years, until I slowly transitioned to writing for games full time. I had originally wanted to go to Veterinary School, but when faced with a decision between Graduate School and Vet School, I jumped at research. I loved it, except no one told me that if I wanted to really practice my degree, I’d have to move to the Midwest. Let’s talk about how when I lived in Dallas, the place was too cold and dry for me. Anyway, I made due and put my research capabilities to work anyway. The rest I learned as I went. Now I use my degree to tell my friends why the new fad diet they are on is probably no good for them.
To say that I love what I do now is pretty much an understatement. My hobby has become my life, and it’s pretty damned cool. I get into high level game design discussions with people, and they actually take what I say with gravity. I get to go to larps all across the country as research for my job. I mean, other than the isolation of working from home as a fully fledged extrovert, it’s pretty cool.
It isn’t all fun and games though. Deadlines cause a lot of stress, and anyone who has ever written can tell you that writing every day is really a job.

What is happening with the 7th Sea larp? You have a broad plan for it, and I’d love to hear more. 

Oh man, I’m so excited about the 7th Sea larp. We’re looking to create a multi-chapter Chronicle that can run for several years. Our goal is to create a meta-plot that incorporates the actions of individuals in different cities to steer it and give it life through over-arcing Stories. These Stories will be high level decisions that generally take place between games, something like inviting an important character into town, or directing troop movements. This isn’t something the characters do immediately, but their immediate support will go towards influencing the outcome of the Story. Some Stories will only be locally focused, but many will tie into that overarching meta-plot.

For the basic gameplay, we’re marrying some American Freeform/Nordic styles with some of 7th Sea Second Edition’s player facing action. I.E. the players mediate actions between themselves as much as they can. And when it comes to characters taking actions against Game Master threats or characters, they simply do, just like in the tabletop. The indecision comes from how the other players may react to what you do, or how your actions push the story forward, and not from whether or not you can do a thing. Of course you can do the thing, you’re a Hero!

As far as setting, I’ll have to refrain from saying too much, other than it’s going to be set mostly in Theah. Though, characters from other areas of Terra may be allowed in the future.

What exactly does a staff developer do in a games company? What is rewarding about it?

You ever wonder how a game book goes from a seed of thought in someone’s head to that beautiful 208 page, full-color supplement sitting in your hands? Well, that’s what I do. Developers in general take the seed of an idea, figure out how it looks in book form, outline the book including giving direction on themes, moods, and overarching story. Then I hire writers to take my ideas and direction and make them into chapters. Then I work with an editor to polish that writing. Then I work with the layout artist to make sure that stuff looks good on the physical page. I work with the art director to make sure the art they ask for fits the themes and mood of the book. Mostly, I’m like a project manager, I take the book from project to project and work with the person doing the work to make sure it fits the vision. If there’s a hole that needs filling, I write it. If there’s a question about the project, I answer it. If there’s feedback from the thousands of Kickstarter backers, I go through and incorporate it into the book, or cry about how I can’t rewrite the whole book to accommodate it.

As a staff developer, I do this for multiple books at a time. I also get to wear the unofficial hat of “Theah expert” here at John Wick Presents. Which really just means that I know where to find that piece of information about what year Eisen tried to invade Ussura and failed miserably.

What’s rewarding about it? Well, these books are like my babies. I get to see them out in the world, and people exclaiming over parts they love, and lamenting on how I cut out their sacred cows from the First Edition. (Something I’ll admit gives me great joy.) But really? I get to work with so many talented people each time I develop one of these books. I get an insight into so many different people’s writing styles and thought processes, and then I get to take the best parts of that and teach them to everyone else. Everyone learns, grows, and as I do more and work with these same people, I get to see them grow as professionals. That is by far the most rewarding part of my job.

What challenges do you encounter working over multiple projects and just keeping it all together?

Oh man, there are all sorts of challenges associated with it. The first being that it’s really hard to switch gears in a single day. I try to schedule stuff so that I can work on something different each day, but sometimes a lot of things come up in one day. I have two methods. The first is bullet journaling, where I make a monthly and daily task list and try to keep up with it as best I can. The other is spreadsheets. I keep project deadlines and schedules in spreadsheets so I don’t lose track. Between that and google calendar, which sends reminders for me (yay!), I am keeping it together. For the most part. Though sometimes things slip through the cracks. :/

Are there specific techniques, software, habits, and/or methods you use to go through the larp design process and separately, the development process?

Google Docs is a great invention that lets me share working projects with other people to get input. Larp writing is a collaborative process, no matter what anyone says. And beyond just converting rules into something larpable, I’m always coming up with scenarios for running the actual larps. And that need collaboration. The same is true with development. I use Dropbox and Google Drive the most for collaborative work, and word or excel files for stuff I keep locally.

As far as habits? Man, that one’s harder. I try to work when I can. Some days I get really distracted, or I can’t concentrate. On those days I make lists of stuff that need to get done to help me organize myself. I may make shopping list for larp props, and I might crowdsource questions I’m having problems solving on my own. Other days, I put my nose to the grindstone and write, edit, and create.

Have you ever had your background education and experience lead to a “whoa, this does not work!” moment when doing development work?

Never directly. I’ve had some moments where I think “science doesn’t work like this” and I might correct something small. For the most part, working with 7th Sea, I don’t have to worry about that. They weren’t known for their scientific genius so much during the Renaissance. Especially not in the fields of nutrition or neuroscience.

Thanks so much to Danielle for answering questions and sharing so much about her work with me. Remember to check Gen Con schedules for the 7th Sea larp and watch for more from John Wick Presents!


