We Need to Talk About Disabilities and Gaming

Talking with John (husband) about disability literacy for the able, how literacy is a weird term, & how to handle being unable to write at a game table.

Virtually every RPG requires the ability to read and write. This is an issue for bringing games to illiterate individuals (who exist!), which is another huge thing that I don’t even know how to address. However, something I can address is my own situation.

I have hand tremors that have grown relatively significant and some minor muscle spasms. I can’t handwrite really at all anymore. I risk tearing paper or very far stray lines, and it’s also really stressful to try to write because it’s embarrassing and difficult (and sometimes painful because of the muscle strain to avoid shaking). The issue here is that almost every single game involves writing at least something on a character sheet and I have no real objection to that. I like customizing characters. However, these days I need a second set of hands to do those things.

When I go to a table and have to ask someone to fill out my sheet, it’s awkward and embarrassing. Most of the time it is eased because I’ll go to tables with friends (this is part of why I seek out friendly, familiar tables). However, I sometimes want to game with new people! I can’t always rely on people I know to help me write down my stats and stuff, and I want to emphasize that having friends at a table will always make this easier, but it is not enough.

There is a huge lack of literacy in regards to disability in the world in general, but I’m surprised at how significant it can be in the gaming world. I realize that it’s hard to achieve this, as schools don’t really address it, workplaces do their best to avoid it, and honestly, disabled individuals can easily be alienated socially too. But it’s really not okay.

If I ask for help at a strange table, I get stared at, awkward mumbles, and eventually someone will help but it’s very hard to feel comfortable at that point. I’ve outed myself. I have to give an explanation. It takes time away from the game, I delay the other players, and I know it’s an inconvenience, and it also puts me in a weird place socially. Now I’m kind of the invalid, I’m a weight on other players. They treat me differently, and it makes me feel really sad.

The issue, in reality, is not that I can’t get help. Most people will (even if begrudgingly) help me. Some are even happy to do it. At friendly tables, it’s awesome because my friends are so supportive. At a stranger’s table, it’s harder. People don’t know enough about disabled people to know how to react when a disabled person needs help. They don’t know that it’s just a simple need, so sometimes they treat me like a child. They don’t know how extensive it is, so sometimes they get annoyed.

I’m writing this massive blargh of text to say this: We need to talk about disabilities and gaming. There are some great people talking about it already (Elsa S. Henry and Shoshana Kessock to name a couple, and I think Matt Weber as well, and I know there are more of you out there!!), which is awesome, but more than a few people need to be talking. We need to ask for accommodation at conventions and events. We need to talk to players and GMs about how to help disabled players at their tables. We need to be willing to help, and to not judge people for needing help.

I’m asking now, as a gamer and designer and player and everything else, for your help in teaching others how to be an ally for disabled gamers, in working with businesses and organizations in gaming to make things approachable for disabled gamers, and in making spaces more accessible.

Here’s the thing. I’m here to support you in this effort, but in part because I _have_ disabilities, I need more legwork from those who have the energy. Speak to disabled gamers to get their feedback, do research online, and be aware of situations that might put disabled gamers at a disadvantage or keep them from participating. This week, I spoke to John Ward at GAMA about Origins, and we discussed some work they’re doing to improve registration next year to make it more accessible. All it took was a polite and well-worded email and a willingness to discuss options, and I think that next year’s registration might be a lot easier for me and players like me. It’s worth the effort.


I hope you’ll join me in this. I know we have a lot of causes and inclusivity movements to keep up with, but if you can take just a little time – even if it just means helping a player out at a con table you share and treating them like a person when you do it – it can really make a difference.


Thank you to my friends who have supported me while I’ve dealt with my illnesses. You’re the best!


