Gaming with Fibromyalgia (x-posted Imaginary Funerals)

This post has been crossposted from the Imaginary Funerals blog that has since been discontinued. Posts are hosted on the Imaginary Funerals G+ page


GAMING WITH FIBROMYALGIA (link to main host)

by +Brie Sheldon (originally posted January 24, 2014)

A little background:

I was diagnosed with fibromyalgia when I was 12. It was a lousy diagnosis to get at such a young age, but the symptoms were pretty clear and they’ve only gotten worse since then. If you want to know more about fibromyalgia, a quick internet search should answer any questions you have.

I started tabletop gaming around age 15 or 16 (I’d done text RPGs for years by that point). At that point, my fibro wasn’t too extreme, but I still dealt with some of the problems – leg cramps, soreness, and fibro fog. These things have increased in severity and frequency since then.

I know a lot of people have it way worse than me, but I wanted to share my experience. Maybe it will help other people, and maybe it will help con organizers, GMs, and other players understand the difficulties people like me face. So, what’s so hard about gaming with fibromyalgia?

Managing climate control. Holy crap is this hard! I don’t know if gamers just run hot or what, but virtually every gaming space I’ve ever been in is too cold for me. A lot of people game in basements, which (even when finished) are often cold and sometimes damp, and it leaves me aching and sore and generally pretty miserable. This year at cons I ran into the problem of it simply being way too cold in some of the rooms, so by the end of sessions I was cramped up and ready to go lie down. But sometimes, you can’t lie down – you have to keep going, especially when you feel the social pressure to be involved or just really want to be involved.

Standing or sitting for long periods. This is something I’ve complained about before, but, super long lines for badges? Standing in food lines? Waiting outside con rooms? Yeah, standing for like 20 minutes is rough. My legs cramp up, my back sometimes seizes, and there’s nowhere to go and nothing to do. Accommodating disabled people is not something cons are great at. It’s troublesome, as well, when you don’t have a visible disability, like me, or when (like me) you don’t have special tags designating you disabled-enough-for-people-to-care. Likewise, sitting at a table (especially in the aforementioned cold rooms) can mean that standing up is a struggle, and it is simply embarrassing to be a 20-something woman who can’t stand up from the table without wobbling. People stare.

Fibro fog. This is probably one of the toughest things. The pain and stiffness I deal with every day in every type of situation, so it becomes a quiet echo of my life, “pain, pain, pain” beneath my breath every moment. You kind of get used to it. The fog, though, isn’t constant, and is worse during times of anxiety and stress. Basically it makes it hard to focus and makes me seem dumber because I can be slow to respond or get confused. For the longest time I didn’t understand what it was, but now I’m pretty familiar with the feeling. I try to hide it because it’s legit one of the things about my illness that makes me feel the most stupid and useless. Ever try adding together dice or adjusting target numbers when your brain feels like it’s stuffed full of cotton? It’s like that all the time. It’s kind of like when you have a sinus headache or like a post-narcotic headache. (This is also a problem when navigating conventions because I get lost and lose track of time very easily when the fog sets in.)

Feeling singled out. I rarely game with other people with disabilities, just because of the way my circles have worked. This means that I’m often the only one at the table who needs accommodations. I’m the only one who needs to be given a break or time to stretch during long gaming sessions. I’m the only one who needs help doing basic addition when my fog is too foggy. It’s just me sitting there having trouble. So far my groups have been pretty great about it, but that doesn’t make it easier for me to feel good about it. An example: asking people to please grab me a drink because that extra walking today just is a bad idea. Most of my group would happily do so, but that doesn’t make me less embarrassed or make me feel less like they should hate me for taking advantage of their kindness.

Gaming with fibromyalgia isn’t easy. It’s got a lot of pitfalls and there aren’t really bonuses for being disabled.


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What Makes a Good Player? Reflections

On October 1, I announced the What Makes a Good Player? series. It’s been pretty great, and I wanted to give a brief review of some of what I think has come through as important in the interviews. For sure, none of these are strict guidelines, and they might not work for everyone, but they’re good ideas to keep in mind. My little analysis is below! Thank you so much for reading.

I asked the interviewees:

What do you try to do most often while playing games to enhance your experience and the experience of others?

The biggest trends I saw here were group character development (banter, relationship development) and creative involvement (drawing character portraits, helping others with their characters), and sharing the spotlight. When we think about good players, I wonder how many people think of clever or snarky people who are entertaining, but might not share the spotlight much? I know I used to fall into this trap, where I thought that the person with the most laughs or the coolest moves was the best player, but now I’m seeing that I (personally) enjoy players who know how to tell their own story while letting others tell their own, too.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

This was interesting because almost everyone uses the improv tool of “yes, and…” I’m familiar with the technique from before I played games much, and before I used it in games. Improv tools can be very useful, but I honestly sometimes feel locked down by them in games. Being open to suggestions and not blocking people can be valuable, yes. However, I created Script Change in response to the ever-present expectation of saying “yes, and…” without any means of taking respectful control of the narrative. It interests me to know that so many players put huge value on accepting the suggestions of their peers, while I personally prefer to be able to say “No, but…” some of the time, too. Does that make me a bad player?

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

This response went everywhere from “whenever I can” to “have to game at least once a week,” which is a fascinating turn of events. I was expecting a lot of people to fall into the range of weekly, or biweekly. Instead there is a lot of flexibility in the responses, factoring in adult life and health considerations, as well as general energy. As someone who has too busy a schedule to game recently, it gave me a little comfort to see that even good players have a need for down time.

