Quick Shot on Vintage RPG

I recently found an Instagram account called @vintagerpg, thanks to being tagged in by John. I was immediately enthused by it, excited to see all of the different games showcased there. There’s not a lot of interestingly showcased and easily accessible game material history/curation, and the creator, Stu Horvath, shares a lot of great information about the games shown on Vintage RPG. Stu was willing to answer a few questions of mine – check them out!

What inspired you to start your Instagram? What makes you excited to post?

My friend Ken (@zombiegentleman on Instagram) prodded me to start @VintageRPG. Over the last couple years, my collection went from respectable to Serious and, coupled with the fact that my brain somehow got packed with RPG history, it just seemed like a no-brainer to find a way to share it. Instagram seemed like the place to do that.

The excitement, that’s changed and evolved a bit over the course of the feed’s (shockingly short) existence. I’ve written about tabletop RPGs in the course of my career, so at the start it was mostly just an extension of that, maybe in the service of some nebulous larger project. A lot of the early entries seem like notes for a book, or something along those lines. Still do, I guess. As the feed drew more and more followers (it blows my mind that so many people are following me – I truly expected a couple hundred folks and for the whole thing to fizzle after a few months), I’d be lying if I said that watching the Likes accrue didn’t give my lizard brain some primitive satisfaction. 
I spend a few happy minutes every day rooting for new posts to break my top ten most liked. Lately, though, I’ve been enjoying puzzling out what folks will respond to and it is always a surprise. I run a criticism site called Unwinnable and we long ago closed the comments sections because they were so toxic. The experience with @VintageRPG has been the complete opposite: almost entirely positive, an outpouring of enthusiasm and personal stories. When communication works on social media, its a hell of a drug.

How do you curate the games, and where do you find backup information for them?

Curation is improvisational. A lot of it comes down to my whims – what I feel like photographing and writing about on a given week. A lot of it is context. I try to not do too much of any one thing in consecutive weeks. If I’m bored, I’ll do something from totally left field, like covers of fiction books that inspired games. A lot of it is just plain editorial instinct, too. I try to work four to five weeks ahead to give myself some ability to address what I think my followers want to see. Big name games, like D&D (a mainstay) and some of the big licenses like Star Wars and Middle Earth Roleplaying get a lot of attention and demand a lot of interaction, so I try to cool things down after a big week with more obscure games I am passionately interested in but probably won’t generate a ton of comments, like the modern indie I covered last week.

I’ve been reading, reading about and playing RPGs practically my entire life, so a lot of what I’m writing is stuff I’ve internalized or my critical impressions of art or mechanics or theme or what have you. I have a near complete run of Dragon Magazine that has contributed greatly to my historical knowledge, as has Shannon Applecline’s four-volume history of the industry, Designers & Dungeons. If I’m in a bind, I hit up RPG.net or just reach out to the creator in question – a lot of RPG designers are pretty accessible online these days. If all else fails, I guess – and if I get it wrong, someone who knows better points it out in the comments, which is always pretty great.

What are a few of the coolest things you have discovered while running the account? What’s something that just really blew you away with how unusual or interesting it was?

I am going to answer this two different ways, if you don’t mind.

One of the most surprising things was actually discovered by my pal and DM, @JohnMiserable. We had played through a series of classic modules – Against the Slavers and Against the Giants – and, using Vintage RPG, I publicly guilted him into finishing up the drow modules after a long hiatus. In one session, he noticed something in Bill Willingham’s art for the D&D module D1-2: Descent into the Depths of the Earth and it just blew all our minds.

[The following Instagram embed includes art from the aforementioned module, captioned: OK, check this out – don’t flip to the second image yet. This is an illustration from D1-2 – Descent into the Depths of the Earth by Bill Willingham. I posted it a few weeks back. We’re playing it in a 5E conversion now and our DM, @JohnMiserable, spotted something super cool in there. Can you see it? OK, you can flip to the second image now. Captain America’s shield and Iron Man’s helmet, in a drow chest, decorated with what some might call Spider-Man eyes. What the hell did the drow do to the Avengers?!”]