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

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

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

Game Design Insight on Twitter!

I’ve been participating in a meme on Twitter about game design insight!

Check it out here!

Also check out Ewen Cluney’s thread with links to other designer’s Twitter threads!


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

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

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

A Handful of Questions on Big Bad Con

I had a chance to talk with Sean Nittner on the subject of Big Bad Con, which is currently Kickstarting, and we got his whole crew in one big Google Doc to answer questions about the con.
This is a VERY LONG interview, so it’s behind a cut after the introductions.


Tell me a little about yourself and how you’re involved with Big Bad Con. What’s your role? What’s important to you?
SL: I’m Sophie Lagacé and I’m the Event Coordinator. That means working with other staff organizing specific event tracks like tabletop and live-action role-playing (RPGs and LARPs), Games on Demand, workshops and panels, and this year board games as well. I’m there to bridge the gaps and make sure the convention events come together as one big well-timed volley of fireworks.

What’s important to me is to help support and improve our community, whether we mean by that the gaming community or the local Bay Area community. I want more new people to feel welcome, to try and enjoy our hobby; and I want gamers to have an exceptional experience — as I do every time — at Big Bad Con.

I started gaming as a teen and I have the hobby to thank for some of the best things in my life, starting with my friends and family but also extending to practical skills as a facilitator, speaker, project manager, writer, and so forth. I want others to reap the same joys and benefits I have. 

KT: I’m Karen Twelves, editor and marketing assistant. I review most of the communications that Big Bad Con puts out on the blog, emails, and through Kickstarter. I also do a lot of work on the convention programs–editing the game descriptions down to size, cross-checking the schedule. Con-wise what’s important to me is making sure that people get all the information they need, clearly and concisely.

I’ve been gaming since high school and love that BBC makes it so easy to play a variety of games and meet new people. Everyone’s just really excited to be there and committed to having a good time.

ED: I’m Ezra Denney, I am helping coordinate boardgames at BBC. I’m thrilled to be involved with my favorite con, and psyched to be giving back to a con that has given me so much. I really want to put boardgames on people’s calendar at BBC, and share my love of all games with the attendees.
Table at Big Bad Con 2016

YK: I am Yann Kherian, simple volunteer at BBC. I have been attending since the first year. I now give a hand on the event, move tables, help people, smooth the games-on-demand dispatching, make the participants feel good. I love BBC as it has a different vibe than other cons, more indies games, and a very friendly community.
SN: Sean Nittner here. I wear a few hats for Big Bad Con. Last year we incorporated as a non-profit organization and I became the president of the board, which means I get cool moves like opening a board meeting and calling for votes (yes, our board meetings are powered by the apocalypse as well). The boards primary concern once the convention is underway, is the growth of our programs outside the con, specifically our outreach program to run games in schools. At the con itself, I work with all our coordinators to ensure we have a great list of games and events, and a hotel to play them all in.

I started running one-day conventions for Good Omens over a decade ago. I remember the first one felt like it was my birthday, Christmas, and Thanksgiving all rolled up into one day. I love watching people game and enjoy their time together. Over the years though, my focus has shifted from creating a place where we play great games to creating a place where everyone feels welcome and safe playing great games.

BH: I’m Bryanna Hitchcock and I help run the Big Bad Gauntlet. BBG is a flagship event with an interesting history. It started as a competitive event and has turned into a multi-table, shared RPG experience. In addition to the gauntlet, BBC always has an amazing schedule of excellent indie games run by designers and great local GMs.

But beyond the games there is another layer to BBC. It’s also a place where queerness and gender variance are accepted and even welcomed. I love that the community code of conduct is posted around the con. I feel safe there. I’m a trans woman and the BBC community has given me a place where both my hobby and identity feel welcome.

RO: My name is Ryan Ossum, and I am your Reigning, Defending, and Undisputed Champion of the Tell Me About Your Character Booth. Oh, I also run some games here, and maybe play in some, and stuff. My role is… Honestly, insignificant. I (for one shift or so a year since I learned of the Booth) stick myself in it and raise money for Doctors Without Borders by being that ear that wishes to hear your tales. The tales your friends are TIRED OF HEARING ABOUT. I haven’t heard them! I may… repurpose them… for nefarious plans later in games I’ll run elsewhere, but I want to know about it, and you. I want you to want to tell me more, because it’s $5 for 5 minutes of my therapy. Let me hear those tales of your gaming, for good and for justice!
AM: I’m Adrienne Mueller, Data Editor. For BBC 2016 I proofed and cross-referenced data from BackerKit, the BBC website and other sources to make sure all the information was accurate.

I offered to help out with BBC because I wanted to relieve some of the overhead for my friends, who were already devoting a ton of time and effort to make the con happen. It’s important to me that the good people who organize the con have support!

KS: I’m Kristin Sullivan and I am Present at the convention. I’d like to think I’m the back-up jack of all trades to the powerhouse that is Sean Nittner, but that’s giving myself way too much credit. Beforehand I bake for Little Red’s Basket. During the convention you can find me loitering behind or near the reg desk, heading up Games on Demand, or bopping between game rooms. I’m the person who can solve your problem and if I’m not, I’ll know just who can help us.

I love what Big Bad has become without sacrificing what it set out to do. From the beginning, we’ve been home to primarily indie and small press games, those games we collect and fall in love with but can’t get the damn home group to play. There’s no lack of confidence when I say Big Bad offers the best spread of RPGs on the west coast. Couple that with the welcoming atmosphere the con provides, arms outstretched to welcome every flavor of participant, and it’s a premiere convention, unmatched by any other I’ve attended.

