Quick Shot on #FlirtSquad

Just in time for Valentine’s Day, I bring you an interview with the excellent Ken Davidson about #FlirtSquad, which is part of Zine Quest 2 on Kickstarter! Check out the interview below!

What is #FlirtSquad, both as a product and as your vision?

Hello Beau, thank you for taking the time out to interview me, I really appreciate it. Okay, background first. My memory of events may not be exactly accurate, but about two years ago, Darcy Ross posted on Twitter because she had a hard time trying to flirt and she asked for advice. This was picked up by a lot of people on Twitter and spawned the hashtag #FlirtSquad. From there, you could post a picture or short clip of yourself trying to look flirty and you were guaranteed to have at least some people respond and tell you how amazing you were doing.

I was one of the first to reply and shameless about tagging people in that I thought could contribute (IIRC you were just such a person). There were so many people sharing so many things, and I read a lot of great advice on how to take better pictures, what was considered too far for people, how to communicate expectations etc. I was like “wow, this is really something.” However, when things really clicked for me was a couple of weeks in, when people who normally don’t try to be flirty online, people who don’t share a lot of pictures of themselves, people that have low self esteem, things like that started to post. They told me either in private or in their tweets that they had always been afraid to post pictures of themselves or to share selfies. Either thinking they weren’t cute, or people would make fun of them, or people would be creepy.

I knew we had something special at THAT point, I was also knew it was Twitter, therefore it was ephemeral, it wouldn’t last forever so I’m like “alright, how can I capture these moments? How can I share this with more people who either didn’t see the tag, or aren’t on Twitter, or aren’t in our small indie RPG bubble? What can I do?” The answer I had for that was “write a LARP!” So, here we are, this is my attempt to give people a safe place, where they can explore their flirty selves and build their confidence with like minded folks, and I think I’ve done it.

 That’s a whimsical answer, sorry. So, the game is a LARP that is a series of workshops under the guise that the #FlirtSquad is a real group you can join, we’re going to train you so you can build your skills, then we will choose who gets to join at the end. I have compiled an amazing team and we will be releasing it as a zine as part of #ZineQuest2. This is my first physical product that I will ever release, and depending on how this goes, either the first of many or the last.

A person wearing glasses and a hat, backlit, drinks from a coffee mug with a decorated latte in it.

This is so awesome! What is the structure of the larp, if any, and what are the guidelines under which players interact?

Thank you I also think it’s awesome! The structure of the LARP basically starts with warm-up exercises, followed by safety discussions, then we assign short roles which are different types of flirters, then an intro, then a series of workshops that I call phases. In each phase we’re teaching a skill related to Flirt which you can use in real life. For example, how to ask for consent, how to say no, how to do different flirty looks, things like that. I don’t want to spoil too much but some of the phases are REALLY fun. 

I ran the game at Big Bad 19 and there’s a phases I call speed flirting and OMG Beau it was SO MUCH FUN TO WATCH. I was giggling the whole time, that may have been my favorite thing that happened at Big Bad, the only problem was that it wasn’t long enough, which I am fixing as we speak! As far as guidelines for interaction I am teaching consent through various methods during the game as well as setting some hard rules in the beginning, safety was my biggest concern with this game and I think we’ve done it. Plus, I have a stretch goal, which was of writing we have not reached yet, to bring in Adira Slattery. Adira is going to add a phase which will deal with boundary settings in a more explicit manner, but still cute and fun.

How do you support players to ensure they’re able to commit to the #FlirtSquad theme safely and enthusiastically?

You have to be very frank and up front about what this game is.  I frontload the Play principles and advise to explicitly say what they are when you run this game. They are: goofy, fun, inclusive and encouraging. If people are not there for those four things and want to be creepy or whatever they can GTFO. As far as getting people enthusiastic about the game you have to be the model when you run this game.

The facilitator has a character in this game, they are the experienced Flirtsquad member who is going to run the recruits through the workshops and it is imperative that they model the behaviors they expect from the players. I ramble and mentioned safety in the last question but going back to it we use Okay check in and Open Door but we also actually have the facilitators not only model good behavior but also model bad behavior and have the crowd call it out.

Again, I don’t want to spoil too much, but Jess Meier and I ran the game and we had “shame” yelled at us a couple of times, it builds a camaraderie between the players which is built in the game and I hope extends to the world. I think that’s all I got, thank you so much again for taking the time out to interview me I really appreciate it!

The #FlirtSquad banner with a black background and Flirt Squad in white brushstroke writing. In the center of the image, three individuals of varying genders, ages, and races in fancy dress, one hiding behind a fan and wearing a hat, eye the viewer.

Thanks so much to Ken for the interview! I hope you all enjoyed it and that you’ll check out #FlirtSquad on Kickstarter today! Happy Valentine’s Day!

Mountains, Gandalf

Dark mountains under a stark cloudy sky, clouding over a large field.

I have been working on the Turn Kickstarter since October 2018, and it has been quite a challenge. The Behind the Masc Kickstarter went so smoothly, with so few issues! Turn, on the other hand, had production changes, shipping challenges, and was all complicated by my continued health issues, both mental and physical. The project was a mountain, in a range of mountains so high I have been struggling to overcome them.

My remaining responsibilities for the Kickstarter are fulfilling some books that have been returned, some of which never were returned but never reached the customer (hooray, shipping!); fulfilling the Snake and Cougar backers, which I’ve only just started on and it’s been a snail’s pace – I feel extreme guilt over this, tbh; and completing and releasing the stretch goals, which are nearly done except for the border town supplement which was a late addition and is now on the back burner until everything else is complete. We legit are doing the final edits on the stretch goals, putting the cover on and touching up art, this weekend! It’s just so much more work than it seems, even when you go in expecting to climb Everest.

The reality is, there are always taller mountains.

Dark mountains under a stark cloudy sky, clouding over a large field.

Not only have I encountered issues with my head injury recovery, but I’ve also dealt with recurring back problems, required pelvic rehabilitation therapy and treatment for digestive and dental issues, and also fought constantly with Medicaid – not to forget struggles with depression, my bipolar disorder, and PTSD. My immediate family has struggled too, and I never manage to be there for them. All of this while I’m still trying to figure out how to contribute to my household – at this point, I struggle pointlessly.

I have taken on editing jobs, sensitivity consultation roles, and small game design jobs, but I’ve had to step out of a few, and those I have finished like the code of conduct used in a number of Pacific Northwest game design playtest groups are ones I don’t really see the fruits of – though the financial benefits were enough to stress out Medicaid.

I’ve supported the Homunculus Assembly Line Kickstarter regularly and will be doing writing and design for it, and hopefully working closely with a partner will make it easier. It’s just a frustrating pattern that there’s work and work and it’s always more than it seems, always this bigger mountain, and when we get to the reward at the end, it’s always smaller. Turn has been out for a while now, and few people have really recognized that – this is not a complaint, this is a recognition that I haven’t reached out to podcasts or reviewers and sent out copies to try to get their attention, because I’m too damn tired.

I’m going somewhere with this, I swear.

The reality is there are ranges of mountains we climb over every day, and let’s be real, the privileged, able, rich people will be able to get over them so much more easily than the rest of us. But it’s easier to do it together, tied together with some rope for safety, trusting in each other. When we fall, we can help each other up.

And people do this for me every day – my partners, my friends, my colleagues. I know I can be a goddamn disaster, but I also know that my openness about my pain and struggles gives people the opportunity to support me and help me, whether it’s through bundles that get me to conventions or gifting me from my birthday wishlist or just a DM to make sure I eat a goddamn meal today.

Winter tree branches obscuring a frozen lake and mountains in the distance.

The mountains are cold and lonely at times, and we will starve if we try to climb them alone. We don’t have to be some sort of superhumans, and we shouldn’t have to be. We should strive to support each other in a network of creators and consumers, loving and caring for one-another. We don’t have to cannibalize each other if we plan for the storms and listen to what wise people say.

That reward at the end won’t be as small if it’s shared between us and used to grow more and greater gardens. We can keep going! We just have to stick together, and find the beauty in the mountains together, and not turn back when it feels impossible.

This is what I’m telling myself, as I keep climbing. Will you tie your rope to me, and hold on tight as the winds blow?

Mountains under a blue sky behind a winter field.

Five or So Questions on The Tingleverse

When I found out Chuck Tingle released The Tingleverse, an RPG set in the world of his Tinglers books, I was immediately on board – and super excited when Chuck granted me an interview! Check out Chuck’s responses below.