What kind of games do you feel you are most comfortable with and enjoy the most?

I enjoyed reading these responses, because while there were some trends (Powered by the Apocalypse games, for one), there was a fair amount of diversity in game preferences. Some people liked parlor larps, others liked D&D 3.5 (my favorite of D&D). There were PbtA fans, but others liked Fate. Some players expressed a preference for mechanics – some crunchy, some not. As someone whose taste ranges widely in games for different types of games and different settings, I thought that was really cool to see – being a good player isn’t restricted to a type of game or mechanical structure. Some of the players expressed genre preferences, while others just cared about experience – enthusiasm, enjoyment, and so on.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

This was a fun section to read! I really recommend checking out everyone’s stories about games where they felt like they did a good job. While I know it can be hard to recognize our abilities and skills, especially when it comes to things like influencing other people’s enjoyment, it’s always nice to see someone talk about their positive actions. Some players talked about ways they changed up standard expectations of play, while others talked about how they perceived characters or gameplay differently than others. I really loved where people talked about influencing even the themes of the entire game, because it really shows how much one player can do. 
There are a lot of takeaways from this for me, but I’ll try to bullet list them:
  • There is no restriction on who can be a good player, regardless of their background or their familiarity with the game or type of interaction with the game.
  • Any type of RPG can have good roleplayers.
  • There are intersections between playing games and our health and wellbeing, including our energy levels and interest.
  • There are things you can learn that help you understand roleplaying better and that make it easier for you to participate, but you can get along just fine without them. No “skills” are required.
  • There is no one way to be a good roleplayer.
Whew!

During the time I was working on the series, there were a number of discussions about good player habits and behaviors on Google+ that I wanted to talk about a little. The first I read was from Paul Beakley discussing “Talky-Talky Games” and as a followup, Christian Griffen continued the discussion and they both had really good points, some of which match up with or expand upon my notes above and those of my interviewees.

Christian mentions Play Unsafe by Graham Walmsley, which is a great resource for new players and legacy players alike. I enjoyed reading it, and I will note that those with history of improv will recognize some tips and concepts within it. 

I really hope that you all enjoyed reading this series, and that you’ll revisit them after this post. I know that it was a really great experience for me to do all of these interviews and learn about these players and their experiences. Share your good player stories in the comments and shares of this post, and tag me in to see!

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What is Epimas? Let’s ask Epidiah!

I was lucky enough to chat with Epidiah Ravachol about his yearly event, Epimas! Epimas is really an amazing event and involves much of the indie gaming community, and Epidiah wanted to share the story behind it and how to participate with my readers. Check out our discussion below!

What exactly is Epimas?

To begin with, Epimas is December 24th. My birthday.

It is also a long standing holiday tradition of giving and receiving gaming PDFs.

According to the stats on the original Epimas site, it’s been up since 2009. And that’s about as close to gospel as I can get, so I’m going to say that Epimas is a 7-year old holiday tradition. I remember walking with Nathan D. Paoletta and a bunch of other folks in NYC. I had just released Time & Temp that summer at GenCon and was just dipping my toes into my first ever PDF sales around that time. Digital books were still kind of an untested thing, even as recent as that. The first iPad hadn’t even hit the shelves yet. So selling PDFs was selling the experience of sitting at your desk and reading a book on your computer monitor. For this indie publisher, it was an exciting time. If people bought PDFs, then all sorts of barriers and costs associated with printing, warehousing and shipping would melt away. Where I was with the budget I had at the time, I needed those costs to melt away. So on that walk, Nathan and I hatched a plan to make it easier for folks to give the gift of gaming PDFs over the holidays.

How the plan is executed changes from year to year, because I don’t always remember how it works and I keep trying new gimmicks, but at its core, the Epimas sale where…

…as the customer:

  • You have from now until Dec. 23rd to buy game PDFs as gifts to be delivered to your friend, family member or assorted loved one on Dec. 24th.
  • You immediately receive copies of the game PDFs for free so you can read them over and be prepared to play them with your friend, family member or assorted loved one on Dec. 24th.

…as participating publishers:

  • We all contribute some game PDFs to the cause.
  • Everyone gets an equal share of the profits, regardless of the number or size of the games they contributed or of how well they sold.

That last bit was a lesson learned from Design Matters—a group of game designers and publishers assembled by Nathan and Kevin Allen, Jr. to sell at GenCon. The equal shares invest everyone in everyone else’s success.

I’ve grown overly fond of Epimas over the years. It can be a bit of a chore sometimes. It’s never been tremendously lucrative. And I regularly caution people against turning their own birthdays into deadlines. But it’s fun to see folks looking forward to it, sending gifts to friends, loved ones, and sometimes strangers they only know from the internet. And I personally like seeing the new games that pop up each time. It’s like a retrospective of cutting edge game design at the end of the year.

Why focus on PDFs? What benefit is there to focusing entirely on digital products?

They are cheap to warehouse, easy to deliver, and can be made on a moment’s notice. All these things make Epiclaus’s holiday so much smoother. They just make the logistics manageable.

Why did you choose for people to get a copy of the games they buy for someone else? 

There’s two answers to this: the reason and the justification. I think both are a bit valid, though one may be a bit more valid than the other.