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

Women with Initiative: Kira Magrann

Today’s Women with Initiative feature is with Kira Magrann. I met Kira years ago through Gaming as Women, where we both were bloggers. She is well-known for her involvement in Indie Games on Demand as an organizer, as well as for her own design work, art, and her work to create a more inclusive, diverse gaming community. Her games have a lot of feminist and queer concepts in action, and she also has a knack for creating sexy, intimate games that really engage players. I asked her a few questions about her work, and she provided some great answers!

How did you get your start in gaming, and how does it intertwine with your other hobbies and interests, such as art?

I got started in gaming when I bought my first Vampire the Masquerade book at a hobby shop. I took it home and tried to run it for four of my girlfriends and it was a hilarious disaster. BUT my mom then encouraged me to go to Origins (back when it was in Philly) ’cause she thought it would get me off those darn computer games. It worked! I fell in love with vampire larps and all the ridiculous people I met there, who were also spearheading the goth music and club scene in the late 90s in Philly. So that lead to me going to goth clubs and playing Vampire on the dance floor and, well, now I’m the ridiculous human I am now. So I guess to answer your question, there was a lot of crossover with Vampire larps, goth clubs, and kink culture when I was a teen getting into roleplaying. There definitely still is, but, less in the goth arena since Vampire larps aren’t such a cultural sensation anymore.

I think the place where art intersects with my gaming is that it makes me want to make stuff for games! I’m a maker, so creating and designing games has become a thing I really enjoy. I can’t really be a passive game player, I need to get involved and get everyone else involved too. Designing games is so much more complex than a lot of art making (and metalwork and jewelry ain’t simple, lost wax casting involves so much math I can’t even sometimes!). There are a lot of moving pieces in games, and its interactive. I think that challenge really gets my creative artistic side going. I also really like creating interactive art, which is why I enjoy making jewelry more than gallery work or illustration. The ability to make something that someone will wear and interact with is very personal and embodied in a way that is much more satisfying to me than other mediums.

[Interviewer note: I actually own multiple pieces of jewelry created by Kira, specifically my octopus earrings and necklace that I wear constantly. It’s beautiful, and very meaningful, and it really is something that gives me a special connection.]

Your games all have an underlayer of intimacy, whether between individuals or with oneself. What helps you determine the right mechanic to use, or instructions to give, to encourage players to live out this intimacy in game?

Oh, hey, that’s an interesting observation I hadn’t thought of before! Intimacy in all my games!

For mechanics, I usually think about what I would like to do if I were playing this game I’m writing. What actions would I like to take as a player? Additionally, I think its really really important to edit mechanics to the most important ones, like maybe the top two or three, that people might be using. I want to highlight the things that are most important to the themes and characters in the game and create mechanics that support those. So I guess I think of theme and character first, then think of game mechanics that already exist in the tabletop or larp worlds, and then I try to piece them together until something works!

Specifically designing for intimacy though, I kinda cheat and use my sex ed, kink salesperson, kink community, queer community, and feminist theory expertise! I have a huge interest in how humans relate intimately in different settings, and like, how we communicate these things. For my game Strict Machine, which is a kinky power dynamic game where people play tanks that have to describe their body parts in sexy ways, the mechanic is based off of Dan Savage’s rules to talking dirty: say what you’re going to do, say what you’re doing, say what you just did. So I get a lot of inspiration from things like that in creating intimacy mechanics for my games.

I think the best way to get players to interact with intimate mechanics is to get them over their initial discomfort or awkwardness. That first time might be a little silly or uncomfortable, because culture tells us intimacy and sex are that way, but keep pushing through that bias and see where it gets you. Consensually, of course!

You probably saw this coming, but I would really love to know: What did you use for inspiration for Selfie, and what prompted you to make a game about selfies in the first place?

Hahaha! Yes you love selfies! Geez, I do too.