Second, a few months ago, I scored a copy of something I have been searching for a long time: the 1983 Imperial Toys catalog. I love it because Imperial Toys sold knock-off D&D toys and just, you know, totally ripped off the art for the cover in a way only a Hong Kong toy manufacturer in the 80s could. It is delightful in every singe way. So I love it for that, but I also love it because no else does. Most people probably have no clue this exists or how weird it is. That I was able to find something so disposable as a dime store distribution catalog feels important to me in a way I suspect few people would understand. And that’s OK! That’s why I’m here, doing my thing.

[The following Instagram embed includes images from the 1983 Imperial Toys catalog, including a Pegasus and two-headed dragons, and the caption: “This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. 

The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves.”]

This week, I’m talking about knock-offs. First off: one of the crown jewels of my collection, the 1983 Imperial Toys catalog. ¶ I have been looking for this for a very long time and finally scored a near-perfect copy last month. The reason for my desire should be apparent from the cover art, which rips off two things I love in dizzying fashion. First off, don’t those dragons look familiar? That’s because they are crude, modified traces of David C Sutherland III’s art from the Monster Manual. Then there’s the Pegasus/Centurion that seems to want to capitalize on Clash of the Titans. ¶ The toy line was called Dragons & Daggers. It was a blatant attempt to capitalize on the popularity of LJN’s Dungeons & Dragons toys (right down to the sliding puzzles), aimed at the five & dime market. I got the two-headed dragon at my local Ben Franklin (which I just learned was a chain!). Later additions to the line were a variety of cool riding beasts made in for the scale of Battle Cat and Panthor from the He-Man line. ¶ Catalogs like this (and maybe catalogs in general) feel special to me. By their nature, they are disposable, so there can’t be that many of them still in circulation, especially in the case of distro catalogs like this that were aimed toward business owners. I suspect not a lot of collectors know about the odd little corner of D&D history this occupies, and likely even fewer care. ¶ It is special in another way. The other toys and junk in the catalog are an amazing trip down memory lane. I have zero nostalgia for this stuff and would never have remembered them if not for seeing them here, but I appreciate the chance the catalog affords me to catch a glimpse of those long gone five & dime shelves. ¶ #DnD #DungeonsAndDragons #ADnD #DandD #AdvancedDungeonsAndDragons #TSR #RPG #TabletopRPG #roleplayinggame #dragonsanddaggers #ImperialToys #ClashoftheTitans #HeMan #fiveanddime #BenFranklin #MonsterManual #DavidCSutherlandIII
A post shared by Vintage RPG (@vintagerpg) on

Thanks so much to Stu for the interview! I hope you’ll all check out @vintagerpg on Instagram

Do you have a favorite pre-2000s game cover or piece of game art? Share it on Instagram, G+, or Twitter and tag it #myvintagerpg. 
Feel free to tag me in, too – I’d love to see what you love!


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Five or So Questions on Imp of the Perverse

I am legit delighted to say I’ve yet again had the chance for interview time with Nathan Paoletta, this time talking about his new game Imp of the Perverse, which is currently on Kickstarter. The game’s design has been percolating for a while, and I can’t wait for you all to hear more about the project. Check it out!

Note: Images are the collaborative work of Nathan and cartoonist/illustrator Marnie Galloway.

~~
A dark red image with an illustration in black and white showing a monstrous imp wreathed in smoke, creeping behind a woman reading a book. The text reads, “IMP of the PERVERSE: A Psychological Horror Game of Monster Hunting in Jacksonian Gothic America. Quite nice, really.
Tell me a little about Imp of the Perverse. What excites you about it?

Imp of the Perverse is a psychological horror game of monster hunting in what I call “Jacksonian Gothic” America. Your protagonists are members of society in the historical 1830s or 1840s, but with a little extra – an Imp of the Perverse on their shoulders, impelling them to do terrible deeds. Only by hunting down those who have already given in to their Imps, and thus turned into literal monsters, can yours hope to rid themselves of their Imps and regain their humanity.

I’ve been working on this game for a long time! I recently uncovered my very first files of notes on the first ideas I had, and it’s dated 2006. I’ve always been a fan of the work of Edgar Allan Poe (hence the name of the game, of course) and the compelling nature of his work seemed very gameable to me once I started making games, but it took me a really long time and the experience of doing so many other games (carry. a game about war., Annalise, World Wide Wrestling, etc) to figure out the “in” into the stuff that resonates with me.