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

first question is good but it has many answers because WHERE WE ARE RIGHT NOW IS THE TINGLEVERSE this is just layer of reality we are on (these are in stacks that go from top to bottom) and outside of this is THE VOID. so each layer of this stack is a potential timeline they are infinite and together they make up the tingleverse. but i can say that GAME of the tingleverse is an important way to explore other layers or timelines that buckaroos might not have been to mostly the timelines that i write about in my books. so i think if you are fan of tinglers by worlds greatest author chuck tingle then you will definitely like this important game because it will give you a chance to trot as a unicorn or a bigfoot or a raptor and maybe even a human to. i think that games in this way help with empathy and understanding that we all have our own unique trot and that is a WONDERFUL THING i think this is proof of love thats for dang sure

What was it like collaborating with others on making The Tingleverse into a roleplaying game?

thank you not really sure if this is reference to something but i did not really collaborate much in this way it was normal edited by son jon and there were playtests way but i do not really see this as collaboration just helpful buds along the way. this does not mean they were not important in fact they were VERY IMPORTANT mostly to say to man name of chuck ‘wow this is good and this works you should keep going’ so i appreciated that way for buds. sometimes you need an extra voice to say ‘ you can do it bud’ this bit of encouragement is nice even fore worlds greatest author. but mostly i think i was able to make game because of unique and important way my brain works with is very methodical way and says that if you take things piece by piece they might not make sense but eventually they will make BIG TIME SENSE just gotta but head down and work a little every day thats how you prove love at the end of the road buddy

What were some of your favorite elements of your Tinglers and books to bring into the Tingleverse RPG project?

i think i enjoyed being able to talk on the lonesome train as this is very important to me and i have a lot of anxiety on its way and its call. so anytime i get to prove love is real by speaking about it and making it into a force that I CAN HANDLE by putting it into a game is very good. DEEP DANG DOWN i think this makes me feel better but in broader sense i think this is a way of the artistic bud to take issues that we have and to turn them into something that you can process through a game or a story or a song and then reflect on these issues in way that MAKES SENSE TO YOU. so i would say talkin on the lonesome train felt very nice in this context and other times it can be a difficult way.

The Tingleverse book is pretty big! It had to have taken a lot of time and love to put it together. Did you have a particular process for developing the game and organizing the book?

thank you for saying book is very big i think so to it took LONG DANG TIME to make and was sometimes very daunting process made me shake and drool on a number of days thinking ‘dang this is a lot of work’ but now that it is done i can look back and think even though it was a work time it was a fun time, and now i am working on monster book so whenever this makes me shake and drool i feel same way and that helps. but i would say most of all process was to ask self ‘what would YOU be wondering right now?’ normally in books you ask this to think about journey of reader feelings but in instructional book like this it is journey of readers thinkings but it is basically same at the end of the dang day

I’m a game designer who has mental health struggles but fights through them to try to create projects with messages of love, so this project appeals to me! When you look at The Tingleverse RPG project, why did you feel it was a good suit to put forward the stories you tell and the messages you like to send?

i am glad you have put up a first in your struggling way to say GUESS WHAT BUDDY TODAY IS MY DAY NOT THE DAY OF SOME SCOUNDREL INSIDE MY WAY THAT IS NOT REALLY MY WAY so i think that is so important and i think that you have proved love very much. and also when you make an artistic way with love at the core it will only bring people towards it and that is very special but also powerful. so i will say that with TINGLEVERSE GAME i think it is a good way to tell stories and prove love because it is community game and it makes me think of good times trotting with buds, and i think that it is nice to make something that others can used together and maybe laugh and maybe cry but most of all love. it is okay to have this journey on your own with a dang good but and i have written many of those so with this i just thought ‘what the heck lets try something new’

The cover of The Tingleverse: The Official Chuck Tingle Role-Playing Game with a Bigfoot, a pretty woman, a raptor with a green human-like body wearing a cowboy hat and chaps, and Void tentacles curling up around them in front of a Billings, Montana landscape with a beautiful sunset and western-styled lettering for the titling.

Thanks so much to Chuck for the awesome interview! I hope you all enjoyed it and that you’ll check out The Tingleverse today!

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Five or So Questions on Critical Core

I have an interview today with AdamD from Game to Grow about Critical Core, which is currently in preorder! It sounded like such a fascinating project focused on helping autistic gamers! Check out Adam’s responses below!

The Critical Core box with a black cover that features a hexagon filled with beautiful art of characters and settings.

Tell me about Critical Core. What excites you about it?

Critical Core is a starter set for therapeutic tabletop role-playing games. We’ve been using games to help kids and teens build social skills for around 8 years now, and have always wanted to reach a larger audience of people than we can reach directly in the greater Seattle Area. At Game to Grow we’ve been saying for years that we think the world would be a better place if everyone played more games together. This is our opportunity to get a game into more homes, hospitals, schools, clinics and libraries around the world.

A warrior who appears Japanese stands with a young child in braids on a backdrop of a large tower and castle and mountains. The text reads Critical Core: Better reality through fantasy.

What are the backgrounds like for the various people working on Game To Grow? What motivated you to apply it to games?

Adam Johns is a licensed Marriage and Family Therapist. I (Adam Davis) have a masters in education with a specialization in Drama Therapy. We met in grad school at Antioch University Seattle and started working together running drop in groups using Dungeons and Dragons with socially isolated youth. As we ran the groups we realized the potential that the game has as an intentional intervention for building social competence. We created Wheelhouse Workshop, a for-profit company, in 2013 dedicated to using RPGs to build social skills. After several years of running groups and serving the local community, they formed Game to Grow in 2017 to continue to expand on the use of games to help people learn, grow, and change.

Game to Grow was formed as a nonprofit to reach a larger audience to help with a wider range of challenges.  Another member of the development team is Virginia Spielmann, who is a British-trained Occupational Therapist with more than 20 years experience working in pediatrics. Virginia is a specialist in the DIR Floortime™ framework of developmental intervention. Virginia approached us with the Critical Core project as a collaboration with the ad agency Mcgarrybowen Hong Kong, who sought to use their creative talent in design and project management to serve the autistic community in Hong Kong with an innovative idea. Critical Core was born from this international collaboration.

The whole Critical Core box and its interior, showing dice, cards, a grid map, character sheets, and setting guides.

How does the starter kit work and what is included in it?

The starter kit contains three main components: the rules and materials for a simplified  and easy-to-play role-playing game, a facilitator’s guide with the best-practices we have developed over the near decade of experience we have running groups and using this method to help clients, and adventure modules in which the in-game scenarios are targeted developmentally to real-world areas of social growth.  

The goal is for new game masters to be able to pick up the starter set and learn a simple game they can use to help and connect with their family, students, clients, or community. They can use the modules and facilitator’s guide to improve the outcomes of their game and provide some support for kids, whether they’re on the autism spectrum or not.  Experienced game masters will be able to apply the wisdom in the facilitator’s guide and adventure modules to other game systems and use the games they already know and love to help their community. Trained therapists, educators, and other community support will have a new tool in their repertoire to help their community in a way that is, fun, safe, and enriching.

A man waves blue clouds with his hand while dressed in green fantasy-style clothing and grey hair with pointy ears stands behind a young boy in a green tracksuit in a forest with glowing spheres on the ground and other figures in the background. The text reads Critical Core: Better reality through fantasy.

How do you approach accessibility for those with disabilities like blindness, or who have mobility issues?

Our approach to accessibility is that, as our colleague Mike Fields said during a presentation: ”An impairment is only a disability when there is no accommodation.”

We also recognize that every individual is different and may need a different level of modification or accommodation for them to fully participate. The key element  to accessibility is open dialogue around what a participant needs and how we can help.  There are obvious ways we can improve accessibility, i.e., by making sure paths are clear for wheelchairs and walkers, or by providing braille dice, though it is impossible to be 100% prepared for everything so we must be open to conversation about how we can make sure our table has a place for everyone. 

The cards from the Critical Core box featuring the Orcs.

How do these starter kits work for people who aren’t experienced professionals, based on your testing?

We’re still developing the kit to make it the best it can be to professionals with less experience using RPGs to help.  Our “official” beta-testing with Critical Core kits hasn’t begun, though in the trainings we’ve conducted over the years using the wisdom and best practices that will go into the facilitators guide, we’ve seen the largest area of growth is making sure that the professionals new to facilitating RPGs for growth remember that they are also a player, and that SO MUCH of the power in the work comes from relationships and play.   So we’ll make sure that the kits have a clear outline of the game structure, but also explain in depth how to use the game to maximum impact.  Not just the what, but the why and the how.  Much of that will be in the facilitator’s guide included in the Critical Core box. 

Thank you so much to Adam for the interview! I hope you all enjoyed it and that you’ll check out Critical Core and consider preordering if it is a good suit for you!

Assembludo: What I’m Working On

I’ve had some recent changes in my personal life, and they’ve reflected some changes in my professional life, too! As some people know, I have multiple romantic partners (I’m polyamorous), and that I work on game stuff and play games with my partners a lot. One of my partners is Thomas Novosel, who is a brilliant artist and game designer I met through Google+ a few years back. We’re dating, and we’re also working on some super rad game stuff.

A dark haired, bearded man in glasses and an orange and blue flannel button down looks off to the distance inside an industrial styled restaurant.
Thomas Novosel, photo by Brie Beau Sheldon (c) 2019.

Thomas is in upstate New York, and he’s consulting with me on Turn’s border towns stretch goal that replaced the Mormon towns goal. This stretch goal is going to take a little longer to complete, but Thomas was part of the inspiration – I visited him in his town, on the northern US border, and realized there are a lot of stories to tell. He’s helping me get in touch with the local indigenous center (Akwesasne natives). This is hugely useful.

(P.S.: I’m still looking for a southern border consultant, preferably a person of color, from either side of the US southern border! Please use the contact page if you’re interested.)