Selfies are like this giant intersection of: new media, new technology, the female gaze, self care, and art making. So like, in the art world, there’s been selfie exhibits and photographers I know haaaaaaaaaaaate them because they don’t consider them art. And in the social media world, selfies skew very feminine and young in our cultural consciousness, but in reality they’re actually very diverse in gender and race! What I love about selfies is that people have control over their own image, and especially feminine presenting people. Often the camera is controlled by cis men! It’s like the first time I looked at a Frida Kahlo painting, or an Annie Liebovitz photograph, and thought YES THAT THAT’S HOW I SEE LADIES. So it’s powerful to create your own image of yourself, right. It’s like the first time I drew a self portrait and was like, oh wow, I’m kind of uncomfortable with analyzing myself that much, but whoa, that’s how I look, and there’s an intimacy in drawing every curve of my nostril and shadow of my cheekbone and line around my eyes. I actually used to be really shy about being in front of the camera, looking at myself, I had very low self esteem because I had bad acne when I was younger and thought I was ugly. Art and photography kinda helped me with that, and I feel like the Selfie self care phenomenon is really similar to that experience except more mainstream, and that everyone should experience it.

The technology aspect is super cool. Basically, our smartphones make us cyborgs, we carry around this technology that is an extension of our bodies and personalities and relationships. So talking about that in a game, and how we are using this tech to examine ourselves and our emotions, is really, really neat. Some ladies in Spain got together and played the game, and then posted their selfies to their blog, and I feel like that’s the perfect example of how cool our level of global technological interactivity is.

Thank you so much to Kira for allowing me to interview and feature her here on Thoughty! It is awesome to share her work with my readers. Below is Kira’s brief bio and some links to her contact information and work. Thank you for reading!
——————————————————
Kira Magrann creates jewelry at Anima Metals, organizes Indie Games on Demand, and creates sexy, feminist, queer and cyberpunk games. Some games she’s recently designed are Strict Machine, Mobilize, RESISTOR, and Game of Thrones: Play the Cards. Follow her on G+ or twitter @kiranansi. Also on Tumblr as @kiramagrann.

Selfie is a part of the #Feminism nanogame collection currently featured at Indiecade.

Click here to buy RESISTOR, a cyberwitchy social justice zine.


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

Five or So Questions with Mike Young on A Grandiose Disaster

Today I have an interview with Mike Young, writer and designer of A Grandiose Disaster, a live action roleplaying game currently on Kickstarter through Nathan D. Paoletta. It sounds like a really interesting play experience, so I hope you enjoy the answers I’ve shared below!

Tell me a little about A Grandiose Disaster. What excites you about it?

A Grandiose Disaster is a horror and disaster movie simulation larp. It’s
takes about 3 hours to run in a house, or at a gaming convention, or
wherever people congregate to play games. First the players work together
to create characters that care about each other. Then they go through the
scenario scene by scene, reacting to the disaster and deciding which
characters live and which die.

I’ve been writing larps for many years and I also perform improvisational
theater, and I think A Grandiose Disaster is the end result of all that
I’ve learned doing these things. The ruleset is simple and easy to learn.
It is designed to facilitate roleplaying, making the players feel heroic
at times and despair at other times. The structure of the scenarios
allows for players to focus on roleplaying without worrying if they are
doing something that might harm their character.

And as a larp writer, I really enjoy how easy it is to design a scenario
for A Grandiose Disaster compared to the traditional secrets and powers
larps I’ve written in the past. I love running scenarios for this larp; it
allows me to sit back and watch the roleplaying unfold. I’m really excited
about how everything really works together to highlight the disaster movie
experience.

In A Grandiose Disaster, players create characters that care about each
other. How does this character creation work, and what helps solidify the
emotional connection?

It’s pretty simple. The players get into a circle and form relationships
with the people to their left and right. If there are enough people, then
they get a third relationship too. The relationships can be anything, but
the rules suggest close relationships that have existed for a while:
family members, coworkers, or close friends.