The reason is that folks are not used to buying PDFs for other folks as gifts. We want to cast a wide enough net to capture those who are buying primarily for themselves along with those buying for others. Because, let’s face it, indie roleplaying is a niche within a niche within a niche. Sears can sell tools by touting them as a gift for the handyperson on your list, and they’re going to reach an audience who are relieved because they know very little about tools but they have a handyperson on their list and won’t someone please sell them something to give that handyperson as a gift. We’re not going to be able to reach those audiences. We can say, “Gifts for the indie tabletop roleplayers on your list.” But if you’ve heard of Epimas at all, odds are you’re the indie tabletop roleplayer on someone else’s list.

But the justification is important, too! We justify it by saying you’ll need to read up on the games so you can be ready to play them with whoever got your gift on Epimas day. As per tradition. Just like you play Swords Without Master every Sunday morning, you’re going to play games on Epimas day. So you might as well come prepared.

How do you find people to provide games? Do you only do open calls, or do you seek people out? Are there any things you don’t intend to include in the collections? 

There’s an open call every year somewhere around the end of November, beginning of December. I basically broadcast it on my most active social media accounts. These days, that’s G+ (https://plus.google.com/u/0/+EpidiahRavachol) and Twitter (https://twitter.com/Epidiah). If time is tight for me, which it typically is, the launch window can get fairly small. So keep your eyes peeled. I welcome all comers as long as they are cool with the equal profit sharing.


What is the most important thing about Epimas to you?
Honestly and truly, it’s just that people have fun with it. There’s a lot of things that I’d love for Epimas to be, but in the end, I’m all about folks having fun.

Thanks so much to Eppy for sharing Epimas with all of us. Make sure to check out the Epimas page this season!


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Safety and Table Techniques, My Take

Of late, there have been a lot of people making efforts to design table techniques and safety techniques. This is great and I’m happy to see design work and attention to communication and safety at the table! …however, I have some thoughts.

The two most recent tools I’ve seen are the Support Flower and the Edgewise card.

I’m going to be judgy. I know, what do I know? Nothing more than what I know, which is my experience, emotions, and background.

I think the Support Flower is interesting and has good intent. However, the design is an issue. With the arrangement of the flower, if I (someone with relatively short arms) tried to reach across the table to tap or point to the red center, what if I could only reach the green petals, or someone thought I was just pointing at the slow down petals? Maybe I’d have to move it closer to me, moving it farther from other players and also setting up an implication that I would control the content, as well as possibly distracting from the game.
As well, the slow down or gentle option can be confusing. Without discussing what content is troubling, how do you be gentle with it? Isn’t it just as much of a disruption of the game to pause to clarify because “hey I’m uncomfortable with or nervous about this content” is very vague and can be an issue? (I have seen this with the X-card, too, and complained about it.) These are things that worry me.
For Edgewise, it has two issues. One, the introduction of the card comes across as an admission that there is no trust for basic respect at the table and no attempt at gaining or giving it. It says “None of you will let me talk, so here is a tool that I’m going to have to use to work around you.” This is different than safety cards because we can all assume people want to talk, but knowing what will trigger someone or bother them requires a deeper discussion. 
It also, secondly, completely disrupts norms of communication. It says “I am not listening to what you are saying, I’m just waiting my turn to speak.” It gives no respect to people who might just be making their point and not steamrolling if the person who wants to use it is just barely holding back at talking over that person and ignoring their point. I also know it can be used as a means to take control of the discussions at the table.
We have a tendency as gamers to avoid communication. We may not ask each other about how things make us feel. We can be afraid to share the things that make us uncomfortable because people might judge us. We can be afraid to say “Hey, stop, I don’t want to see this.” But we can learn. We can step up as players and designers and GMs to say “Ask people what is okay for them. Give people space to express *openly and explicitly* what’s not comfortable for them.” And if people judge others for being uncomfortable with certain content? The uncomfortable people should be the ones who get to stay at a safe table.
We may excuse misbehavior as social awkwardness. We may say that someone is too awkward to know when it’s okay to speak, or that some people have trouble using social cues. And for some people, these things are true. For autistic individuals and people with anxiety, I can see a lot of these troubles and accommodation is important. But this is not all of us. We can’t excuse everyone because of some people’s genuine needs. We can learn and grow and get better at talking to each other and learning body cues. Hell, even people with anxiety typically have the capacity to learn these things. 
If those of us who can learn these things and can design for these things and support these things don’t make those efforts, we don’t give space for the people who really need support and space. We can learn how we can act and be open and honest about our feelings and perspectives so that people who can’t feel safer and if they can, someday might be able to do the same thing.
I see the meaning and intention here, and I know no tool is perfect. This is just where I am seeing flaws and why I wouldn’t like these tools at my table.
ETA: I was talking with John about some of the user design issues here and we noted the issues of visual impairment and colorblindness, as well as ability to physically access the tools. (I have in Script Change that you can vocalise the tools, but I haven’t seen this as an option in many other tools.) Accessible tools matter!


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Metatopia 2016 Con Report & Game Commentary

In today’s post, I’ll be talking about my experience at Metatopia 2016, the event I mentioned in my previous post about being a con playtester. This will not be an actual play report, but will include discussion of the games I played and a little about my own time there. I will not be mentioning everyone by name because some of you I don’t know your names, some of them I will have trouble remembering, and some of everything is lost to the winds.

First and foremost, thank you so much to my fellow attendees, and to the event organizers, for making my experience excellent, and for being supportive for me in my time of grief. Going to the convention was a challenge for many reasons, and it was even harder going with the recent loss of my grandmother. You all made my time much, much easier. So, thank you.

Some awesome people.

To the timeline!