Also, see Ryan in the booth. He truly is legendary. Is it even braggadocio if it’s so damn true?

NB: Hello, I’m Nathan Black. I’m the Community Coordinator for Big Bad Con. I wrote the Community Standards under Sean’s careful supervision. Big Bad Con 2015 was my first trip to BBC, and I fell in love immediately. Everyone was kind and welcoming and playing weird and interesting games. My role on site is more of a support role, checking with people and making sure that everyone is doing ok.

It is very important to me to protect and nurture our community. We have a great cross section of people at Big Bad. Our diversity and inclusiveness is our strength.

Ryan may be the champion of the booth, but Nathan sure as heck makes it look good.

SM: I am Shantih Moriarty, the chick who wanted board games. I harassed Sean earlier this year about having a proper board game track, and he said that would be great if someone would organise it.. And I grabbed Ezra :D.

CF: I’m Colin Fahrion, a graphic designer, gamer, immersive performance artist, experience designer, and royal portrait photographer for Prince Wrinkles Nonesuch (my cat who has way more my Instagram followers than I do). I have since I was young loved games, art, and design, and I am fascinated by those places where they all intersect.

I’ve been going to Big Bad Con for five years both as a player and a GM running games. Last year, I joined on as the head of marketing and the website — bringing my design, front-end web, and communications skills to the team. I decided to join on as I really love the Big Bad Con community, the staff, and all that they do to create a welcoming event that encourages creative play!


What are you most looking forward to about Big Bad Con? Is there anything that’s happened before or that’s new that’s really piqued your enthusiasm?
SL: Big Bad Con is my favourite weekend of the year, it’s my Christmas. I have been there since the first edition in 2011. Some of the best memories I have over its six years of existence include exciting adventures with excellent people — in the Asteroid Belt, near Loch Ness, in the ‘Verse, in Aldea, on Coruscant, or above Stalingrad — and shared meals and drinks, peppered with gaming tales. The player caliber is amazing. The people who come to Big Bad Con are there to try new things and they are so enthusiastic about jumping into the story! 
KT: I love seeing what larps are going on; there’s always something cool and fun that I’ve never heard of before. It’s really exciting to try out new RPGs—sometimes run by the designers!—or see a well-loved classic get some attention.

Editing the schedule can be so hard sometimes because after reading each and every game description, I have such a hard time deciding what to sign up for!

ED: I think the renewed focus on boardgames at BBC is pretty exciting. We have more gaming space than ever before, great games that you can play to win, and 2 staff people focused on making your time in the boardgame room awesome.
YK: With the time we know the participants and shared many adventures. Nowadays at each table there is always someone I played with in the past. I also love the public here, they are very eager to try new stuff, I use BBC to bring strange games, and run some europeans game RPG gems. Maybe one day will I wake up early to run with the wolf.
SN: This year we’re moving Games on Demand and improving our staffing level there. I’m also encouraging more GMs to submit games and I hope to have a really robust track. We’re adding board games as well. I have so many good friends who love their Thurn & Taxis more than their Dungeons & Dragons, so I’m really happy to be adding that to! But most excited…seeing old friends and welcoming new peeps to the con, it’s the best part every year!
BH: I’m always really excited for the Big Bad Gauntlet. I love playing and running games, especially Fate and Monster of the Week. At BBC I get to do that with a bunch of brilliant, open-minded people.

An off-kilter table at Big Bad Con 2016. 😉

RO: What am I most looking forward to? Honestly, it’s two things equally. First is the Tell Me About Your Character Booth, because I bought myself a championship belt I plan on wearing during my shift to hopefully draw more attention to the booth and what it’s there for in general. Second, and again, equally important to me, is that I’m running three games this year at Big Bad Con. Each of these games I am planning on running have the same THEME, but do not have the same setting. I want to see just how differently my groups of players play the same scenario (which can be explained upon request) but in three wildly different settings. Those settings are 1) A Sailor Moon-esque high school, 2) A Star Wars Padawan Training Facility, and 3) Xavier’s School For The Gifted from the X-Men universe. Those two sets of activities combined are what I’m more excited about. 

AM: Playing new games and meeting new people! BBC always offers a huge range of games, and I love getting to try out new systems and settings. Also, BBC has been expanding a lot and I think it will have even higher attendance in 2017. I love gaming with friends I seldom get to see, but I also love getting to play with amazing strangers. The caliber of BBC attendees is really high, and some of my favourite games have been one-shots with people I’ve never met before.

Games on Demand is being expanded! The first BBC I attended I hadn’t signed up for any games and GoD games were the only games I got to play. They’re one of my favourite parts of gaming conventions and I’m really happy that BBC’s GoD is getting even bigger and better.

KS: Seriously, Ryan bought a championship belt? I’ve deleted all my answers to just say I’m looking forward to that.

Honestly, I love the people. Now, if you know me, you’ll cough obscene words behind your hand when I say that, mostly referencing the waste of a male bovine, but it’s still true. Big Bad provides my favorite injection of beautiful humanity every single year. I find it invigorating. The vast majority of these attendees I only see once a year, in October, at the convention, and the truth of that is that it’s a shame. But if that’s what I can get, I’ll take it.

I think that’s why I love being at or near the reg desk. I love watching everybody come through, being the first to greet return attendees and meet newcomers. It’s like keeping two fingers on the pulse of the con and finding comfort in the steady flow.

This year, I think I’d like to actually sign up for a game. That’d be a first…ha!

NB: Of course Ryan has a championship belt. HE IS A CHAMPION.

I’m looking forward to seeing friends old and new.