The rules have all sorts of suggestions for creating close relationships.
Players can create a defining event for the relationship giving them
something to discuss and reference during the larp. There are warmups
taken from improv theater that allow the players to roleplay some of the
shared history of their characters to help form a bond. And players can
spend time together discussing the shared history to get as many details
as they want for the history.

What kind of experiences can people expect in the game – are there zombies
or monsters, or are these natural horrors like nature gone wild or
catastrophic?

Well, it really depends on the scenario. I’ve been encouraging blatant
foreshadowing in scenario descriptions so players can create character
that would make sense in such a movie. So players know what to expect in
Trapped in a Mall With Some Zombies, and the descriptions of Fire and Ice
and Space Station Omega make it clear that they are inspired by The
Poseidon Adventure and Alien respectively.

How do the rules encourage both heroism and despair for the players?

The player characters each start with one one-use Ability that allows them
to save a life or learn crucial bits of information or do something else
that breaks the rules of the larp. This allows them to feel heroic as they
drag people to safety or keep people from dying.

However, the scenarios are designed such that characters will die, and
that the players must go from scene to scene in order. The scenes become
more and more horrifying and the players must choose someone to die in
most of the later scenes. Since the players have created deep
relationships with their characters, they will often have to choose
someone they care about to die which can lead to horror and despair.

In an ideal game, what would you want players to take out of the game, in
the end?
I want the players, both whose characters survived and died tragically, I
want them to say they enjoyed the experience. I want them to feel like
they have actually survived a disaster movie and that they had some
genuine emotional responses because of it.

Thanks so much Mike for answering my questions! Make sure to check out A Grandiose Disaster on Kickstarter, and Mike’s other projects if you like his style.


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

Women with Initiative: Kathryn Hymes

Hello all! Today we’re featuring Kathryn Hymes, our Woman with Initiative for April!

Kathryn is one half of the indie design studio, Thorny Games. In the past year, the studio’s silent live action game Sign received an Honorable Mention from the Golden Cobra Challenge. Sign is a game following the journey of deaf children in 1970s Nicaragua. It’s received great reception at multiple events, including Metatopia and Dreamation, and will be featured at the upcoming Living Games conference. It’s always exciting to see designers approaching difficult topics and examining agency and experiences through the lens of gaming.

Kathryn’s current project is Dialect, which in her own words is

“…a game about language and how it dies. It’s a world-building game that follows the story of a community in isolation as seen through their language. We’ve run very successful playtests at Metatopia and Dreamation as well as with many local groups throughout the SF area.  My design partner and I have put a lot of time and heart into this game. Looking forward to Kickstarting in the late summer!”

She is also working on Xenolanguage, which is an introspective game based on one of her favorite sci-fi stories by Ted Chiang. In Xenolanguage, Kathryn explains

“…it’s five minutes in the future and we’ve just made first contact. You are a linguist tasked with deciphering an alien language. As you gain fluency, you begin to see the world differently.”

This in particular made me think of Magicians, a language learning RPG that teaches Korean. Using RPGs to help people learn and understand unfamiliar languages and cultural language coding is fascinating!

I had the opportunity to ask Kathryn some questions about her work and process. Check them out!

Why did you choose language as a focus for your current games?

Oh, man — language is so my jam. I read grammar books for fun as a kid (I was a fun kid). I studied math and language in school. It was a natural muse for game design. Language is a powerful and relatively-uncharted topic in gaming that is fundamental to so much — identity, culture and just being human.

Given it’s a passion, the ideas around it come very naturally. Dialect, a project I’m co-designing with Hakan Seyalioglu, started off as an idea about telling a story through building a language. In the past I’ve struggled with finishing projects just for the sake of it. Feeling compelled to make something because I really care about it gets me through the design slumps.

Language won’t be the focus forever, but for now I’m happy dancing in the space between a game-designer- linguist.

Could you talk a little about Sign and the research you did for the game?