Thomas and I have also made our own little game collective, called Assembludo (a mashup of assemblage+ludo for artistic mashup of game stuff, basically). It’s been really fun to work on so far, and we’re nearing having some projects ready to release! It’s hard figuring out how to fund projects, but in the meantime I’ve been helping Thomas get some game jam products out like The Heaven’s Prophet’s Tomb for the Pamphlet Dungeon, and he’s run his game Runaway Hirelings for me so I can get a better feel for his design sense. (Unsurprisingly, Runaway Hirelings was SUPER fun, very creative and adventurous, and plays in like 2 hours! It’s worth way more like $10!)

The Runaway Hirelings cover with a person carrying a large sack illustrated as walking along with determination.

The other new projects we’re working on are even more exciting!

The first project we’re hoping to release as a joint effort as designers is called The Magic Hour, and it’s a short adventure for general fantasy campaigns with some custom creatures. It’s set in a small town in a rural fantasy land with a variety of characters in the town, where a mystery is occurring! People in the town have been disappearing, and no one can seem to figure out what’s happening!

The description I gave to John one of the creatures is “okapi with condor wings” and I’m excited to see them realized in the game. We’re both obviously working on this while juggling our regular jobs, freelance work, and individual projects, so it’s taking a little bit of time. But, we’re making good progress, and I think it’s a cute game adventure that encourages nonviolence, explores a small town, and has a little bit of silliness baked in. We’re both capable of seriousness and spookiness, but I think that’s something really wonderful about what Thomas and I have been working on – there’s just a little lightheartedness in every bit!

Two okapi, a mother and baby, walking around in the zoo. They are horse-like creatures with shorter faces and big ears, dark brown fur all over their torsos and then zebra-like striped fur on their legs.
Two Okapi, so cute, so weird (from Wikimedia Commons).

We have a few other ideas bouncing around. Like, Thomas is working on a King Arthur and the Round Table inspired knight game, A Knight Rode at Dawn, which looks absolutely fantastic and has been fun to follow and contribute to as he needs. I’m working on Flicker, something I started writing inspired by Thomas’s art before we started dating, which is a game about hope where you burn down tiny paper houses as you, a living flame, travel the darkening world to relight the sun. I love the game a lot, and it’s reignited by Thomas’s gentle encouragement.

Our big project, which could take a long while, is Little Green Dot, which is a game about a world populated by animals that live on little islands. It’s a world touched by folk legend and there’s a lot of thinking about our actions, what they mean now, and what they’ll mean years from now to our community, our family, our party, and ourselves. Animals are sometimes bigger or smaller than they’d be in our world, but they’re also able to use leaf-swords and acorn-caps and travel to become legends in their own right.

One of my favorite things that Thomas has written in our draft notes is this, about one of the character types that I wanted to have.

The squids and the turtles children would grow together but would always be upset and miss each other and grow apart as one went towards land. The Whale saw this and kissed the squids mantles, giving them a soft membrane of water from home to follow them onto land. Allowing them to go as far as they want, with their friends, while also taking their home with them.

Thomas Novosel, draft notes for Little Green Dot, 2019

There is a section below it where he elaborated that I read as he typed, and it made me cry!

Specific Feeling: Taking a stone from the farm with you into the city. A stone that you looked at and liked. But someone put it in your hand so that you didn’t have to pick it up.

Thomas Novosel, draft notes for Little Green Dot, 2019

This is the weirdest thing about designing with Thomas. He still is quite technical and focused on mechanics, like John is. And he’s highly artistic, like John is. But Thomas is much more of a feelsy person like me! So when he wrote this, especially as a farm kid who moved to the city and no one gave me something to carry with me, just punched me in the heart forever. It was one of our first design sessions and it remains one of my favorite things I’ve ever seen a person write about something they were designing.

Low mountains on the other side of a large field with a dynamic skyscape above, lens flares scattering across the center of the frame.
We recently went to Lake Placid and had a picnic looking at nearby mountains. Few things make me miss living in rural areas more than spending time in the wilderness!

I think my work with Thomas has made me reflect on how I design a lot! Like, maybe I need to start putting myself first, and the game after. And maybe, I should not tell myself it’s stupid to think about how mechanics feel. We ignore it so often, how games feel, what they do to us emotionally when we take action or don’t, and how we feel when we roll a die or flip a card or enforce a mechanical rule. Feelings aren’t stupid. And just because we have to work at understanding them sometimes does not mean that we should dismiss them in design. Needless to say, I can’t wait to show you more from Assembludo in the future!

One last thing I wanted to mention about my work with Thomas is something he put in the Little Green Dot document. It sounds simple, but it’s really important:

The Love Contract
If this game affects our relationship negatively, or starts hurting us. We will stop working on it, because we love each other very very much. And being in love is more important than fighting over work.

Thomas Novosel, signed by Beau and Thomas both in the Little Green Dot documents.

I look at it and I think, my gosh. How many of my relationships would be less rocky around our design experiences if I’d put this in there? What if I had put in a Friendship Contract or a Respect Contract in my projects I’ve worked on? How simple of an idea is it to just stop doing something that’s hurting you, or hurting the relationships that build up the game in the first place? It smacked me right in the forehead with its sense. So I signed it!

I love all of my partners very much. And I work with them all, to varying degrees! I think what I was missing this whole time wasn’t the right person to work with, it was the right attitude to go about working with. Considering that Thomas and I, and John and I, are very aware of how fickle the game market is and how we can’t ever expect success. I think we also know how precarious relationships can be when you’re working together. Like, yikes. With that in mind, I think prioritizing love is worth it.

Beau and Thomas in front of a picturesque mountain and lake scene with branching trees behind them. Thomas is a bearded, brown haired man in a green and red flannel shirt and aviator sunglasses. Beau is a nonbinary person with blue and white short hair, wearing a blue and black shirt and aviator sunglasses. They're both smiling brightly.
Beau & Thomas at Lake Placid, by Brie Beau Sheldon (c) 2019.

Find out more about Thomas at thomas-novosel.com and find him on Twitter at @thomasanovosel. His itch.io hosts a number of his games & game materials as well (including fonts!), and is a good place to follow!

Beau’s website is currently under construction, but you can find them through briebeau.com and as @ThoughtyGames on Twitter, on Pluspora as briebeau, Pillowfort as Brie-Beau, and at briebeau.itch.io.


P.S. I go by Beau now, tho the full name is Brie Beau Sheldon. 🙂

P.P.S. – My work with John continues on Roar of Alliance – check him out on Twitter as @johnwsheldon and on Pluspora to follow his progress. He is also still my husband, thankfully. 🙂

P.P.S. I’m still with Dillon long-distance, too, and he is running some really cool games as an awesome DM, and makes some awesome creatures for his games! Keep up with him on Twitter as @Damn_It_Dillon!

PTSD, access to role-playing games, and the Luxton technique by P.H. Lee

This post was originally posted on G+ by P.H. Lee on August 28, 2017. It was a significant influence on updates to the Script Change RPG toolbox, and is an essential read in regards to addressing safety in the game community and at every game table. Lee has authorized me to post the text here in full since G+ is dying, which I greatly appreciate – it’s super valuable!

Preamble

I have PTSD. About 6-7 years ago, more or less, various pan-RPG techniques to control triggering[1] content — The Veil and the X-Card, to name two of a vast diversity — became commonplace in the RPG circles that I played in. Around the same time, I stopped participating in role-playing games at meet-ups and conventions, or anywhere else that these techniques were promulgated. These three things (PTSD, X-Card, and my withdrawal from play) are related. I’m writing this essay to discuss the ways that these techniques cut off my access to role-playing games, and introduce know techniques that, I hope, will point to a way forward in terms of accessibility.

Conflicting Access Needs
Before I go further, I’d like to reference a term from the disability rights movement: conflicting access needs. Disabled people are extremely diverse and our disabilities are also extremely diverse. While an ideal world would have everyone’s access needs met at all times and in all circumstances, in many circumstances, with many disabilities, that is practically or fundamentally impossible.

An example, which I’m paraphrasing from Autistic blogger Mel Baggs: A group home for Autistic people have some occupants who constantly verbalize, and others who are hypersensitive to noise. The verbalizers have a reasonable access need to be allowed to verbalize. The hypersensitive have a reasonable access need for quiet. Both of these access needs are reasonable, but it is impossible to meet both of them in the same space.

For this essay, the point is that, while I’m describing ways that my (and others) access to role-playing games has been cut off, I want to acknowledge that the techniques in question were developed and promulgated — often by people with similar disabilities to mine — to meet a legitimate access need. That they cut off my (and others) access to role-playing games does not mean that they are inherently wrong, bad, or ableist.

I do not want this to turn into “X-Card (or The Veil, etc, etc) is bad” and, even more so, I do not want it to turn into “the people who propagate these techniques are bad.” That’s not my opinion and, also, it’s wrong. I am hoping that by writing this essay I can move the discussion of accessibility of RPGs for PTSD sufferers from “use this technique” to a conversation which can account for different players, different goals, different communities, and different access needs.

A Note on Personal Narrative

I’m going to use a personal narrative throughout this essay, because it is based on my own experiences of both role-playing games and PTSD. But I want to be clear: I am not speaking solely for myself in this. Simply from personal circumstances, I can attest that the problems I have are problems that are shared by a number of other people with triggered mental illnesses.