I arrived Thursday evening to a bustling lobby and plenty of friendly faces. I mostly just planted in one spot and sat that evening, chatting with friends, and meeting new people who like my blog (hiii!!!). It was a good night to not worry about things. I set up plans for the next day, and conked right out eventually.

Friday morning I woke up earlier than I tend to like for a breakfast with Darcy Ross, who is awesome and you should definitely keep an eye out for the work she’s doing. We were joined by none other than Ron Edwards, the designer of Sorcerer (among others) who also coined GNS theory, who I’d never met.

As with most legacy designers, I was a little apprehensive, since I’m still new and I have a lot of Opinions and Thoughts. My fears were rapidly dashed because Ron was a pleasure to talk to, and initially he, Darcy, and me talked about the game design landscape, tools for content control like Lines and Veils and Script Change (the latter of which both Ron and Darcy said wonderful things about and made me so happy to hear), and what we were playing. After Darcy left, Ron and I continued to the Big Board and further discussed social issues in games, feminism, and a number of other things. It was pretty great! I was happy to meet Ron and I’m hoping I remember as much as I can of what he shared with me, and I hope he finds what I had to say just as valuable.

I didn’t have a game until later, so I mostly just bounced around until then, meeting new friends and seeing older ones, and geared up for Glenn Given‘s Something is Out There, a storytelling game told in third-person inspired by shows like Stranger Things and the movie IT, where young kids are the ones who have to deal with the spooky scary things happening in town. Glenn had asked if I’d play over Twitter, so I luckily got in to try it out.

more here>>>>

Glenn doing prep.

It uses a fun tile-and-dice-based mechanic, somewhat board-game like in mechanism but very narrative otherwise. From the description:

[Something is Out There]…and only you can stop it. Something is Out There is a cooperative storygame of coming-of-age horror in the vein of Stranger Things, IT and Monster Squad. As childhood friends you are the only ones who can defend your community against an unearthly terror stalking your town. For fans of Fall of Magic, Companion’s Tale & The Quiet Year.

The character actions are shared, which makes the story really flow differently. One thing I particularly liked is character creation, where you describe your best childhood friend, and choose their three main traits, then reverse something about them (gender, race, orientation, behaviors). It made the characters both memorable and interesting, which can be hard to do (for me) with children as characters.

In case you were wondering, the baddie was a giant, irradiated, star-nosed mole. We did win after someone blew themselves to allow another character to take out the monster.

The following evening I was lucky enough to have dinner with Kimberley Lam and her wife, along with my husband. Kim’s current project is Blood is Thick, a live-action game about the Cambodian genocide, described on the Metatopia site:

One family struggles with unresolved pain years after the ousting of the Khmer Rouge’s brutal regime by Vietnamese invaders in 1979. “Blood is Thick” is a small group LARP about struggling with the lingering impact of genocide on a family where victims and aggressors reside side by side.

I have heard only good things about the playtest experiences, which is pretty great. Kim has done a lot of research for the project, and I hope this game goes off well.

This weekend carried one unsurprising thing: I would be playing a game by Will Hindmarch. The surprising thing is that somehow I managed to land in three Will Hindmarch games over the weekend: Databank, Adventurous, and Chroma (a follow-up to Always/Never/Now). Will is a great designer, and I always enjoy his game master style and his games, so I’d tried to get into all of them, figuring I’d only get into one. Surprise! I played Databank Friday night, Adventurous Saturday night, and Chroma on a very sleepy Sunday morning.

Databank was really, really cool. From the description:

Don’t dream like an electric sheep. Remix yourself, body and mind, into the person you want to be, whether you were born an android or not. On this derelict colony planet, everything you need to be who you want to be is in the databank, where the top percent lives. You just have to get it.

Each character has a psyche, where you have your general personality, memories, and some basic stats. Using certain tags lets you add dice, and you roll mainly with a d20, adding d6s. The cool part came next.

When Will pulled out the whole character sheet, which is your psyche laid over a body (the chassis in which your personality is housed), I teased a bit because I’ve been messing around with this exact character sheet layout and setup for a shapeshifter game in private. This is actually kind of funny because I like that a lot of what Will does is what I think quietly that I’d like to do (aside from that whole card mechanic situation in Project: Dark ;P), so it was another moment where I felt lucky to share any part of my design sense with someone I admire.

There is interaction between the body and psyche, including gaining memories and therefore abilities from the body into your permanent psyche. I really dug the game, and there are multiple types of bodies that you can switch out, including – I shit you not – a centaur. Now, how the bodies look is up to the players, and we all got very creepy, I have to be honest. So when I saw the centaur body type, I knew I had to have it, so we stormed the location where the bodies were held, and I yoinked it, then described it: a half-formed bio horse that they had to give up on making because it didn’t work, so they added a robotic upper body (why? because science, that’s why!) and started using it for violence. In the end, I got the centaur’s memory from the horse body – the horse body with the skin stretched taut and hydraulically opened compartments in the torso, mind you – of the horse being created, and it gave me battle disadvantage.

Brutal.

I took pictures at a somewhat-off-books Goth Court that will be released after I gain permission from the creators and attendees. I generally ask permission before taking photos, and when I take them in closed games, I prefer to check before I post them.

I spent the night with good friends and good company. It was a blessing, honestly, to be near so many wonderful people. Special, deep thanks to Anders Smith for his kindness, generosity, and shared experiences that will never leave me.

Anders is the best!

The next morning, I had the absolute joy of playing Storybox.