Last year we introduced a convention-wide game reinforcing our shared values called Big Bad World. Everyone gets to pick a playbook when they get to the convention and gets experience points for doing nice things for each other. It’s a fun way to remind people that we are all together in this and playing to make a better community. I am really proud of what we are doing at BBC and it is totally a highlight of the year.

SM: BBC is so fun because you get an INCREDIBLE amount of systems, and people who are excited about them. They invite you into their worlds, and you get to play in them. I am also a HUGE fan of the sign up system, and am excited about some of the possible changes to make it better this year. I am also looking forward to having the snot beat out of me in terraforming Mars. 
CF: My staff role with Big Bad Con is mostly all pre-con, so once the con starts it’s time to get my game on! Every year, I look forward to seeing what unique and interesting games people run. And every year, I look forward to running games myself because there are so many amazing creative people bringing their all to the table!

Last year, I co-produced and co-ran a “wide-con” game of the Warren with Jason Morningstar, Steve Segey, and Jeese Coombs — 4 GMs, 4 tables, 4 players per table all “playing to see what happens” in their Grand Warren rabbit society. I was thrilled see all the individual stories at each table of each rabbit clan and I was riveted by the larger Grand Warren story that was shaped as the action spilled out to the other tables! It was certainly an intense game with so much going on and honestly afterwards I was exhausted, but happily so! Unique play experiences such as this are what makes me keep coming back to Big Bad Con.

tiny kitties!

For coordinators: 

What challenges do you encounter arranging the games, events, and overall setup of the con, and what do you find exciting about making them happen?
SL: I work with GMs to schedule solid events which we hope will interest players, and with event coordinators to arrange this into a coherent whole. I love the feeling I get when I can help find effective solutions for problems (I usually exclaim to myself: “Zoidberg helped!”), when I have a good idea for a special event, and when I manage to make someone’s job easier.
KT: We always have a badge-stuffing party with some of the volunteers (and people who got into town early and are crashing at our place) the night before the con. We order a ton of yummy food and put badges into badge-holders, fold and staple programs, and tackle any other last-minute tasks that might need doing. It can be a little hectic but with friends there it’s so much fun.
SN: Getting everyone into as many games as they want is always the great tetris game we play. First it’s a matter of making sure we have the games available. We do a lot of GM recruiting up front and then when a game fills up quickly we’ll often ask the GM if they want to run another session, or find other GMs who are known for running the same system. We also have the Games on Demand Track that’s specifically meant for folks who don’t want to plan out their games before the con, or who have an open slot they want to fill when they arrive.

The other side of making our games run smoothly is addressing cancellations. When game cancellations happen, especially last minute, we look for replacement options for the players. Either other games they can get into, or replacement GMs to run the game (or something similar). We’re so fortunate to have a host of great GMs, many of which have stepped up in the last minute to run a game. And when players aren’t able to make a game, we post the opening to try and find another person to take their place. In the past that has been through a manual sign up sheet on the wall, but we’ve always found those sheets hard to navigate. Too many games, too small font, and no way to guarantee that if someone cancelled a game online, we’d update the sheets in time for someone else to see the opening. This year we’re going to keep open our digital sign ups throughout the con so players can see what’s open real time and sign up for games either from their mobile devices or from Kiosks at the registration desk.

For marketing:
How do you market a con that’s got so much energy, so much going on, and capture it all – both word of mouth and official communication?
KT: We do a lot of word of mouth marketing for sure. We’ve got a lot of supporters who volunteer to promote it while at other conventions, or pass out fliers where appropriate. What’s very touching for me is the praise for the con I see on social media that’s completely unsolicited–people really love Big Bad Con and want to spread the word!
CF: The plethora of games themselves do a lot to promote the con. Big Bad Con attracts a lot of really creative people running great games. As a result, a lot of our promotion of the con is actually promotion of the game masters and designers themselves. The list of games for Big Bad Con has just started to fill in as people submit their games. But already it is filled with some really unique and interesting games including some playtests. Once the games list fills up there with be something for everybody. Actually, one of the common “complaints” from people is that there are so many great games that they wish they had a clone so that they can play all the games they want to play. It’s a good problem to have!
Specifically for those coordinating games:
How do you filter or choose what games get scheduled? Do you have criteria, and if so, what?
SL: Because Big Bad Con places its priorities on creating an amazing, welcoming experience at the individual level rather than based on number of attendees, it requires tasks that resemble more a game day event than a typical game convention. In particular, we actively recruit GMs who we know are particularly good, and we work with them individually to present their game in the most attractive fashion we can. Since we’ve been inviting attendee feedback since year one, we now have a pretty solid roster of people who return to run excellent games that receive player acclaim.

As far as criteria, we mostly leave it to what GMs feel like running; however, we also create our own wish list of hot new games and perennial favourite titles, and if people ask us for suggestions, we draw from it. If there is something that really seems to be missing by the time we’re approaching online game signups, we recruit among a pool of GMs who are often willing to pitch in to run something new.

SN: Sophie has it all!

Fall of Magic in action.

For anyone:

What excites you about Big Bad Teens and Outreach? How do you get involved?
KT: When promoting Big Bad Teens for its first run 2016, we reached out to a lot of gaming clubs at local middle schools and high schools to let them know about the con. I enjoyed connecting with Bay Area teachers and am really excited about our plans to bring more games to young players outside of the convention weekend.
SN: Outreach is our chance to introduce locals both to Big Bad Con and to tabletop gaming! We’re still developing the curriculum, but I’m very excited about running games for teens in the Bay Area, and hopefully having some of them out at Big Bad Con after that!
How does the scholarship program work?
KT: The Scholarship Fund supports women, people of color, and disabled or lgbtqia+ individuals in need of a little extra assistance to attend the con. It goes towards travel, hotel, and badge fees, for as many applicants as we have the funds for. The application for the Scholarship Fund is over on our website (http://www.bigbadcon.com/big-bad-con-scholarship-fund/) and people can contribute to the Fund through the Kickstarter!