Likewise, there are people with triggered mental illnesses who have a very different experience — most importantly, there are people with triggered mental illnesses who find the X-Card, The Veil, etc. to be vital techniques for their access to role-playing games. I do not want to erase these people — they exist, and their experiences also matter.

Please do not take my use of personal narrative as evidence that I speak only for myself. I don’t. Likewise, please don’t take my speaking on this topic as someone with PTSD to assume that I speak for all people with triggered mental illness. I don’t.

The X-Card, the Veil, and all that

The X-Card, the Veil, and similar techniques have their roots in a section of Sex and Sorcery, a supplement for Sorcerer by Ron Edwards, where he (roughly paraphrasing) suggests a technique dealing with difficult sexual content in the game by “drawing a veil over it,” basically, describing it in loose terms and then moving on with play, rather than playing it out. This is included together with several other techniques, including actually playing it out and fading to black. From there, like many things from the Sorcerer supplements, it developed on the Forge forums as a more generalized technique that could be applicable to all games.

I first encountered The Veil as a universally applicable technique in the context of public play in the Pacific Northwest — I believe it comes out of the Go Play NW convention, but I could be mistaken. By the time it reached this form, it had mutated considerably — it was something that was invoked by a particular player, rather than a general technique for play, and it generally had the effect of erasing the content of play [2], rather than playing it out in a vague sense and then moving on. It became a widespread meta-technique[3], adopted at a lot of public play events.

Simultaneously [4], in the New York City play scene, John Stavropoulos developed the X-Card as a meta-technique. With the X-Card, the system is formalized. By “throwing the X-Card” (either a physical card marked with an X or just an invocation), a player stops play, and the offending material is erased, and play continues as if it had never happened.

The X-Card grew in popularity and was adopted throughout the indie-games public play culture. By the time that I had largely retreated from public play (~2013), it was fairly universal. Although I have not been in touch with public play culture since, it does not seem (from my outsider perspective) to have become any less widespread.

My Experience

My first reaction to The Veil as a meta-technique was simply “well, I don’t want to do that.” At the time, it was not generally regarded as a universal meta-rule, so that was the end of my encounter with it. However, as it grew in popularity, I began to be increasingly averse to it. I remember a particular event — I think it was at Indie Hurricane, although I could not guess at the year — where it was introduced as a generic rule for all pick-up games. I got a horrified, sinking feeling, my eyes started to flutter and my stomach twisted — familiar signs of a triggering [1] event. I cannot remember whether I then said to my players “I’d like not to use that for our game” or not — I cannot even remember if I ran my planned game or left the scene immediately. Poor memory often accompanies being exposed to triggers.

I tried playing a few games with the rule in place, thinking I could maybe get used to it. Even though, to my recollection, it was never invoked, those games left me an anxious wreck afterward.

I stopped going to convention events as often. I started going to local public play groups, but shortly thereafter the meta-rule spread there as well, and I stopped attending those as well.

I did not at the time understand why this was triggering to me. I’m not entirely sure I was conscious that I was being triggered — it seems obvious in retrospect but I think that at the time I was not able to recognize exactly what was going on.

I made several attempts to communicate my distress — I remember talking on separate occasions with John Stavropoulos and Avery Alder about it — but because I didn’t understand what was going on, I could not clearly explain my problems, let alone propose solutions. Obviously, my attempts at communication were unsuccessful [5].

The Veil was replaced by the X-Card, and the technique continued to spread. I continued to retreat from Indie RPG circles, although I continued to play with personal groups and in non Indie RPG spaces such as AmberCon NW.

As an aside, I should say that this inaccessibility was far from the sole reason I retreated from Indie RPG circles and that, also, I do not regret having done so. My retreat has allowed me to spend more time on fiction writing, on personal friends, and on campaign play of RPGs. All of these have benefitted me both personally and professionally.

The problem

Both the X-Card and The Veil (as practiced in the PNW at that time) have as their core concept that the correct default way to handle triggering material in a role-playing game is to excise the material from the fictional timeline and thereafter to continue play. This is a commonplace understanding of how triggers work — remove the trigger, problem now solved.

This is, for me, a disaster, because it replicates the environment of denial and powerlessness that caused my PTSD in the first place.

Fundamentally, any approach to triggering material that contains any element of “pretend it never happened” is emotionally disastrous for me, because it recapitulates the environment of denial and dismissal around my traumatic experiences. This is not limited to excising the material from play — it also includes attempts to dismiss, deny, or minimize it.

No technique that centers this approach can possibly be functional as an accommodation; furthermore, any game or community that uses a technique that centers this approach is necessarily inaccessible to me, because an environment that centers denial as a coping strategy for triggering material, is in and of itself, a traumatic trigger.

Centering status quo vs centering healing

Fundamentally, these meta-techniques center the status quo — the goal is to “deal with” the triggering event, or the triggered person, and then return to regular play as if the interruption had never happened. I submit that, due the nature of PTSD, this approach is fundamentally flawed.

Once I have been triggered, I am in a traumatic experience. No amount of care or concern or comfort or accommodation can untrigger me. The question is not “how do we return Lee to the status quo?” or “how can we stop Lee from having a traumatic experience?” because those goals are impossible. The question is “what kind of traumatic experience is Lee going to have?” It can either be a damaging experience — one that reinforces the trigger and my PTSD — or it can be a healing experience — one that lets me recontextualize the trigger and its part of the trauma into my normal psyche.

Denial and social pressure to “return to normal” are damaging experiences.

Acknowledgement, empowerment, and story-building are healing experiences.

I believe that, in principle, good techniques for dealing with PTSD in role-playing games will avoid damaging experiences and center healing experiences.

The Luxton Technique

I didn’t post about my problems with X-Card, The Veil, etc for a long time because, among other factors, I did not have a proposed solution or alternative technique. All I could do was say “I’d rather have nothing than this,” but “no technique” is not particularly good rallying cry and it was not really a meaningful solution, just an attempt to get back to the somewhat-more-accessible-but-not-great status quo.

Until last year, I truly believed that there was no technique that would improve access to RPGs for some PTSD sufferers without also excluding PTSD sufferers like myself. But, last year, I played in a role-playing game at AmberCon NW that was specifically focused on traumatic experience and, particularly, centering the trauma of the players in the story we made. In that game, we used a particular technique — which I’d like to call the Luxton Technique after the GM of the game — which I found to be empowering, healing, and accessible to me.

It’s difficult for me to summarize all the parts of this that worked, but, roughly, the Luxton Technique includes:

* An honest discussion of potential traumatic triggers prior to play, in a supportive environment, with the understanding that there is no possible way to identify or discuss every conceivable trigger or trauma, and with no social pressure to disclose particulars of individual trauma.

* When, in play, a player encounters triggering material, they can, if they choose, talk about that to the other players. When they do this, the other players listen.

* As part of talking about it — and possibly the only thing that they need say — the player is given absolute fiat power over that material, expressed as a want or a need. For instance “I’d like to play [character name] for this scene” or “I need this to have a happy ending” or “I want this character to not be hurt right now” or “I need this character to not get away with this” or “By the end of play, this should not be a secret” or “I need to stop play and get a drink of water” or “I don’t have a specific request, I just wanted you to know.”

* A player does not need to use their traumatic experience to justify any requests or demands. We just do it.

* A player does not need to be the one to speak first. We keep an eye on each other and we are watchful for people who seem withdrawn or unfocused or upset. If we are worried about someone, we ask.

* We play towards accommodating that player’s requests.

It’s hard to overstate how much the Luxton Technique (or, really, set of techniques) helped us approach extremely difficult, extremely person material, both for the trauma survivors at the table and for the non-survivors. Rather than having our traumatic experiences — already a disjoint with reality — cause a disjoint in play, we were able to integrate them into play and tell a story about or, at least, at an angle to, our traumatic experiences, real and pretend.

Healing and RPGs

I am well aware that it sounds both pretentious and terrifying to talk about RPG play as a process by which one might legitimately heal from trauma. But I’d like to elaborate on that a little, because I think it’s important.

Fundamentally, a traumatic experience is an experience that is at a disjoint with the narrative of one’s life. Having PTSD means that your trauma exists out of time, out of place, and always in the present tense. A big part of recovering from PTSD, inasmuch as it is possible, is not about excising the trauma or your continued experience of it. Rather, it’s about integrating the trauma into normal memory and a normal narrative of your life.

A big part of that is story-telling, because a story is about incorporating disparate elements into a coherent narrative. And, for me, a big part of that story-telling has been role-playing games. In this essay, I present the choice as a binary — either a game can harm, or it can heal. That’s a lot of pressure to put on something as casual as a role-playing game! But, also, story-telling helps, and the story itself doesn’t need to be traumatic. Any story-telling experience can contribute, constructively, to healing, because PTSD sufferers need to be able to tell our own stories to the world and, more importantly, to ourselves. As an accessible storytelling medium, RPGs can’t be beat. They have been, and continue to be, a great help to me. In introducing these techniques, I am hoping that they can continue to be a help to others as well.

This is not limited to “heavy intense” sorts of stories that directly reference trauma. Ordinary RPGs can be stories about friends sticking together, or triumphing over evil, or just being clever and solving traps and puzzles, all of which have the potential to be healing narratives. Don’t think that I’m limiting the healing potential of RPGs to “serious” games or “serious” stories. I’m not.