Yes! Sign is a game about being understood. It’s a silent larp for 4-6 players in under 2 hours. It centers on deafness, play, and an emergent language that came from the hands of children. In Sign, players follow a small piece of the true story behind Nicaraguan Sign Language, which started life as an emergent language of deaf school children, and later became the official sign language of an entire country. In the game, players share the frustration and loneliness of not having a language and develop the tools to overcome it. Over the course of the game, they build their own form of communication through structure and freeform play. As a linguist, I’ve been moved by this story for a long time. I hope this game will help it spread!

My design partner and I have taken great care to make the game accessible, respectful, and fun to play. We’ve solicited and incorporated feedback from both the Deaf community and linguists specializing in sign language. This has meaningfully shaped the game. We believe Sign is an experience in empathy: It gives players a brief glimpse at how life changes when barriers to communication are raised, and what that means for people emotionally. The hope is that in addition to being a game, it can see a second life as an educational tool, spreading the word of what is one of the most remarkable linguistic phenomena of modern times.

How do you make games about language more engaging when they include elements like being unable to speak or having different languages without the game seeming forced?

Our brains are hard-wired for language – it’s something that makes us fundamentally human. This help it be naturally engaging. For example, what’s most unique about playing Sign is the arc of understanding. Players’ interactions during the first stages of the game are stilted and full of compromise. They don’t have language: they can’t be understood and it stings. Throughout the game, players define the words they need to communicate during recess and class time, and by the end, it’s incredible how much they can get across. We’ve also seen players hold onto their in-game language long after the game ends and use it with others to recall play. Words are just so sticky.

Thank you so much to Kathryn for answering questions and giving her time for this feature! You can reach Kathryn via the links and social media below if you’re interested in talking more about Sign, Dialect, or Xenolanguage, or whatever else caught your eye during the interview. Thanks for reading, and please remember to check out my Patreon if you’re interested in helping support more blog posts, interviews, and features on Thoughty blog!
Kathryn Hymes Contact
Thorny Games Website
 


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

Five or So Questions with Josh Jordan and Caitlynn Belle on Singularity

Today I have an interview with Josh Jordan and Caitlynn Belle on their larp that is currently on Kickstarter, Singularity. There are only a few days left on the Kickstarter, but hopefully this interview will tell you a bit about the project and pique your interest!



Tell me a little about Singularity. What excites you about it?

Josh: Singularity is a larp for 4-6 players that emulates a dating game show set in the the transhuman future. I am excited about it for more than one reason. I like that it allows us to play an episode of a dating game show. I think that’s a fun format for a one-shot game that I haven’t seen before. I like it because setting it in the transhuman future allows me to play characters from a hugely diverse list of human and post-human people. And I like it because I think my co-designer, Caitlynn Belle, is particularly talented at making games about tense human relationships and explorations of personal identity.

What elements of transhumanism are brought forward strongest in Singularity?

Josh: In Singularity, characters are not necessarily human. Though most of them had human bodies when they were born, they now have a variety of physical forms. Basically, the characters exist in a universe where the human body is optional. You can choose your own body to match your sense of identity. Whether that’s an uplifted tortoise, a humanoid composed of pure electricity, an android, an abandoned planet, or something else entirely, you choose to define yourself, and you can conform your body to that identity.

Caitlynn: Mostly the idea of changing yourself and no longer needing to rely on standard conventions of what a human being is. We’ve purposefully kept the majority of the topic out of the game and focused on the technology to change who you are, to bring yourself more in line with the ideal soul within yourself.

When designing games about relationships, particularly larps, what do you think are the most important elements?

Josh: Player safety and comfort are the most important. Then of course, preparing and monitoring to make sure that the players are having fun. After that, being true to the theme of the game itself.