What are bonus things — rewards, recognition — that people can take away from the con?
SL: On the tangible side, there are the various pins you can collect for the various to pitch in — GMing, volunteering, chipping in on the Kickstarter campaign, donating to the food bank or to Doctors Without Borders, and so forth. You can also collect playbooks for our meta-game, Big Bad World. Some game companies also provide prizes for those who try their games at the convention.

But to me the real reward that stays with me the rest of the year is playing and hanging out with great people and, the next time I see them, thinking “Oh, I know them, they’re so great to play with!” I keep relationships online, at game day events, at other conventions, and in regular campaigns.



Thanks so much to everyone for participating in the interview! It was great to hear about the con and everything involved. The Big Bad Con Kickstarter still has a little longer to go – don’t miss out on backing if it sounds like a good time to you!


Note: I don’t currently have notes for who took these photos, but I will check with Sean to see if I can update this with those names!

This post was supported by the community on patreon.com/briecs. Tell your friends!
To leave some cash in the tip jar, go to http://paypal.me/thoughty.
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Just Say No

Content note: brief mentions of rape and sexual assault, violations of consent.

French translation: http://ptgptb.fr/apprenez-a-dire-non

Cards from Archipelago, a game written by Mattijs Holter

“Yes, and…”

This is the statement I see encouraged endlessly in game introduction texts, at game events, at game tables. This is what is supposed to be the key of play – the center of improv, the best way to have good dialogue and storytelling in games.
But like… no?
Don’t get me wrong, I did improv for years (surprise!), and Yes, and is a huge part of it, but even when I did improv, it wasn’t always the best tool. Sometimes, it leads to consent issues, others, it waters down the story. I want to talk a little about important things that go against the passionate promotion of “yes, and.”
There are alternatives to Yes, and: Yes, but…; No, but…; and No, and… Here’s the thing: most story gamers are familiar with these already. They’re Powered by the Apocalypse/Apocalypse World move result structures.

10+ – Yes, and 

7-9 – Yes, but 

6- – No, but (or) No, and

Some of this comes up in many stratified result systems in games (“success at cost”), but we don’t really talk about that, I think, and it might not be brought into player-to-player interactions.  They’re pretty simple and can be easily understood and taught. Most are familiar with “yes, and” (I accept your fiction and build on it), so here’s the rest:
  • Yes, but – I accept your fiction, except this piece is more difficult. Basically Archipelago’s “That Might Not Be Quite So Easy!”
  • No, but – That doesn’t work, but you still get something out of it.
  • No, and – That doesn’t work, and this is why/here’s how it’s different.

No, but and No, and function similarly to “Try a Different Way!” in Archipelago. To be honest, Archipelago is one of my favorite RPGs because it is so beautifully developed for building rich stories and really flavorful and intense social interactions because the ritual phrases are gorgeous and work really well.
The option to say no (and add to it, or give good reasons why) can make some cool things happen. It can keep things in tone, or allow players who are being left out of controlling the plot to take charge. I also have some problems in general with Yes, and that impact play in a very important way.
Yes, and can impact consent. Oh, no one is being forced to accept something in a story, but if you start playing with the assumption that an idea can be pitched and has to be accepted or else it will negatively impact the story, it can make people feel like they have to give in or they’ll ruin the game. It feels to me like a bad writer’s room gig. Like, why did Tasha Yar come from a rape gang planet?

Writer: Here’s this cool lady character I made for the show, she’s a security officer. 

Random Creepy Executive: Yeah and she totally has sexual trauma that made her so cool. 

W: Um… I… I guess so? 

RCE: And what if there were rape gangs! That she had to run from! 

W: If that’s what you think would be cool? 

RCE: We’ll have an episode where she’ll have to relive it! It’ll be awesome!

And so on.
How many women in games can say that someone didn’t try to introduce shit into their backstory like this? How many just felt pressured to let it happen even without a Yes, and culture? Now imagine with all of your cool friends saying that you should accept people’s ideas because otherwise stories get boring.
That, and it can lead to the most enthusiastic, outgoing people to controlling the story. Who suggests the most ideas in your group? How much of the time do they dominate it? Now bring in a shy player and say “hey, in this game we play like improv, and when someone suggests something in game, you’re supposed to be like ‘yes, and’ and play on it.” What if they have an idea? If the dominant player pitches them an idea, do you think they’ll feel comfortable being like “hey, that actually doesn’t fit my character, let’s try it a different way.” What if that person has good ideas, but they feel pressured to accept whatever someone throws at them?
Improv is great, by the way. But, improv itself can be harmed by exclusive yes, and culture. Especially in regards to consent! When I was taught improv originally, Yes, and was highly emphasized. I was 15 (I did improv at events until I was 18), and over our practice I struggled with it, but hey, my trainers knew best. So when a 35 year old guy grabbed my arm and started licking my hand and talking about how he was my lover, I was afraid to say no – almost as afraid of the situation. I eventually pulled my hand away and denied it, but that guy – also an improv actor – knew that we were in a culture where I was supposed to say yes. I have felt this way in RPGs, too. Abusers gonna abuse, but they sure as hell can do it better when peer pressure helps it along.
But it’s also important to remember that not all games require improv. We aren’t on a set stage without freedom to ask questions, or step back. One of the reason my safety measures in Script Change suggest talking before you continue is because prioritizing immersion and story over the comfort, safety, and enjoyment of everyone at the table is not only uncool, but also pretty boring. In games where there’s combat and strategy, being able to step back and be like, “hey, is this okay?” is useful. In games without… it’s also useful.
I’ve heard people condemn out-of-character discussion as metagaming and saying that rejecting other people’s ideas stifles play. I don’t agree with that. There are degrees of metagaming that aren’t unreasonable, like pausing to check in with people before moving the story forward, or someone saying “hey, that is a way gorier way for my character to die than I’m okay with, can we rewind and try again?”
 I think controlling the narrative is part of the beauty of RPGs, and part of that is being able to say “no.”