It’s a reasonable reaction to say “I don’t want to do anything that heavy in my RPG!” or “I can’t be responsible for this!” And, obviously, don’t play in circumstances that you’re uncomfortable. But RPGs, and the people I’ve played them with, have given me so much healing. It’s wrong for me to dismiss, deny, or belittle that simply because games are a recreational activity. I hope that, in looking at problems of accessibility of RPGs, we can look to their potential to heal as much, if not more, than their potential to harm.

My hope (edited addition)

My hope is that this essay will start / continue a conversation where we look critically at our tools and techniques for RPG play. I hope that we can get to a place, as a community, where we understand that they are not one-size-fits-all and that we are able to take a look at what that means in terms of accessibility. I’d like for us to be able to make better-informed choices about accessibility and our RPG play, and the trade-offs that entails.



[1] Because I have no alternative vocabulary, I’m going to use “triggering” in this essay to describe images, words, or ideas that trigger traumatic flashbacks, panic attacks, or other PTSD symptoms. I’m aware of the popular usage of “triggering” as a derisive term for an emotional reaction. I am not using it in that respect. Please, also, refrain from doing so in responses. Thanks.

[2] I’m not sure exactly when the pivot from “veil as not playing out blow-by-blow” to “veil as erasing the content from play” occurred. It might have been after this.

[3] I use the term “meta-technique” to mean “a role-playing game rule intended to be used with any game.” In some cases, it is “a role-playing game rule intended to be used with every game.”

[4] I am not sure about the historical relationship between the X-Card and the Veil. It’s possible that there was some inspiration. It’s also possible it was a parallel development.

[5] I do not want to cast any aspersions on John or Avery for our failure to communicate. Both of them listened as well as they could have to my concerns, even though I was unable to communicate them clearly. The failure was definitely on my end, and I want to thank both of them for their patience in waiting this long to hear my thoughts more clearly expressed.

Official Statement on Perpetrators of Harm

I have puzzled for days on how to make this statement, so I hope this ends up being good enough. The Twitter statement was brief and to the point, but this needs to address some things more specifically. I do appreciate your patience.

Content Warning: Sexual assault, sexual harassment, harassment, grooming, threats, doxxing, rape, missing stairs, abuse of authority.

It starts out bad.

There was recently a statement released by Mandy Morbid and two others, Jennifer and Hannah, all ex-partners of Zak Smith (a.k.a Zak Sabbath, a.k.a. IHitItWithMyAxe, a.k.a. dndwithpornstars). The statement described domestic and sexual abuse by Zak towards the women in some detail (link here, content warning for domestic and sexual abuse, ableism). It was followed up by a statement by Vivka Grey reporting similar issues (link here, content warnings for domestic and sexual abuse, toxic objectification).

The internet in indie and OSR gaming erupted. It spilled elsewhere, too. Zak has been a troublesome member of our community for some time – people have been reporting his harassing, threatening behavior for around a decade, including many marginalized people who were pushed out of the community by the bad behavior or by backlash after reporting. Some people were pushing to excise him immediately, others wanted his story. Some of us got caught up in community in-fighting that served to muddy the waters, but I think it’s beginning to clear.

I will give full disclosure that, by my experiences, Zak has made my life more difficult. The actions of his supporters have done so, as well, including some people who will go on without ever apologizing or making up for it, I know that. I don’t trust a lot of people because of Zak. I think his actions have threatened my professional career and they have been part of the impetus for the clinical acute paranoia and trauma triggers I suffered that partially led to me having to leave my rather lucrative corporate job in 2015. Yes, I was vulnerable in the first place. That doesn’t mean that making it worse through ill behavior was a kind and loving thing to do.

That means it is easier for me to make a statement that I will not publish articles supporting his work, that I will not go to conventions that support his work. However, Zak is not the only missing stair in our community (link to blog post about what missing stairs are, content warning for sexual assault and rape). There are people I used to work for who have done harm too, and one of those has been public since around the Harassment in Indie Games series I did in 2017, but I didn’t make a public statement. I should have.

It gets worse.

Matthew McFarland, someone who I have interviewed for Thoughty and who I have worked for while doing the Demon: Interface project, is a serial predator. Cheyenne Grimes came out about this in 2018 to IGDN (link to Cheyenne’s recent post, content warning for sexual assault and trauma), and the investigation that occurred then is being re-investigated because at the time, Michelle Lyons-McFarland was IGDN president. When Matt was removed from RPG.net as mod, reportedly Michelle was still a mod and helped to prevent further survivors from speaking up. Some of those survivors like Luka Carroll have spoken up publicly (link here, updated link here, content warning for grooming and assault and specifically noting relation to trans individuals as targets.)

I am angry about this. I am bitter that this entire situation occurred, that Matt could keep doing harm, that it was covered up, that people were ever harmed at all. I am angry I ever promoted Matt, or considered him a friend. The thing is, Matt is not the only person I have had an experience like this with.

There is a situation some people find themselves in where they know secrets. These secrets are very important, and if they confessed them, maybe someone could be protected. But if they confess them, maybe someone could be hurt very badly. This is the peril of knowing about missing stairs in the community, and knowing on behalf of their survivors or yourself. I know about multiples of these and until I am authorized to do so by the survivors or those currently affected, I won’t release the information. I made that choice. It still feels absolutely vile. I am angry about it every single day.

In for a band aid, surgery later.

That’s part of why I have taken on some specific rules that I talked about on Twitter.

  • Understand forgiveness is hard and complicated.
  • Work toward it anyway.
  • Don’t harass, doxx, or threaten anyone for any reason ever.
  • Take care of yourself.
  • Take care of each other.
  • Remember that infighting is what bad actors want.
  • Center the survivors.
  • Try to love, if you can.

Sounds harder than anything right now, honestly. But, I’m trying. With these comes people making statements, and sometimes those statements are less than great. I’m not linking to the good ones or the bad ones. I don’t have that time.

What I do have time to do is give my statement. The official Thoughty word, as it were, here on the blog, not just on Twitter. This is what I can do right now. What I will do going forward, a bit, but it’s a now. How do we fix our fractured community? How do we build bridges between indie and OSR and trad when somehow they’ve all been blown up by this? How do we deal with the fact that there are missing stairs everywhere, and they mostly remain some charismatic fuckers? I can’t tell you that.

I can tell you to learn about DARVO, the way abusers behave when called out (link here, content warning for discussion of abuse and trauma), and when someone is an asshole, don’t blame it on the internet. I can tell you to practice apologizing well. I can tell you to check those rules I just shared and follow them. And I can tell you this:

I love you. Even if you fuck up, I will love you. All I ever ask of you is to try to be better. If you are doing bad things, stop doing them. Apologize. Try to make up for it. Don’t hurt the people any more than you already have. If you’re not doing anything bad, keep an eye out for the things that might make you slip up. We all fuck up. Thoughty isn’t a site only to promote and praise the perfect, but we had better do a damn good exercise in trying if we want to make the world stay alive for tomorrow. I expect you to be better. Every chance you get.

The Official Thoughty Statement

Thoughty supports survivors of abuse and harassment and believes them.

This platform is not a space for anyone who perpetrates acts of harassment, abuse, or violence, especially against marginalized individuals. Thoughty will not post to promote or endorse these perpetrators on the main site or on social media.

I will not attend or endorse conventions without an effective and enforced code of conduct, and if I know a known perpetrator is a guest, I will not attend or endorse.

Thoughty can and will refuse any and all submissions for interviews, features, reviews, or endorsement if there is a publicly or privately known allegation of abuse or harassment that I can in any way reference.* If I am made aware of an allegation after posting an article, I will assess whether it is safe to contact the accused to let them know they can appeal, and whether it is or not, I will take the post down or post a warning at the top of the post based on the perspective of the survivor if I am able to obtain it.

I reserve the right to take down posts or apply warnings at the top for any reason, even beyond this, because the safety of my readers is paramount.

If you are aware of a post I have up that supports a perpetrator of harm in our community, please notify me using my content form and I will assess it as appropriate. Please understand I am running the site on my own, so things may take time, but they will be resolved to the best of my ability.


Thank you for your time and attention on this big post! And thank you for taking this in, and moving forward for the better. Believe survivors!


*ETA 2/16/19 5:31pm – changed “confirm” to “reference.” The former is not what I meant. I just mean I need to know what the allegation is.

Script Change Changes, Reflection

Hi y’all!

I recently made updates to Script Change (itchio) and wanted to break them down a little! You’re going to get some of my recent photography with it, also, because I wanna.

All photos by Brie Beau Sheldon (c) 2018-2019.

Whatcha got for me? Charlie is ready to go!

Sorting it out

Some of this was just some reorganization – I wrote this document originally starting like 2012-2013 and it went through some shuffles over that time, and some organization for clarity and approachableness was vital. Now there’s a more smooth flow, and the layout is tidied a little bit, too. I also added what I think is an awesome table handout with brief explanations of the tools, with larger text so it’s more accessible! There are ways I can expand this, but I gotta take my time sometimes.