So now I’m excited to be so close to done with something that’s been on my mind for so long, and just really pleased with how the game has turned out! It reliably does the things that I personally like the most in tabletop – good solid hooks for characters with enough space to develop in play, clear direction in what you do, the opportunity to get deep into your characters head without demanding that as the only way to play, and specific GM tools for developing situations that you’re excited about, and then making decisions in play that all build to a fictional climax without depending entirely on personal storytelling skills. In fact, one of the sneaky goals of the game is to subtly teach players who may have never GMed before how to do it (or at least, how to do it in this game). One of the conceits is that if your character gives in to their Imp (a very possible but by no means inevitable state), you build the character as a new monster for the next hunt and take over the Editor (GM) role – I hope that players will be excited to do that when it comes up in long term play and feel like they have the foundation to do it even if they’ve never GMed before.

Image of the Kickstarter bits – quickplay cards, a clothbound hardcover, and a note on illustrated monsters and custom chapters! All of this is themed in red, dark red, black, and gold. 
I have to ask about this transferable or shared GM role. What kind of powers do Editors hold, and how do they use them?

I think it’ll be familiar to most folks as a “traditional” GM kind of role. The Editor is in charge of coming up with the monster, setting up situations that challenge the protagonists, describing the world around them, playing NPCs, all that kind of stuff. This game is not Powered by the Apocalypse, but I absorbed many of the Agenda/Principle lessons from Apocalypse World, and do have a similar charge for the Editor in this game. Your job is to:

  • create monsters and put them in the same social context as the protagonist characters
  • construct a compelling, dark world full of challenge, doubt and wonder
  • engineer specific situations for each protagonist that dare them to embrace their darker self
  • demonstrate the consequences of the protagonists actions with integrity (in this order: integrity to the dark Gothic world, integrity to the characters development so far, integrity to the demands of the unfolding narrative, and ideally all three)

The game also asks the Editor to do specific prep (building the monster and the web of social relationships it influences). The goal here is two-fold: to give the Editor plenty to work with in play, so there’s always something to fall back to to keep the story going, and to draw them into investing in the world they’re preparing. The game shines when everyone is invested in what happens to these fictional characters, and prep is structured to make it as easy as possible for the Editor to do that.

As a player, you see the “effect” of the prep and the Editor’s agenda from the player side, and then when it’s your turn the game says “here are the tools the Editor you just played with used to make your game happen, and you saw how it went, so now it’s your turn to take them for a spin.” Obviously if it’s not within the players comfort zone there’s no artificial dictate that they MUST become the GM, but (again hopefully) by the time you get through a couple Chapters of play you’ll be able to see how it all works and maybe excited to try it out yourself!


How did you build and design the fiction of the game, especially ensuring you could integrate the imps without it seeming negatively garish or absurd? 
The concept of “you play a character with an Imp on their shoulder pushing you to do perverse things” has been the central idea from the start, along with the idea that monsters should be unique to the perversity that spawned them, but developing the rest of the context took a long time. I knew I wanted to keep the realities of the historical time as the counterweight to the fantastical elements, but there were a lot of versions of doing that over the years. I had a key playtest that put me on the path to figuring it out – at the time, the characters were all part of a secret society of monster hunters who were recruited when their Imp appeared, and then kind of sent on a mission to hunt down the next monster. It worked to get everyone in the same place at the same time, but also felt very “you meet in a tavern” in a way that didn’t sit well at the table. We spent a lot of debrief time just kind of brainstorming about it, and someone made a comparison to the gravity well of a black hole, and the metaphor fell into place for me. 
A series of symbols illustrated in maroon and white – a rose, a quill pen, a book, a gun, a compass, and a shovel.
A monster is the result of an Imp gaining the most power in the world of the living, and so when it appears everyone else who has an Imp can feel it, drawn to the perverse “gravity” it emanates. Implied by the dynamic of “when you know a monster appears, you know you have to do something about it” is that normal people CAN’T do anything to stop monsters, they’re too horrible and powerful, and the protagonists know this. And then, embedding the protagonists as well as the monster in a linked web of relationships gives the context for why they might care about this situation in particular, and have specific people they want to protect or save.
Beyond the basic concepts of Imps, monsters and the Shroud between worlds, one of the long-term mechanics is that the players build up the nature of their own gothic world through play. Between sessions, one of the things players can do is spend resources to establish facts about the Shroud and monsters. I want to provide the baseline fictional frame for “here’s what you do and why” and then see how different groups take that through the act of play, rather than build out a bunch of metaphysics for players to learn up front. 