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

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

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

Designer & Devourer Episode 3 – Upcoming interviews, Off Target, and Cocoa Cookie Sticks

This week we talk about upcoming interviews, my little game Off Target, and one of my dad’s favorite cookie recipes. The kind of annotated read of the game starts at 6:08 and the recipe section begins at 12:30. 

Designer & Devourer Episode 3 on Patreon

Kevin Allen, Jr. on Trouble for Hire (not on KS yet)

Jeff Tidball on The White Box

Off Target (Some info on dissociation)

Cocoa Cookie Sticks

1 cup Crisco (vegetable-based shortening)*

2 cups sugar

3 eggs

4 cups flour

5 tablespoons milk

6 tablespoons cocoa

1/4 teaspoon salt

1/2 teaspoon baking soda

1 teaspoon vanilla

Bake in oven at 350 ° F for 10 minutes. Roll in sugar. Serve warm with milk or coffee!

*I had to retype this like 3 times because I spell it “shortning.”

————————

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

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

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

Off Target


An experience


Needed
8 people
Random props, 10 per player (smaller is good)
Prewritten lists of items.
Playlist of muzak, played in the background with random control of the volume. Include at least one song played twice in a row (“Call Me Maybe” is great for this).


Roles
Four players are the cognizant, and control the mind.
Four players are the present, and control the body.


Setting
Players are people shopping at a Target [or equivalent shopping venue] for five things on their list. Each character will experience the dissociation of their mind from their body. When the parts of the character separate, the players will risk failure.


Play
There are ten things in the store as options to buy, and only five of them are on the characters’ lists. Characters must buy exactly those five items. When they enter the store, cognizant players flip a coin. On a heads, the character buys the first item on their list. On a tails, they miss it. After flipping, the cognizant steps one step back, away from the present. They must verbally communicate to the present no matter how far away they are, or how many people are shouting.


As they travel through the store, the players should converse about their day (in character or out). As each character finds an item, the cognizant will flip the coin to see if they buy it and take a step back. The present will pick up the item if appropriate. If the coin is ever dropped, the present will drop an item at random.


Play continues for no more than 15 flips. At the end, the cognizant tears up the list entirely and throws it away. The cognizant and the present come together and look at the items, to see if they matched their list to their remembrance.


Even if they did, they have no means to confirm.


– end –
It’s recommended to use the Script Change tools to ensure all players enjoy the game. It’s highly recommended to have a Wrap Meeting to go over the events of the game and decompress.


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

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

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

Five or So Questions with Oscar Biffi on Crescendo Giocoso

My interview today is with Oscar Biffi on Crescendo Giocoso, which I mentioned on a recent Designer & Devourer podcast. Cresdendo Giocoso is currently on Kickstarter and is a 12 scenario larp collection. The development of the game is really interesting, so I hope you enjoy the interview!

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

I like to think of Crescendo Giocoso as a my declaration of love to larp.

This live action role-playlist, as we like to call it, is not just a book which collect me and my favorite Italian authors scenarios, enhanced by Maria’s stunning graphics. It’s the sum of the experiences by a community of players, now gathered around the website Laiv.it. Each scenario has a very strong history, made by playtests and discussion. A lot of people and memories are involved in this project and we just want to engage as many others as possible. Because I think the main strength of games towards narrative, my other great passion, is the ability to establish a direct and close contact between all parties involved.

Over the years I had the pleasure of contribute to keep alive the interest for “chamber” larp in Italy and now, with the Italian Chamber Orchestra, I would like to put to good use this experience.
So I develop a common approach to design for all the scenarios in Crescendo Giocoso, specifically to motivate me and my friends to reconsider our games in a new light. In order to make them accessible to everyone, to larpers with different background as well as to people who never played before. Without our supervision and without game masters or facilitators.

The group of players can read the instructions together and then begin to play, right here right now.

You say you developed a common approach. How did you do this? What did you use to make things work consistently?

We called our space Laiv.it, /laɪv/ as we pronounce it, because me and the other founders have a very hands-on approach: we’re most of all dedicated players and then authors. Once I decided to put the group of player at the heart of the project, I did my best to think from the standpoint of someone who tries to play a larp like ours for the first time.

First of all we have to choose one of the scenarios, so we need a technical data sheet (number of roles, time, replayability, leitmotiv), but also an effective preview. Since a scenario is a game about a story, it can benefit from something like a synopsis to charm readers and from a sneak peek to game mechanics, because they make the difference in the experience.

Once chosen the right scenario, we have to set it up and that’s where another important point for Crescendo Giocoso comes in: adaptability. We want to offer to players the opportunity to improvise out of nowhere, but at the same time we don’t want to discourage them to put a lot of efforts in costumes, props, soundtracks and so on. For this reason we wrote two possible staging for each scenario: Chamber staging, with only the bare essentials, and Symphony staging, with all the advices authors got from many runs.