Figuring it out

I needed to ask what Script Change was doing in regards to addressing different needs at the table. One of the recent discussions about the topic of safety tools was the Luxton Technique, discussed on Google+ (I’m asking the author of that post if they’d like to duplicate it here, since G+ is dying, but that’s where it is now), which addressed the ability to not pretend something didn’t happen, to give more narrative control, and to change the way we approach when content comes up in game that we don’t want to have ruin our play experience.

One way I wanted to address this was ensuring that it was clear you discuss potential triggers, squicks, etc. up front. Since Script Change approaches this with a “control all content, even without triggers” focus I tried to frame the initial discussion as choosing the rating, then addressing categoric avoidance, noting that they should be recorded but do so without listing player names (because for me, personally, being the person with a giant list of don’t-wants is actually really upsetting and makes me less comfortable sharing).

I am considering further expansion by making a printable “triggers, squicks, and dislikes” list where people can print it out or save it (make it digitally editable) and have it separated to “do not use, fast forward if used, pause to ask if used” or something like that. This is a challenge because some of this stuff changes, but if I remind people it can be altered at any time, that should be okay. This is a “next time” piece – I wanted to get the latest update out when I did.

Next I worked on how the actual tools work. I did an expanded explanation of how each tool works, including expanding that pauses can be used for discussion, ensuring that you identify what the content is that’s an issue, and noting that you can identify subjects that frame-by-frame is always used for. This is probably the deeper game design part, so I’ll try to detail a little more later. I also, however, added a full question and response to address the issue of pretending things didn’t happen.

Every release lately has felt like I’m traveling up a steep hill, with no other side, so I gotta get done what I can.

In one q&a, I detailed how you can discuss together what it means when you rewind – is it a dream? is it a prediction of a possibility that didn’t happen? Or is it simply cut on the editing room floor? Nonetheless, I noted:

However, final rulings do reside with the person who called for the tool to be used – in some cases, people may want to just say it didn’t happen and there’s no narrative representation. If this is what is safest for them, we must respect that – just like we should respect people in different scenarios asking to have it be represented as a part of the fiction, if they are the one who called the tool.

It’s important to note that the experiences happened in real life – whether it was triggering content or just simply off tone, it wasn’t disappeared into nothingness for us in real life. Do not erase people’s experiences. Script Change is a meta-toolbox, and we must acknowledge reality regardless of the fiction.

I think my language could be refined, so I’ll be revisiting this in the kind of quarterly review I do.

A log with fungus growing on it in the sun, with a lens flare in orange and bright pink.

But My Feels

Some people have expressed a desire to educate in response to content they might use Script Change for, or even explain their trauma to others, which is a valid want. My issue with this is that I know how easy it is to trigger a friend when you vent your trauma, and also how sometimes when we’re in need of support, we ask for it in a place that can’t support it. I tried to keep my language gentle here, like I do in most of Script Change.

If you need to talk about it, you can ask for a pause to explain what’s going on, and the other players should listen. It is also good to discuss topics that come up at a Wrap Meeting. Remember to respect each other in how much you ask of each other, and keep in mind that their capacity is just as other players or possibly friends. You should all be generous to each other, and understanding of each others’ limitations.

During this discussion, if you plan to share anything potentially triggering of others’ traumas, make sure to warn people so they can be safe for themselves. If they need to excuse themselves so you can address the topic, be understanding.

Basically, I want people to have the avenue to discuss things, to speak about why they called the tool. But, I also care about protecting everyone at the table, and that includes the people who are unable to handle triggering content for their own private reasons. I know I am often willing to speak up about my triggers and trauma, but I also know I’ve hurt people in doing it. This section is to hopefully help ensure we can do one without the other.

Other Players

I’d previously addressed whether others would take tools seriously, but I expanded this section to cover something I’ve written about before – leaving the group, or finding an alternative way to engage, including using a tool other than Script Change.

If you encounter an issue where you are afraid or uncomfortable using Script Change tools with your group, it’s possible that Script Change is not the right toolbox for you. it’s also possible that the group is not right for you, and you should consider finding an alternative option. If you want to press forward with both of them, the best option is to speak plainly about your concerns. If you trust these people enough to game with them, you will hopefully find the day they respond with care to you saying “hey, I don’t feel comfortable.” If they don’t, then you have a bigger problem that needs to be approached with a longer dialogue – or by ending the dialogue.

Sometimes you gotta have rules on what you’re willing to take.

Speaking of other players, I also encouraged people to speak up for other players! This was talked about in the Luxton technique, too, and is something I have personal experience. Once, while playing a horror game, the story turned and headed into a mental hospital. I froze completely, just totally not okay with dealing with one of my worst fears. My husband John knew I was not okay both by looking at me and by our prior discussions about content, so he tagged an X-card for me. Saved me from a real rough experience! So I broke it down a little:

You can use Script Change tools on behalf of other players! If you notice your friend is acting uncomfortable and something is happening in game that might be causing it, it’s okay to use a tool to either check in with them (like a pause) or to directly address the content (like rewind or fast forward). It’s okay for you to do that and say that you feel like it might be making people uncomfortable, and not put any direct light on the person in question, or to just say you personally don’t want to see that content.

Sometimes, we step up for other people, and it makes the game a better experience!

That was important to me, honestly.

Addressing the Crunch

I personally play some games that are pretty crunchy sometimes, where it might seem like the players or even the facilitator are at the whim of the calculations. I also kind of hate that aspect of it – if a mechanical result is going to traumatize me or ruin my fun, fuck that, I want a different option. So I clarified something that I’ve been hesitant to do, but have been doing for a while: Script Change can change mechanical results. In fact, this has been core in Turn’s design since the game’s inception. Example:

In our current game of Turn, I’m playing Beau, a cougar Late-Bloomer who has struggled a lot. He’s queer, and over the course of the story, he’s had to come out to friends and family members in both shifter and queer identity, and also deal with an ailing adoptive father. His biggest upside is he’s found his true love, a guy named Diego who is also his best friend. Beau currently has one mark left on his town exposure track, meaning he could be expelled from the town or killed if the roll goes badly, because small towns are fickle with their love when it comes to being different.

I might have shared this before but every time I feel kind of sad for being weird I think of these damn pumpkins.

I updated the “don’t wants” kind of list by telling our Town Manager, John, that if Beau has to leave the town, Diego comes with him – no arguments. If I get to the roll and it’s really bad, I could back up the scene using a rewind and approach it differently, and when the roll comes again it could be different. But, at least with this, I know I have the security to get a satisfying end to my character’s story – a character who carries my chosen name, who I have played for like a year.

It may not always be what you want, and I can understand how people might fear its abuse as a toolbox function! So I wrote it in like this:

Script Change can also be used for mechanical results if the group agrees to it. There are times when one bad roll, or one potential consequence, would be enough to make a game unpleasant or even upsetting for us. So long as the group agrees to use it in this context, it’s okay to rewind a roll or fast-forward an unnecessarily long combat. It’s important to remember that when you rewind a roll, you will typically rewind to before you took the action that prompted the roll, and have to take a reasonably different action going forward. This helps to ensure fairness in play!

I personally love it! If someone’s deeply in love with crunchy games (like me with Shadowrun 3e!) or just gets super attached to characters, using Script Change and knowing it takes some thoughtfulness to use may help them have a less risky play time.

Wrapping It Up

The last BIG change was that I added a lot of detail to wrap meetings! I even offered a list of questions to help guide the meetings, encouraging a supportive environment, one where you ask questions and elaborate as you’re comfortable. It includes this section, which I think is important:

If someone is uncomfortable addressing the issue from game during the wrap meeting out loud and at that time, they should be an option to send an email, write a note, or have a later discussion to follow up to make sure that everyone is comfortable and knows what’s happening. This lets people address topics more safely and reduces repeat errors.

I realized just now there’s a duplicate later in the actual PDF, so I’ll add that to the to-fix. But, this part was important to me because sometimes we don’t process our feelings right away, or need to calm down, but still deserve to be heard. So, I’m encouraging using all the tools at our disposal to ensure wrap meetings are effective!

One final change I plan to make in the next revision for sure is changing all uses of GM to facilitator. It was irresponsible to leave it this time – I just didn’t feel like dealing with what it might do to the layout, but GM isn’t the best term. Added to the list!

So that’s that! The work I’ve done for Script Change has been extensive. I do a fair bit of reading, and a lot of thinking and writing/re-writing. The project means so much to me, and I love it a lot. Every time someone shares and recommends it on social media and tags me on like @ThoughtyGames and stuff, it makes me feel proud! I don’t feel proud a lot, so that matters. And it matters most that people are learning about some options for how to stay safer at the table, and have a more fun time. 🙂

It’s sometimes worth it to hold still for a while and see what’s underneath the surface, and watch the water turn to silk and blur. When you see the rough edges, will you try to smooth them out, or flow with them to create something beautiful?

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New Year Plans 2019

Photo credits to Brie Beau Sheldon 2018.
a pale blue coffee mug on a cofee table in front of a TV and a window, steam pouring from the top, a teabag sitting in it.

Well, y’all, I’m busy and tired.

I’m supposed to start this post with a fired up enthusiasm about all the projects I’m working on and how I’m gonna be awesome and do a great job! But today? Today I do not have that for you.

Here’s what I have for you, in the immediate.