A cooperative storytelling game that has players randomly drawing physical objects from a box at specific moments to help them tell their tale. Everything associated with the object in hand, from physical descriptors to abstract memories, is fair game for adding details and establishing elements about the story. Designed for newcomers and old hands of story games alike, Storybox blends the familiar with the new, creating a uniquely inspired story each game.

I got to play with two people I adore: Jason Morningstar and Amanda Valentine. They’re really great people and really good players, and the designer, Roe Nix, is a fantastically kind and intelligent person. The game is relatively simple and somewhat early in development, I think, but I liked it! You build characters and setting around pieces pulled out of the box of objects, and then pull more to inspire scenes. Did you know you can find junk drawer boxes on Etsy and eBay to play this?

We constructed a kind of heartbreaking story about a family tied around a piece of property and a cobbler’s shop, with three very age-separated children whose parents had just passed and an apprentice of the father who had owned the cobbler’s shop. In the end of the story, we discovered that the parents had sold off the mineral rights to the land and that it was worthless. This kind of game is really my jam, and playing alongside Jason in story games is such an amazing experience for me, every time, so having a game that allowed that to happen without me worrying that the mechanics wouldn’t support our story was great, and I’m really happy about it. I can’t wait until Storybox is in my hands and on my table.

We told a gorgeous story with these items. 

I told Roe once they finish the game, I’m going to hack it to make a con-floor game. 🙂

To be honest, most of the rest of the day is kind of a blur. I did the Con Wellness check-in, which went pretty well. Not many people showed up for any particular purpose, but those that were seemed to appreciate the space. I’m hoping to do it both days I’m there all day next year.

I saw a lot of people I loved to see. I got to chat with new friends. I also spent probably over an hour talking to people about behavior in games, conflict types, accessible formats of information about conflict resolution and player behavior for GMs, and a whole bunch of associated stuff. Poor people.

That evening another Hindmarch was up – Adventurous!

Stranded beyond our world and outside of time in a mystical netherworld, the only way to survive is to explore. Delve into ancient tombs. Recover futuristic treasures. Build a new home. Discover hidden secrets of the Islands of the Never. Together, we’ll fist-fight evil and learn how (or why) an airplane got inside an ancient pyramid.  

This was really fun! Will has done some interesting things with pacing in regards to having peril that you have to challenge with die rolls to whittle it down, but allows you to add to it by using key phrases on your character sheet. You also use Fate dice!

The +, -, and [blank] all matter to the way the game plays. The + rolls count as successes and can be used to knock off peril and the peril descriptors, and can also be added to the tracks on the table to gather experience for upping stats.

Overall, I really enjoyed the game! I think it did great with pacing for the theme of the game, the characters were really fun and interesting, and I certainly enjoyed when Kevin Kulp’s (of Timewatch) very-well-performed character fought a dilophosaurus-velociraptor hybrid using old batteries. For further reference, Kevin is a hell of a roleplayer – I discovered this at a Bluebeard’s Bride playtest two years ago, and it is still very accurate.

A small note: During this playtest I was introduced to the Edgewise card. The Edgewise card is an accompaniment to the X-card like the O-card that I’ve spoken about before. The purpose of the Edgewise card is to make people aware that you want to interject into a conversation without interrupting. While I see the card has uses and I hope people find it useful, I’m not a huge fan, but unpacking it will have to wait for another time. I just know that the tool was brought up this weekend and wanted to make sure everyone knew I know about it, and that I’ll explain why I personally won’t be using it at some point in the future.

Saturday night I freaked out for a while about being in a room full of femmeness before I was, in fact, in a room full of femmeness. I did makeup and took pictures for the Crystal Council, a late-night event where a group of attendees played Tales of the Crystals, which is effectively a boxed live-action game for children. When I was around… 6? Maybe? I remember seeing it in stores and desperately wanting it, but between lack of money and lack of friends, it didn’t happen. Seeing it brought up on Twitter by Glenn and Meghan Dornbrock made me super excited, but I admit that I slowly realized that I’m not 6 anymore, and that with my current gender adjustments, being in really femme spaces can be pretty fraught. So, I elected to just take pictures, and it was great to watch everyone play the ridiculous game in their tutus and tiaras. I haven’t gotten permission to post the closed-door pictures yet, but I did take some of the play materials.

Play materials from the game box.
Player-contributed materials during the game.

There were also cupcakes and mochi. That made it very much a good time!

I then stayed up inappropriately late, misbehaving as I tend to. I woke up to go to Chroma and I was sleeeeeeeeeeeeeeeeeepy. But thankfully, Will was great and excused my almost-sleeping-at-the-table fuzziness. I promise to be better next time!

Chroma was a great time. It enabled me to play my character going from masquerading as a bumbling intern at a high tech organization to John Wick-ing the shit out of the place. I killed many. I gave no mercy. *evil laugh*

Chroma has some Lady Blackbird in its lineage, I think, using various narrative tags to add dice to your roll. The experience system looks really fascinating, though we didn’t get to try it out overmuch. We had a really interesting crew of characters, and I want to note that Will has – in every game I’ve played of his that I can recall – included a nonbinary or agender character. It sounds simple, but for me, it’s really great to see.

The big interesting thing for me is the pacing mechanic Will has included.

The game has a small flowchart-esque map, with different stats identified by differently shaped boxes. Each box is a section/room with a challenge of some type, and you can overcome them with tests that match the stat associated with that box. I admit to missing some of the details here due to fuzzy brain, but I really enjoyed it and felt like it did a great job setting pace for the session and giving structure to the adventure.