Caitlynn: Figuring out how a relationship actually works and trying to deliver the tools to help players convey that. We have a very romanticized version of how marriage or relationships work via the media we consume, and it’s important to try to transcend that and deliver a more honest experience. The core of a relationship is defined, I think, by how people work together and what they’re willing to go through and still stick it out. If you’re trying to make a game about how people interact with romance and sexuality, you have to take into account that they’re people, with their own quirks and hang-ups about love, sex, gender, ethics, and so on. It’s putting two personalities together and see where they stick and where they repel, and finding out what happens when they can’t make those things compatible.

Another important thing is safety, because a relationship is trust and love and carries certain connotations and baggage with it, and may sometimes elicit strong memories from players. You have to make sure people are ready.

Tell me a little about the structure of Singularity. How does the game flow?

Josh: Allow me to answer that by first showing you the Table of Contents. It follows the order of the game itself, so it should give you an idea of how the game flows.

Pre-Show Directions

  • Pitch
  • Setup
  • Rules

Screenplay

  • Opening
  • Round Table
  • Second Dates
  • Decision Debrief

During the pre-show directions, players talk about what the game is supposed to be and what they need to do to choose characters and prepare to play. They also talk about safety rules and boundaries, so that no player feels unsafe, and so that any player who begins to feel unsafe knows what to do. The players are there to support each other and make sure everyone is doing okay.

During the actual game, which the book calls the Screenplay section, the format is very much like an episode of a dating show, followed by a player debrief. The Host opens the show and introduces the characters. The Star meets all the Contestants at a round table group date. The Star takes each Contestant on a separate second date. Then the Star talks with the Host and makes her final decision of who to pursue a relationship with.

Caitlynn: One player takes on the role of host, facilitating the entire game, while everyone else plays contestants on a dating show. One is the star, and the others are trying to win their affection. There’s a round of introductions, then a first date, where everyone plays a scene in a nightclub or bar or somewhere and they discuss who they are and what matters to them.

After that, players work together to improvise stories about a second date, making it up on the fly. The host will try to interject and draw conflict out of it. Then, after about an hour of play, you’ve got these characters who have put everything about themselves on the table, who are excited that this person is into this thing, but are nervous because they’re opposed to that thing, and finally the star has to make a tough decision and decide who is important for them.

Does Singularity have any built-in safeguards for safe, respectful play?

Josh: Yes, the section of the book entitled “Rules” is all about safe, respectful play. Before the players get in character, they discuss which topics should be off-limits, expectations for physical touch during the game (SPOILER: There doesn’t need to be any physical touch during the game), three things they can do when they feel uncomfortable during the game, and what to do when they think another player looks uncomfortable.

Caitlynn: We talk a lot in the setup about safe practices and techniques – cut and brake, the door is always open, and so on. There’s a whole section dedicated to making sure people understand they’re free to walk away at any time and that we all exist as a group to make this a fun experience for all.

Despite the characters being a bit strange, they’re really just very surreal takes on identity and gender, so we talk about making sure you’re addressing those things respectfully and the role you have in making it work successfully for everyone. Safety and good times are huge concerns!

What do you think is the most valuable thing someone can get out of the experience in playing Singularity?

Josh: That’s a good question. I don’t want to limit what you get out of the game or tell you that if you don’t feel X, you’re not playing right. But I hope that by playing Singularity, you have at least a moment of empathy for people who struggle with identity issues in real life. Maybe you are like me and have always had a strong sense of who you are. That’s great, but not everyone is like that. Or maybe you have a sense of identity, but the society where you live doesn’t value you or your identity. Playing a game of Singularity can give you moments of empathy with people who are either A. still figuring out who their are or B. being told by their neighbors that their identity isn’t worth much.
TL;DR I hope you get out of it whatever you want, but our intent to explore issues of identity. Especially identity in the context of looking for romance.

Caitlynn: That these people exist. Trans, non-binary, queer, or what have you. They’re a part of our community, and even outside of that, a part of our society. The big goal with this game was to help characters find connections across differing creeds, cultures, ideas, identities, and genders, to show that even the people we hate or distrust, they’re still people. We’re all human in the end.