Finally we come to actual instructions, specifically design bearing in mind the picture of a player reading them aloud to their peers. Without going even more into the details, I hope I made myself clear about my way of thinking, but on our Kickstarter page everyone can download and try a free scenario for 2 players, written by me and Alessandro Giovannucci and still in playtest: Letters not about love.

Luckily not everyone in the orchestra is such as pragmatic as me, so we can count on an interesting manifesto, written by Alessandro and his brother Andrea with the rest of their Chaos League collective. It’s called “Southern Way – New Italian Larp” and I think it’s fun they write this with their “blockbuster” games (with many players and which last days) in mind, but it perfectly fits the spirit in which we play, passionate and free.

Why did you make the games free of game masters and facilitators, and how does it benefit the players?

As an author of larp, I’ve never been really fond in performing NPC or in storytelling like a tabletop game master. I’ve always preferred to sit back and watch while the game itself lead the players to the epilogue. Just watching can be very useful for me, to improve and develop the scenario, but it would be very boring for anyone else.

I know our habit at the conventions has always been to explain the games ourselves to each group of players, but I thinks this is great if you’ve designed your scenario as a “travelling show”, an experience through which you guide the players. Crescendo Giocoso instead is a (e)book and its authors are not included in the shipping.

It’s more like a board game. Would you ever play a board game which say “Ok, set up everything for your friends, then step back, take a sit and just watch them?”. I hope this design choice can help to spread larp to a larger audience and we’ve already got encouraging results, within acting class and educational events.

“We” taking the place of “you” in the instructions is also a way to make it clear that a larp, as we mean it, it’s all about teamwork. No one can just wait for another player to save the day.

Years ago I helped with an anthology called “Dopocena da brivido” (“Thrilling after-dinner”), published by a mainstream Italian publisher. The idea behind this project was an host who offer an entertainment for their guests. Crescendo Giocoso is more like a jam session, where every piece must play its part.

What are some of the scenarios we encounter in Crescendo Giocoso?

Crescendo Giocoso can count on scenarios with different settings and mechanics, each one for a different number of players, from 2 to 30. So we have an historic game like “First they came”, by Andrea & Alessandro Giovannucci, in which the players will be three opponents of the Third Reich and the high fantasy “The Age of Men”, by Lorenzo Martinelli, that looks like it’s stepped out of Dungeons & Dragons with an extra splash of drama. We have a scenario set in Florence, “Something abous us”, by Barbara Fini & Rafu, which is all about an apartment block meeting (very typical in Italy) and then “Sturm und drang”, by Andrea Rinaldi, which takes place in an American stop grocery, intended as a liminal space like the ones by Samuel Beckett. “The theatre of Major Arcana”, by Yuka Sato & Valerio Amadei, plays with the ideas of acting class and workshops, while “The last sunset”, by Francesco Rugerfred Sedda, is a pulp story which resembles visual novels with its multiple endings.

As for my scenarios, I love making literary references and mixing genres, so, for example, “Tell-tale hearts” is inspired from the title by Edgar Allan Poe and “Winds of change” tells a story not so far from the Balkan War with a fairytale atmosphere.

The leitmotifs of the anthology are wide variety of game mechanics and the special importance attached to the evocative power of writing. It applies to the many character sheets and handouts, but also to the instructions.

I’ve always admired texts where clarity and atmosphere go hand in hand, in order to bring out strong emotions. No wonder I’m a fan of “24 game poems” by Marc Majcher.

When playtesting and working across international borders, what do you think are the most important aspects of working with other designers, especially on a sizeable project and with live action games?

When I know, you’ll know. In all seriousness, so far I’ve cooperated mainly with Italian authors and players: only if our Kickstarter Campaign will succeed and reach some stretch goals, we’ll be able to work on Crescendo Giocoso – Volume II with our international guests, Mikolaj Wicher, Evan Torner, Luiz Prado, Ole Peder Giaever and Jason Morningstar, without forgetting Antonio Amato, another Italian game-designer from Sicily.

Over the years I’ve played a lot of international larp, but I’m not a traveller and a pioneer like Flavio Mortarino, our editorial consultant, or Lapo Luchini (who’s going to design an Android App for Crescendo Giocoso, if we reach the stretch goal), or Francesco Rugerfred Sedda (game design student at the It University of Copenaghen) or the Giovannucci brothers (theorists and keynote speakers).

They all suggested me many interesting games, I read them all and tried to pick up the ones most compatible with my design concept. Scenarios compatibile, but at the same time very different from ours, because the Volume II won’t be a more of the same at all.

Of course I’ve already speak with all these brilliant game designer and I’ve tried to communicate them a strong vision: we aren’t going to cut & paste their scenarios in our layout, we’ll work together for a “Crescendo giocoso edition” with all its peculiarities.

After all some of their games have always been and will continue to be available for free, just like all my scenarios are on Laiv.it (in Italian only). We don’t want to offer to readers only Maria Guarneri’s graphics, or Chiara Locatelli’s translations, or the editing by Jason Morningstar and me, but a brand new look on larp design.

For this reason we need the support of smart authors from all over the world, but above all the enthusiasm of all dedicated larpers out there.

Thank you to Oscar for allowing me to do this interview! Crescendo Giocoso sounds really fascinating, and I hope my readers will take a moment to check out the Kickstarter today!