I want to point something out and I really hope that the people I played with will read this and identify themselves to me here or privately, but, that session of Chroma had some of the best player dialog behavior I’ve ever been a part of. While I can definitely be a dominant player, I can also easily be steamrolled. I play with my friends more often at cons to avoid that experience, and at Metatopia I always have to branch out. The fellow players of mine at this table were amazing. We shared the discussion both during the action and when we were giving feedback, and I was so happy to see that people gave each other space to talk, and not just one or the other of us, not just a gendered permissiveness.

There were multiple times where I made the indication that I wanted to speak and instead of someone else taking an opening when they also wanted to talk, indicated that people should listen to me, and I saw that around the table. Even when we interrupted, we apologized, and gave each other space. This was amazing, and inspired my heart into desiring to play more games with these people, so much. Unfortunately, I lost track of all of their names (thanks sleepy brain). Still, it was wonderful, and gave me such a good end to the con.

I left Metatopia really satisfied with all of the games I’d played, and I was so happy to see all of the people I cared about. It was a hell of a con, and I can’t wait until next year!

Want to have a cup of coffee with me next time? Let me know, and we’ll make plans.

Soy milk, please.

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The Points Don’t Matter

The Points Don’t Matter

A performative/participative game inspired by Whose Line is it Anyway?

(This might already have been done, but I felt like writing it.)

You’ll need:

~30 minutes (~10 setup/takedown, ~20 play)
8-10 players
Up to 5 audience members
Paper and pencil/pen or typed as described
Random tokens (at least 10, not more than 25)
Props if you like them – anything appropriate to an office or holiday party

Before the game, take ten folded pieces of paper (small enough to hold in hand) and on the outside write a basic description of a normal person who would attend an office or holiday party (name, profession, hobby). On the inside of half of the papers, write a description of a ridiculous character (see examples). You’ll want to mix up, add, and remove some of these every time you play.

At the start of the game, tell everyone that they must play all of the characters they are given. The character on the outside is their regular character. The character inside the card is their secret identity, and they need to act it out as well. They can do this by physical movement, vocalizing, and other behaviors, but can’t explain who or what they are. For those without an identity, they play their outside characters as though they are completely normal, and their job is to keep a straight face.

Set a timer for around 20 minutes. During this time, the players will play their parts, starting out as though they’ve just arrived and settled in at an office party. The scene proceeds as improvised, including people playing one or both character parts.

The audience will be seated near the area where the party is going on. Each audience member needs at least 2 tokens. Tokens count as points. When an audience member particularly enjoys one of the player parts and how they’re acting as a part of it, they can go into the party in a role of waitstaff or family dropping off a beverage or snack by passing a token to the player they want to reward. They can give these awards at any time during the game, but the rule is that they do not interrupt play, and the players do not acknowledge them aside from accepting the token.

At the end of the 20 minutes, play ends, and the players reveal their secret identities, if they have them. There is a round of applause, and the game ends.

Normal Person Examples:

Bill, who works in accounting. He enjoys golf.

Jenna, a manager. She rock-climbs on the weekends.

Ashton, a programmer. They do cake decorating.

Ridiculous Character Examples:

A giraffe with too short of a neck.

Someone who has just eaten multiple ghost peppers.

Ten tall men put into a small sized suit.


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Convention Playtester Tips

With Metatopia upcoming, I wanted to talk a little about something I truly enjoy: playtesting.

Metatopia is a convention in New Jersey, USA run by Double Exposure. It is my favorite convention. I get to see a lot of my friends, which is great, and the atmosphere is completely bursting with creativity. I also get to playtest games, most of the time.

What is playtesting?

Playtesting is when a designer or designers gather together people to test out their game by playing it or reading it and talking about it. Typically the latter is referred to as a focus group. There are alpha playtests where the game is in very early stages, betas where it’s in a relatively playable state, and so on. There are also high test playtests, which are really intense, typically made up of experience designers as players, and focused on getting the game to its best state.

Why playtest?

You don’t have to playtest a game. Honestly! You can make a game and put it out there without playtesting it even once. I’ve done this a number of times and there’s nothing wrong with it. However, the reality is that most of the time your games will be far more refined if you playtest them. You get more input, find more of the squeaky wheels to oil, and have different perspectives. It’s useful!

How do you playtest?

There are articles out there that can walk you through playtesting from the designer or game master perspective. What I’m more interested about is how to be a playtester. After all, it’s my favorite part of games.

I am not the strongest roleplayer, nor do I understand probability basically at all. However, I can get the way games work – I can tell when something meshes well with a setting or idea, and I can help people work through what they are trying to say or do. I also can see patterns of behavior caused by mechanics. These are, thankfully, useful to playtesting.

Below I have some suggestions on what to do if you find yourself at a playtesting table. Hope you find them valuable!