Thank you to Caitlynn and Josh for their responses, and make sure to check out Singularity on Kickstarter!

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

Five or So Questions with Andrew Medeiros on The Forgotten!

I have an interview today with Andrew Madeiros on his new game, The Forgotten, which is currently on Kickstarter. The Forgotten sounds like a fantastic game, and I’m excited to see it played by my friends and fellow creators. It seems like a really emotional experience, and those can be amazing!

Tell me a little about The Forgotten. What excites you about it?

Of course! The Forgotten is a live action game that tells the story of people trying to survive while their city is torn apart by civil war. Some of them are family, friends, or strangers who are living day-by-day together. It takes about two hours or so to play and is broken down into day and night scenes. Day scenes last fifteen minutes and are essentially free-form role play, and night scenes take just a few minutes and involve a few of the players drawing event cards to see how their night of scavenging and guarding resolve.

What most excites me is the hope that this game can teach people a bit of empathy for those who have to live through war, specifically noncombatants. The events in the game are a mix of tragic and heartfelt, but they never glorify war; something I feel I see too often these days.

Is there anything that you do in the game to separate the day and night with mood or scene, and in either case, how do you think the use of or lack of that kind of technique influences The Forgotten?

Great question! The game uses a customizable soundtrack that acts as a timekeeper and ambiance for the players. During day scenes, the players will hear anything from quiet days, to rain, or distant gunfire. The night scenes are signaled by a musical track that tells the group that the sun is setting and it’s time to transition scenes. We’ve found it to be very effective in play testing and many players have reported that it was one of their favourite aspects of the game.

Do you think that, while dealing with such an emotional subject matter, there is a benefit to a shorter game?

I think shorter live action games are always my preference, they feel punchier and more satisfying in the end and leave me with plenty of time to digest and process my experience. I think the game continues even after the end, while you’re contemplating it all in the following hours/days/weeks.I know a lot of people prefer longer run time games because it gives them a ton of time to truly immerse themselves in the experience, and I totally respect that, but it’s not the sort of play I am looking to enjoy or offer. In short, both approaches seem to have their advantages, but I went with my preferred style for this one.

What were difficulties you encountered writing a game with a theme that is, while quite common, very often ill-designed or insensitive?

I think I was my own worst enemy on this front. My first version of the game was very bleak; many of the event cards were catastrophic and only highlighted the terrible things people can do when desperate. After doing a lot of research I came to find that people living in these kinds of dreadful conditions are more often than not just regular people like you and I and tended to act accordingly. In my following drafts I made sure to include events that not only challenged the morals and ethics of the player’s characters, but also showcased the good of those living around them. It’s a tough balancing act, as I wanted to offer a game with both hope and tragedy as themes. I’ve strived for that, and I hope I’ve pulled it off.

Would you talk a little about the event cards that players encounter in the night scenes?

I’d love to (this is my favourite part!). Events come in three decks of cards: Guard, Play It Safe and Take a Risk. The Guard deck is drawn by the player who was chosen to stay up and stand watch over those asleep in the shelter and they include events that take place at home; attacks, help from neighbors, people looking to trade, etc. It also includes the game end card, which triggers the final day of play for the group.

The other two decks are for those chosen to head out to find food, medical supplies, etc. (they do this at night because moving around during the day is dangerous due to snipers). Each scavenger chooses if they want to look in relatively safe places or take a chance by searching high risk locales. The pay off for taking a risk is much higher but so is the danger, and so we leave the severity of the game completely in the players’ hands. This all happens within the three or so minutes of the night scene and once the music ends, the next day scene begins as people are returning home from their tasks.


If you could describe the ideal outcome for what people think about The Forgotten in three words, what would you say?

Worthwhile and powerful.



Thanks to Andrew for an excellent interview! I loved hearing about the game and the challenging elements to make it a great experience. Check out The Forgotten on Kickstarter today!


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