I’m working on interviews with Epidiah Ravachol on Wolfspell and Becky Annison on Bite Me! so once those are finished up we’ll have something to howl about. I don’t actually have further interviews on the docket, but I’ll work on it. I always do.

(As a reminder, the best way to get interviews here is to encourage your favorite creators to go to my contact page and send me an email with the info! That cuts out like three emails worth of information exchange and shows me they’re excited to be interviewed. Plus, it makes sure that you – my readers – see what you want to see. You can also help me do more interviews and posts of all kinds by supporting via Patreon and sending tips via PayPal or ko-fi! Note: I don’t think I’m charging for this post, even though it took a while.)

I have some other posts in mind, like one talking in detail about the updates I’ve done to Script Change, reviews of a product or two, and so on. It would be cool to know if you have interest in anything, as a lot of the time I’m running on my own ideas here and I don’t even know if you’re enjoying the posts sometimes! With the ending of G+, this will get even harder for me to gauge. Please comment, share and tag me, and so on!

Speaking of comments, I’m looking at a move to WordPress since G+ is dying and I have no idea what will happen with comments here, plus the site has been kind of wonky. It’s gonna cost money and time, like a lot of it, so it may be a while.

On the games front, I’m currently working on a number of projects. Some of them are personal, some are professional, and all of them have unique challenges. The issue is, few are having successes, at least by my count.

A small group of red berries against a dark grey sky and branches.
First and foremost is Turn, my game I Kickstarted in October, which I’m in the production phase for. Now that the Kickstarter is done and we’re into production, aside from a few blips on the radar, all positive feedback has ceased. I’ve also had to deal with a ton of financial stuff that’s very hard for me, our beast artist had to step down so we had to replace them, and my own experience going through the editing process has been rough. Some of this was expected, some of it was not! 
This is hard! It’s also exhausting. Especially when I have to dig into my work each day and I find myself questioning all of my decisions, my ability to do my job, and my ability to make this work. 
Second, I’m working on Leading with Class. It’s not a game, but it’s about games, and we have a ton of work to do on it. We can always use more support over on Patreon to help us reach our goals, and some enthusiasm for the project would be something nice to see. I want to do more with it! Or, at least meet our base goals!
Third, I’m also working carefully or not-working-right-now on a number of other games of varying sizes:
Posers – This is currently at a halt as I can’t figure out the right form factor, which has locked up my design. It’s a game about performing masculinity, and has a weird knot-tying/untying resolution mechanic. No idea when I’ll be working on this in earnest.
At the Lake by Morning – This is a game inspired loosely by Annihilation and is supposed to use water and a mirror in the mechanics, which is going to take some fiddling. I want to explore some feelings I got from the film, significantly looking at self-forgiveness and change. It’s new.
The Unhurried Pursuit of Sloth – This I have all the ideas for, just gotta start digging into the mechanics. It won’t start in earnest until Turn’s finished. It’s a game about taking it slow and self-communion.
Laser Kittens Octopus Hack – I’ve been signed on with Glittercats Fine Amusements to write an octopus themed Laser Kittens hack, which involves the octopus being brought into a marine science lab and (perhaps!) escaping. I’m putting down the first bits of it soon. Glittercats awesomely chose to keep the lights on, so my energy can be more easily directed at this. I’m gonna do my best.
Eldrich Inkling – This is a two-player investigation game where one player sets a cosmic horror story for another, played by mail. It mostly requires research, which takes time, especially with my brain.


Tribute – I recently decided to withdraw Tribute from the Gauntlet Codex as the game is based largely in processing loss of love, and my grief (related to my grandmother’s death) won’t allow me to publish it through someone else, and won’t let me finish it until I resolve some things. It’s strong, but there is something missing. It may have to wait until spring – if it does happen at all. I hope it does.

A bird's nest nestled in trees in front of an overcast sky.

And that doesn’t touch my home projects – specifically, the be-a-better-person & be-healthier projects. Which, you know what, are just as important as my deadlines! I’m currently doing physical & speech therapy for my concussion recovery, plus diving back into psych therapy to help treat my bipolar disorder, PTSD, anxiety, and various related troubles. The PT+speech takes up a minimum of 10 hours of appointments, home work, and recovery from those appointments and home work each week – that’s not counting the normal days I have symptoms from my concussion, or dealing with insurance. With my existing disabilities on top… yeah.

Psych therapy is going slower, but is a lot of emotional work. When you go through cognitive type therapy, you can find you get stronger while simultaneously becoming more sensitive and delicate. Those aren’t words I like for myself, but there they are. I’m working on myself as much as I can, while trying to avoid the daggers that are the world – and they are such sharp daggers, and so many! I wish they were something softer.

A tightly framed picture of a fox red colored dog on a white blanket.

I guess where I’m at right now is like, yeah, 2019, lots of plans. Loads of things I have to do, things I want to do, things I’m struggling to do. And hopefully more on the way. I want to be more successful, to help provide for John and me to have a happy life. I just feel like I keep hitting setbacks, and Thoughty can be a casualty of that – it is hard to do this and do everything else and survive. You can bet your bottom I’m trying to reinvest all of this struggle and pain into games and Thoughty – just gotta filter it, refine it, and find a place for it.

I hope that you’ll stick with me as I keep making things and keep asking questions. I also hope you’ll do those things, too!

And hey, take care of yourselves. It helps me believe that I can make it when we aren’t all falling apart together! Let’s build each other up, and build a better year.


Thoughty is supported by the community on patreon.com/thoughty. Tell your friends!

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

If you’d like to be interviewed for Thoughty, or have a project featured, follow the instructions on the Contact page.

In The End (I’m okay)

Today, on the Twitters, Adam Savidan posted something that just really hit me.

I had a good weekend, but I seem to be fighting with this big empty hole feeling in my chest after I release any content, like I’m instantly irrelevant after it’s been finished.
– Adam Savidan @WakeUpSuper

 One, I want to state that Adam is awesome and absolutely still relevant. His current show Spectator Mode is an amazing celebration of eSports and is infused with Adam’s enthusiasm. I love that! I don’t even watch eSports, but I watch Spectator Mode. Two, I totally get this, and I get how even after making something a-maaaaaayzing, Adam might feel a little like… bad.

Here I’ll talk about the bad feeling – what I’ll call the suck, some of what I do to try to fix it, and some of where I think it comes from.

The Suck

I just finished a Kickstarter, the most funds I’ve raised in a month through any means in my whole life, for a project that I deeply and passionately care about. But the truth is, for me, Turn has been done for a while – the minute I sent it to the editor, I felt like the main project died. The Kickstarter just performed some necromancy, and the next eight months are just riding on that wave of lich-love.

And right, I’ll get some bursts working on The Confidante (which is actually pretty much done) and a Moose, and doing dev work alongside the stretch goal writers. But like, I will be real with you, the editing process is basically hell for me, I will hate every minute of it ten times more than you hate gum on your shoe. But I’ll do it, cuz it’s what’s necessary to make a product, and yeah.

a clip from Wayne's World showing Wayne eating Pizza Hut in a performative fashion

But when the stuff that keeps me going is done, like my design bits, that suck comes in like

“You’re not a real creator”
“You’re not making anything useful”
“No one cares about the work you’re doing”
“Everyone’s already forgotten about you”
“Nothing you make will last or be memorable”

And just. I can’t tell you how! much! I! HATE! IT! And I feel like I can’t do anything about it, and maybe, most of the time I can’t. I can try, you know? Like poke at it and make an effort. The alternative is to wallow negatively and agree with it and be like yeah, yeah, I super suck and I’m not good at anything. And ugh, gross. Gross.

@that_MAZ also tweeted this video of Wentworth Miller, a gay actor who is super inspiring to me for many reasons, talking about how we talk to ourselves:

It’s real good, and I’m grateful for the words. It’s also challenging, because man, I can’t imagine talking good about myself on a regular basis – I even did a semester-long mindfulness meditation dedicated to reducing negative self-talk. It helped, but it didn’t fix it – probably only constant vigilance would make a difference, and that’s…a lot.

I pretty aggressively beat up on myself for not doing well enough, not succeeding enough, not constantly working. It doesn’t matter how hard I work, there is not enough work done, and the minute the project stops, it’s the suck. This kinda one-two punch of things talking about how we feel about ourselves (that we are irrelevant if we are not creating) and how we talk about ourselves (hurtfully) really hit hard. So, I wanted to talk a little about how I fight the suck, both the better ways and the worser ones, and ways I am gonna try in the future.

Fighting The Suck, Part 1, AKA the Bandage Over the Void

One way I try to circumvent the suck is by lining up new projects of varying sizes and by working on projects alongside the main project. I worked on Ears Are Burning during the Kickstarter, worked on projects for Turn like The Confidante and The Opossum during the Kickstarter, and I announced my new project, The Unhurried Pursuit of Sloth (more soon) at the tail end of the Kickstarter. And I have work to do immediately after, too, like my project for Orun, a sensitivity read, Leading with Class, blog posts to prep, starting a Scion streamed game (as player), supporting the stretch goal writers & doing that dev work, edits for Turn, and a project I just signed on for with Glittercats Fine Amusements (signing the contract probably tomorrow).

Of these, only a couple of them seem like I’ll feel that creative filling for them, and a lot of the others are either different brain space or just not as satisfying as one of my own projects. And even so, even if I get that burst for them, each will end in turn. There’s a lot of fear here.