  • Listen to the designer and how they describe the game and its genre, setting, and expectations. Don’t talk over them or interject your opinion. Let them set the scene. Let them have some space to share their ideas and their concerns, and ensure they know you are listening (active listening is helpful – here is an additional link with the note that obviously, not all people interact the same and eye contact is not required to be an active listener!). Don’t allow others to step over them if they look like they are uncomfortable about speaking up – speak up for them. A simple “Hey, what were you saying?” in the direction of the designer can make a difference. Keep in mind that steamrolling (people talking over others from perceived authority or privilege) can damage a playtest just as much as the designer just giving up and walking out.
  • Use all of the resources at your disposal. If there are mechanics presented, make excuses to use them in line with what happens in the game or focus group. If there are tools on the table – index cards, tokens, cards, dice – make sure you understand what they are for and make sure you at least try to introduce them to the action.
  • Ask questions. Always ask questions. If you don’t understand something, ask for clarification. If you don’t know what the designer wants from the situation, ask for their guidance. If you want to take an action and you haven’t already been given permission as part of a scene, ask to permission. If you see something missing, ask if it should be there, and if it should, how you can help introduce it, and if not, why not. If you suspect something is going to go against the theme of the game, ask why it’s done that way. Always, always ask questions – don’t assume, no matter how much of an expert you think you are.
  • Show enthusiasm and give positive feedback. Don’t jump around and yell, but do respond with positive feedback if you like something, give clear reasoning behind your reasons for liking what is happening, and so on. Be unafraid to smile and give encouragement to the designer, and ensure that at the end of the session, even if it was a hard one, you thank them for providing the game for playtest. You’re helping them, but there’s no point in playtesters if there’s no game. It’s a symbiotic relationship, for good and ill!
  • Be honest, but kind and respectful. If you think a game sucks, don’t lie and pretend it was great, but don’t be a moldy muffin about it. Use “I” statements if you want to give negative feedback, and feel free to pair them with questions (“I had trouble understanding why we would use a d6 instead of 2d6 for a game Powered by the Apocalypse, could you talk about that a little?” “I felt like I didn’t have a lot of agency in the game because of the strict character roles. Is this a permanent feature of the game, and if so, why?”). You can always tell a designer what you don’t like – after all, playtesting is about making the game better, not pretending it’s perfect. Just be kind.
  • If something goes sideways with the other players, let the designer know either privately or, depending on immediacy, at the table. If something goes badly with the designer or with other players, let con staff wherever you are know as soon as you can. My major highlights here would be bigoted or hateful behavior, harassment, inappropriate content (18+ with under 18 individuals in the playtest, etc.), and so on. If something is truly upsetting, definitely feel free to leave, but make sure you communicate the issues to people who can make efforts to prevent it happening to other people. We can only make improvements if we know about the problems!

In all, there are a lot of things that playtesters can do to improve a convention playtest and help to get strong results. Sometimes it’s hard because the games can be early in development, or possibly have flawed premises. That sucks, for sure, but we can all work together to make games better, and make our environments better for creating better games and playing better games. If you want to be a part of that, take a chance sometime to participate in a playtest and see if it’s for you. I hope that someday we’ll share a table!


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What Makes a Good Player? with Johannes Oppermann

In today’s What Makes a Good Player? feature we have an interview with Johannes Oppermann! Check it out below.

What do you try to do most often while playing games to enhance your experience and the experience of others?

As a player I listen for opportunities, for creative gifts that other players offer me, and then pounce and expand on them. I play generously and offer back gifts about my character that they can then expand on. I love to improvise and make up setting details on the spot, even when I’m not the GM. Also, I try to help out other players when they’re at a loss for next steps or when they’re confused about rules or expectations. 
Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?
This is for sit-down, tabletop games, where I can take notes during the game. I play differently in LARPs, which I’ve just recently discovered.

Some techniques I’ve learned from story games I try to use in every game I play. They work both in traditional roleplaying with a GM (like in PbtA games or Fate), or in story games, where narrative control is more evenly distributed. Techniques I use regularly are: Asking loaded questions (stolen from PbtA games), cutting and framing scenes (from Fate and Microscope), and transparent minds / inner monologue (also from Microscope, and from With great Power).

Also, I use introductory scenes and epilogues per character as framing for a game session, to give every session a feeling of closure. During the game session I try and use re-incorporation heavily to help me conclude a story arc by the end of the night. I use index cards (like Fate aspects) to note down important story elements. I pace myself to not add any new elements after half the session has passed and conclude at least half of the story elements that were introduced on the table by the session’s end. 

How often do you like to game, and what is most comfortable for you to maintain good energy in games?
I like to game at least once a week, and twice a week when I’m not too busy at work. I game online on the Gauntlet where there’s all the cool indie stuff you could want, but sadly mostly on US evenings, which is in the middle of the night for me. I have founded a regular story games meetup in Vienna with my friend Daniel which has suffered badly from his moving to another part of the country and my discovering LARPs, so I need to split my time.

I maintain good energy in a game when I feel involved in the action and when I feel excitement from the group. This happens when the spotlight is shared well and when there is mutual giving and taking of cues and actions. Enthusiasm and improvisation beats preparation any day at my table. Also, I feel very strongly about creating a safe and inclusive space at my tables. I founded the meetup group to meet other gamers and to bring new people into the hobby, specifically women who I feel are under-represented. I feel most alive when there’s enthusiasm at the table when we conclude a session and when people love the experience and commit to come back for more. 

What kind of games do you feel you are most comfortable with and enjoy the most?
Two types:

a) story games of all kinds that distribute narrative control in interesting ways and that have an element of story built into the rules. I gravitate towards GM-less games but I’ll try anything once. I also lean towards one-shots as opposed to campaign games, just because of the scheduling hell that seems to come with every single group that needs commitment to a campaign game.

b) parlor LARPs and Nordic scenarios with a small group of players, 2-5 hours of game time and a strong theme, premise and elegant mechanics.