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

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

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

Designer & Devourer Episode 2 – Upcoming News, Turn and Poverty, and Brownie Stew

Lil Brie
This week we talk about upcoming interviews and features, as well as Turn (my shapeshifter game in progress), poverty in rural towns, and a recipe from my childhood, Brownie Stew!
1 lb ground beef (seasoned as preferred, optionally using garlic and/or pepper)
½ onion, diced to ½ inch or smaller
1 bell pepper, diced to ½ inch or smaller
4 regular size cans condensed Campbells vegetarian vegetable soup
4 cups of white Minute rice with 4 cups water (if using other rice, this is 8 cups cooked equivalent)
Brown the burger with onion and pepper. Drain grease from the mixture. Add into the mixture the cans of soup and add one soup can of water. Heat the mix until it is evenly hot.

Separately make the 4 cups of white Minute rice using the Minute rice instructions or the 8 cups rice otherwise cooked. Pour the stew mix over the rice. Salt to taste.

Note: I do really hope to get these podcasts on various sites like iTunes and Google Play soon but it’s a combination of energy and money to do so. I hope you understand!


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

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

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

DesignerandDevourerBrieCSbrianna.c.sheldon@gmail.com

Five or So Questions on Meet Diana Danko

Today’s interview is with Jakob Schindler-Scholz about the Kickstarter project Meet Diana Danko, a live-stream interactive vampire tale. When Jakob emailed me with the Kickstarter link, I was immediately intrigued – interactive performances are fascinating to me and I wanted to hear more! Check out the interview below and see more at their press page and Kickstarter.

Tell me a little about Meet Diana Danko. What excites you about it?

The aspect I’m most passionate about is that we are creating a truly open experience, while still maintaining a strong narrative. The project is heavily inspired by “choice and consequence” games like the Walking Dead Series by Telltale or Life is Strange, but with limitless possibilities.
We achieve this by having four amazing actresses perform live and reacting to the input of the audience, who is watching via live stream. They can type anything they want at any time while they watch. It has elements of tabletop RPG, LARP, theater and FMV video games, but I don’t think there is anything like it currently out there.
Example of the process of the show.
How did you come up with the idea for Meet Diana Danko?

The setting, characters and basic concept were created for a local short theater festival in Vienna. The audience found themselves trapped in a room with a vampire trying to get in, discussing different strategies to get out. The inspiration for this was the classic horror movie trope “heroes have to fight their way to freedom”, and I thought it would be a fun way to engage the audience – which it was. There were lots of intense discussions and great interactions with the audience, sometimes resulting in totally unexpected outcomes, for example people occupying the vampire’s coffin – which was exactly what we hoped for.
We then discussed how to take the concept even further, and came up with the idea of turning it into an online performance, but without losing the direct connection with the audience – which is an immense challenge because people are not physically present. So the story, setting and mode of interaction will change, but the heart of it all – the characters – will stay the same.

How does the event work technically, from receiving input from viewers to making it happen?

You watch the show through the eyes of the protagonist (wearing a head mounted camera), who sort of stumbles into the whole thing, and bit by bit learns about the characters and the backstory. In the interface, you can also type anything that comes to your mind, at any time. The idea is that you provide us with the thoughts of the protagonist – and as is the nature of thoughts, some are only brief flashes, some are more present, some are concrete and some obscure. We employ a sorting algorithm to visualise all thoughts at once, sort of like multiple word clouds put together. This visualisation will be available for all to see.

So the visualisation is handled by a program, but the crucial part – incorporating these thoughts into the story – is not. We have a person dedicated to that who watches the visualisation constantly and has a voice link to the protagonist. So this person gets an impression of how the audience feels, what ideas are there, and uses that information to give commands or suggestions to the protagonist. So it is kind of an inner voice, but one she takes really seriously.

The important thing is: With this procedure, most of the actresses have to worry about anything going on outside the performance. The protagonist gets input from outside, but all other actresses can concentrate on their characters and react authentically to what is happening. This is why we came up with this quite complex process: To ensure that the improvisation can be really focused, because we believe that’s what it takes to create a fascinating experience.

Word clouds!

What do all of the people involved bring to the table to make the show happen?
First I have to say, I am really honored to have a team where everyone is extremely invested in the idea and not just focusing on their respective area. Denise, who does the design and communications is excellent in finding the right way to get across what we’re all about, which is especially important because there are so many aspects to this. Adam and Gregor are very passionate developers who will not be satisfied until the algorithm and UI are so well-defined that you’ll forget about them while being drawn into the story, and Philipp has the intuition and experience to get what the audience is looking for and translating it into actionable hints for our protagonist.

That being said, I have to highlight Julia, Stella and Paula, the actresses (we will cast the fourth actress, the protagonist, with the help of our backers). Because their contribution is what makes the show: Usually, when you have a piece of fiction, there is a writer or a writing team, they create the characters and tell the story. But this way, it is extremely likely that some characters will be extremely well written and others will be weak – and there is only so much even a talented actress can do with a bland character.

When you talk about the performance, what do you really think makes this format help the fiction to really shine?

I think we have extremely well-developed characters. Because we don’t know what will happen, it’s not enought to know how they react in a handful of specific situations. We already spent a lot of time getting to know the characters for “Diana Danko in Concert”, and we will do a lot more development for this piece. It’s a very collaborative process: We discuss the fears, secrets, and desires of the characters together, explore them in improvisations and make sure we create characters who are complex, with nuances and little quirks and secrets that may not come to pass every time we perform, but they are there, ready to be discovered and adding to the experience.

Thanks so much to Jakob for the interview! Meet Diana Danko sounds really interesting and definitely worth learning more about. Check out the Kickstarter if it tickles your fancy and share this post with anyone you think might like it!


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

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

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