Where The Suck Comes From

Part of me fears that if I end one project without another lined up, I’ll feel worse, and another project won’t come. This is scary for me financially, too, because I do rely on a lot of this work for income to keep my lights on and ensure we eat. John works, so so much, but maintaining me as a functioning human is expensive. Like, without my income from Thoughty, we get very close to a scarier spot than we’re already in.

Griffin McElroy saying "and let's just have a full blown panic attack together!"

And the other part of me fears two things:

  • that I have nothing left to create – I am no longer a creator
  • that I am not valuable to anyone anymore – I am no longer valid

I have this deep and terrifying anxiety about not being useful? As a disabled person, as a person who has lost their usefulness time and again in varying ways, I am so afraid of the day I stop being useful to people entirely. To the day I am put in the corner to die. That is a full-on constant fear. And not creating anymore would make me much less useful, too much less, in part because of how hard not-game-design work is, and I die a little inside every time I realize how easily it could happen (see also: my brain is broken and some days I can’t words).

And the valuable thing? It’s just the other side of the coin. It’s where I’m nicer to myself about the reality and allow myself that people might see good in me, might benefit from being connected to me. But what if it is just because of what I create? What if they don’t see me creating stuff and being present and being a non-stop content creator every single day and they decide I’m not valuable anymore? There’s nothing good left to see in me? I’m no longer a valid investment of their time and energy.

And I get worried they’re gonna go away. That the people, they will leave me. It’s not like building an audience is easy, like, it’s fucking hard. I’m an entire person on this here internet and I’ve worked hard to make content that brings people to me so I am not alone in this universe, in appreciating the work I’ve done, and so on. And when a project ends it’s like, eeeeeeeeeeeeeeeeeeeesh, I gotta try to keep them here.
A blonde woman saying "Okay, that's okay." nervously.
Losing your audience is a hard hit. I’ve had hits like that, where I fucked up or I was just not what people wanted and I bled followers like so bad. It can mean death to future projects, and it definitely means tons of work rebuilding, networking, trying to be enough. Sometimes finding whole new audiences. It ain’t easy. And that’s part of the fear: even if I manage to recover, if I ever make anything again, I have to redo all of what I’ve done and more, and it may never be enough.

This is even more complicated when you are friends with a lot of your audience, like I am, and like many creators are – you know they’re your friends, but what if someone makes a better, cooler thing while you’re sitting here, unable to create something amazing right now? Wouldn’t you rather they be happy?

Sometimes I wanna dump pudding on my brain for how easily it digs in to try to hurt me like this.

I think part of the resolution of this is identifying what our root fears are that cause this sucking feeling. Looking over them, mine are clear: safety based (wellbeing, financial security), purpose/identity based (usefulness, ability to be creative), social based (losing my social support net which directly impacts the others). And you know… those aren’t illegitimate fears.

And I’m feelin’ them while I look at my planned December break (more on that in a sec).

Fighting the Suck, Part 2, AKA Using Your Words

Sometimes, I turn to Mr. Rogers. See, Mr. Rogers wouldn’t have ever given me shit for not constantly working. He’d probably ask me to work a little less! Or just as much as I felt like was right for me.

And like…one thing I need to learn is that a lot of my audience is there for me as I am, even right after I finish a project, even when I haven’t worked on a project for a while. They care about me more than they care about what I produce. This is contrary to my brain, and fights against my fears.

So let’s start with that. Slam down some affirmations, right? Use the words that work for you. Try to address each of your fears.

  • It’s okay to be afraid of all the things that could go wrong.
  • It’s okay to want to feel useful and creative.
  • It’s okay to feel lonely when all the good words slow.

Next step is to chase away the lies. I try to avoid absolutes and stuff when I do this, but your language might work better for you, as usual.

  • Your creativity isn’t unlimited, but breaks are okay, and reinvigorate you.
  • Usefulness is not based on constant productivity.
  • Your friends and audience aren’t here purely because of what you create.

Then I think it’s important to put some good in. Go wild, be generous.

  • You can think up new projects when your brain and body have rested!
  • You look productive when you have completed projects!
  • Your audience can enjoy your work at their own pace if you take some time!

And now we can do the more action-y part. Here’s where I’d make a plan for how to fill the void.

What Fills Me?

This part is a pain because you have to think of like, the way you feel satisfied as a person. I’m going to talk mine out here.

Obviously there’s trying to do new projects. That helps! Ish. But there’s also like, getting positive comments from people that have nothing to do with my work, like, focusing on me as a person and their feelings about our relationship (or on my selfies & appearance, which is still kind of a bandage instead of stitches but ya know). Loving time with my partners or friends, and fun activities (actually playing games and stuff) help to offset the suck. Other creative activities than design like drawing, photography, and so on help me both distract myself AND keep me creatively satisfied.

Neil Patrick Harris saying "It's like, I don't even care what happens for the rest of the day!"

Fighting the Suck, Part 3 AKA Filling the Void

If you have a project ending, it’s a good thing to set up a schedule for how you’re going to deal with the suck. Using a bandage like in part 1, and using your works like in part 2, both are steps to deal with it. But the final step is filling that void!

What I chose to do right after the Turn Kickstarter was to schedule the Kickstarter to end right when we get a paycheck so our bank account doesn’t feel so starkly empty, schedule & go on a photography trip with John for both love & creative time, make sure I post selfies and stuff to social media within a couple of days so I could get some positive comments from friends, and have a plan in place for the work I’ll be starting. I also did some stuff like drawing (I bought some new colored brush pens) and setting up for the Scion game. And I took some time off the Kickstarter! Like I haven’t sat and did emails or comments or anything, just like I promised. BUT I have been available on social media and interacting.

This can’t be it, though. The recovery has to be proportionate to my productivity, honestly. I did grad school, then did a Kickstarter, then did a Kickstarter. So, I’m also officially taking off the second half of December – from everything. I’ll be making sure I do photography, draw, and spend time with my partners. I’m allowed to work on game design if I really feel like it, so only when I have inspiration and enthusiasm, but no big project work. To facilitate this, I’m doing a two-week period where I’m resolving all my loose ends (edits for Turn, Orun work, pending paid work, etc.), and then I’m going to work on filling my void with something other than productivity.

It’s like a sucking chest wound, right, the suck? You gotta wrap it up and keep an eye on it, be ready to unwrap it if things get yikes inside.

Gina from Brooklyn 99 saying Ew.

To break down what I am doing, I’m addressing:

  • safety fears – scheduling of the Kickstarter near payday, arranging to get paid work done, maintaining my health by taking time off, separating myself from the Kickstarter so it’s no longer my whole life
  • purpose/identity fears – doing other creative things and spending time with partners, getting validation through selfies, allowing myself to be creative in games when I want
  • social fears – connecting with social media and getting engagement on selfies and my tweets from my audience, planning social things that prioritize my deep relationships, ensuring I’m still being “public”

It sounds like a lot but it’s challenging to take care of yourself, to fight your fears, and to find a pathway to deal with the suck! It’s also important to remember how much you can do during a project to ensure it doesn’t become all-encompassing. Like I didn’t do enough, but I tried to balance it by having a consultant do some of the work, not responding to Kickstarter comments when I was supposed to be in bed (this died eventually), and being thoughtful with my scheduling. The initial part 1 with bandaging by doing some design work alongside and ensuring I’d have design work post-Kickstarter was part of this.

One last of these kind of things I’ll be doing is I’ll be letting my audiences know that I’m dealing with this (in part through this post), so that if they’ve got some free energy, they can send good vibes my way.

There’s one more thing.

Fighting the Suck, Part 4, Unsuck Yourself

This is, I think, the hardest part – and it goes back to the Wentworth Miller video. We need to be kinder to ourselves. We need to not slide into telling ourselves we suck, and we need to speak to ourselves lovingly. So when our brain starts those bad things I talked about earlier, and like he says in the video, we gotta refocus. Talk to ourselves out loud, and make them good to us.

“If you do talk to yourself out loud… make sure that the words are loving, supportive, and nourishing. Start the work of being your own best friend.” 
– Wentworth Miller

You aren’t the suck. You’re just a person who is done with a thing. An AWESOME thing! And you’ll have the chance to do more things, you just gotta remember that you need a break, too.

Garnet from Steven Universe saying "There's one more thing I forgot to tell you. I love you! Bye!"

P.S. – Maybe this will not be useful to anybody, but it might be useful to somebody! I just tried to think of all the things that are helpful for me and that I’ve been working on to deal with this problem that is really hard for me.

P.P.S. – The title of this is in reference to Linkin Park’s “In The End” which I’ve listened to constantly during periods of depression, which normally accompany the suck. Since Chester Bennington’s death, I’ve been trying harder to fight my depression than I ever have, because it has been super hard for me to cope with losing him – and I was just a fan who identified with his music. It made me wonder who would care if I was gone, and not want to hurt them. It matters.

P.P.P.S. – I looked up sucking chest wounds for this. There was an autoplay video. I suffer for my art.


Thoughty is supported by the community on patreon.com/thoughty. Tell your friends!

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

If you’d like to be interviewed for Thoughty, or have a project featured, follow the instructions on the Contact page.