I enjoy myself the most when a concluding story is told and we get to see conflict, character change and emotional impact. 
Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?
There is this one game I still remember fondly. It was a campaign for two players and the GM, played with my best friends, over a few years of real life time and many years of game time, on a game world of our own creation. I was playing a high elf psychic vampire mage and my friend a merchant prince vampire. Our characters valued each other’s personalities and accomplishments, but despised each other’s affiliation. We had to cooperate to keep lethal threats from ourselves and the city, but also had scenes of deep alienation. There was enough time to deeply develop both characters.

The moment I’m talking about was the campaign’s very climax and conclusion, when it became clear that my friend’s character was hell-bent on bringing my character’s mortal enemy and thief of his soul, a dark god of shadow and revenge, back into his world, by donning a possessed armor and offering up his body. Just before that happened, my character decided to summon lightning from the sky and destroy his enemy and friend together.

I’m telling this because for me it felt like the completely right decision. It did have an impact for our friendship, though. We were both very invested in our characters, but I felt that the story was told to its end. My friend, on the other hand, resented me for “backstabbing”, and in the epipogue his character’s ghost took it out on my character’s eldest son, kidnapping him and turning him into a vampire. I was totally okay with that – revenge was a strong theme in this story for me.

What I’m saying is that this incident taught me about characters. Characters are only real within a story. Outside of that story, they’re just empty husks. My friend wanted to keep their character’s husk for later reuse (he never did reuse it, and never does with other characters). I wanted to play mine to the hilt and have them succeed or die trying. And I loved every minute of it.

Thank you so much to Johannes for participating in the feature! I hope you all enjoyed reading!


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

What Makes a Good Player?

As most people know, I am rarely a game master in tabletop games. More often than not, I play games exclusively as a player, and sometimes I even just spectate! To me, players are just as essential to the games as the designers and the GMs, for a number of reasons. Here’s a bit about that!

This post marks the start of a new series on Thoughty called What Makes a Good Player? where I’m interviewing gamers nominated by GMs and fellow players for being known as good players who help make games more enjoyable for everyone at the table. This series will run through December, with weekly posts on Wednesdays, 10AM Eastern. This series is also funded in part by my patrons at Patreon.com/briecs, where your support is very welcome and appreciated!

I really loved reading the interview responses from players about their style and preferences, and what’s important to them as a player. I hope through the interviews, you’ll learn more about what some people enjoy as players, how players can behave to enhance gameplay, and a few new things about the people you might know, or might get to know!

For me, tabletop games without players are not really a thing! You can have GM lonely fun creating worlds that aren’t played in, but the moment a GM starts participating in the mechanical reactions to the world, they become a player, too. Designers are often inherently players, testing their own game against itself, and telling stories that the final players also have the chance to retell in their own ways.

While I’m sure there have been endless posts from sites around the world talking about player skill, I didn’t want to talk as much about skill in this series. I wanted to see how players interact, what they thin is important, and what they get out of playing, because I think that what we get out of games reflects back on what we put into them.

The questions I posed to the interviewees are:

What do you try to do most often while playing games to enhance your experience and the experience of others?

This question is to get an idea of what the players think they do that influence the game. It’s very interesting reading the responses when you start asking how players think they influence other players, because we have pretty subjective concepts of how we change the scene.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

I wanted to see how many players are using formal tools, if any of them have unique tools or habits, and if they can see the direct impact of those or not. You’ll see in the responses how many people referenced improv tools, which is something I may expand upon soon.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

Behind every good player is a good night’s sleep. Even the most amped up player can burn out if they’re playing more games than they can handle time- and energy-wise, and it can impact play. I wanted to see what kind of schedules most players find comfortable for having a good time playing without burnout.

What kind of games do you feel you are most comfortable with and enjoy the most?

If we’re talking about good players, we’d be missing important information if we didn’t ask what they play that they’re so good at, and see whether they think their enjoyment or their interaction with others is negatively impacted by specific games.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

Finally, I wanted to give the players a chance to share their stories (a major part of the point of this blog) and to see what experiences modeled their subjective concepts of doing a good job, and I think it was a really fascinating read for every one of these interviews. The players really have a lot of thought put into their own play and enjoyment!
With all of this in mind, I hope that you’ll all enjoy this new series on Thoughty. Remember to check out the Patreon to support the series if you’re interested or drop a few bucks in the Paypal.me/thoughty tip jar if you like what you see. Let’s play!

This post is an unpaid post announcement in preparation for a series of blog posts supported by the community on patreon.com/briecs. Tell your friends!

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

Behrend Bernhard, Esq. Version 1 – A Performative Party Game

Hello All!

It’s your friendly neighborhood Brie with a new game! This is, as with my previous games, a text-only version 1, so if I need to make edits I will do so and update the original file with a new version.

It’s a performative party game* where you get together friends and play out a court scene where one player gets to play a larger performative role as the title character, Behrend Bernhard, Esquire, one plays a court reporter who handles record taking, tallying records, and so on, and the rest of the players are witnesses providing testimony. All of the players have a small chance to roleplay, while Behrend’s character is the most active and asks questions of the witnesses. However, at the end, there’s a chance that any of the players could have a final dramatic scene. Yes, there is a twist, but it’s clearly detailed, and it is at the forefront that everyone is making up their stories. 🙂

I’ve been exploring player involvement and how much players want or need to participate in games, and at what level they’re most comfortable, as well as how to integrate different levels of power or authority in a game. I’ve also been looking at how we can make lies and secrets public while still playing within the fiction we’ve concocted.

Here it is!




*Some might consider this a live action roleplay game, and in some ways it is, but I think it’s a step away from that, personally, and you can argue about it if you want.


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