How do you handle a concept where the characters are continually tempted to do wrong, while they are hunting those who failed to resist the temptation? I’m really curious: what does morality look like in Imp of the Perverse?
One of the core rules is this: you are playing a historical character, but you are a modern person. We care about the actual concerns of the people playing at the table, not what we think other kinds of people might be worried about. So, perversity is always relative to something you actually think is wrong – for players, this is something that you should be interested in exploring and (possibly) overcoming, while for the Editor this is something that you want to see the protagonists destroy. The game doesn’t make overt moral judgements of what is and is not perverse, in that the development of individual perversities is totally freeform. But there are guidelines – it should be something that actually makes it hard to live a normal life, that the character sees the clear downsides of, but that is, well, tempting. Perversities are not superpowers, but they have both up and downsides. Then the mechanics provide specific moments where you choose whether it’s worth the temptation in order to get what you want right then in that moment. The game does give you permission to use whatever means necessary to destroy or deal with the monster, in that they are almost always worse than you, so in that way there is a bit of a moral statement of when violence is justified; but also, the means by which a monster is resolved can be very contextual to the individual monster and the nature of the protagonists, so it’s not ALWAYS a fight to the death.
There is also a bit of the morality of the era (or at least, my read of it) in how characters are built. For example, if you make a character who has a child out of wedlock, you’ll have the Scandalous Quality, or if your spouse is dead you’ll be Bereaved. These reflect the general sense of how people in your social circles view you, and have an equal ability to be used in play as more “positive” Qualities, but they do reflect a certain moral sense that centers on your family as the fundamental important thing in people’s lives – an important piece of embedding the characters in the society they’re a part of!
The words “IMP of the PERVERSE” in shimmering gold with filigree above and below.
You’ve been working on Imp of the Perverse for a long time (2006, right?)? What are some of your favorite moments of design and creation in that path that resonate with the game, and with you, today?
This is a great question, and a hard one because the arc of the design has basically been one of long gaps punctuated by short periods of focused progress, so it’s all kind of one amorphous blob of experience in my head. I’ll try to tease out some moments when I felt most satisfied that I was on the right track, because they stand out to me the most. First, when I decided to cut down the original idea of “play all kinds of different stories with these protagonists” down to “what if it’s just about hunting down the monsters in this world” (which was originally going to be one mini-game inside the larger game…) that was key to cutting the design space down to a manageable level. When I had the first playtests of the central die roll mechanic that tempts you towards perversity and saw it work, that was great. The game needed development to support that mechanic and fine-tune it, but I saw players engage with the critical decision point (do I or don’t I? is it worth it?) and that’s the beating heart of the game. The aforementioned playtest where we workshopped ourselves into the “perverse gravity” metaphor starting pulling the fictional frame together for me. I ran a long-term playtest around then where we got to see a protagonist fall to the Imp and then the player take up the Editor-ship, which worked great and let me go ahead and play on the other side to feel more of the player experience. Recently, I think one of the most gratifying moments I’ve had was at a convention game, where afterwards the players told me that they felt like they found it very easy to get into their characters and make principled decisions based on those characters. That was nice to hear as a GM of course, but also validation of the design goal of really putting players into the fictional world of their protagonists and giving them clear structure and direction for play through how the characters are made and interact.

And of course it is viscerally satisfying to see players defeat the horrible monsters I make that embody the things I really, truly want to see destroyed in the world!

Cover image, similar to the first of the image in the post: a dark red image with an illustration in black and white showing a monstrous imp wreathed in smoke, creeping behind a woman reading a book. The text reads, “IMP of the PERVERSE: A Psychological Horror Game of Monster Hunting in Jacksonian Gothic America.
~~


Thank you so much to Nathan for the interview! I hope you all enjoyed reading about Imp of the Perverse and that you’ll check out the Kickstarter running right now!


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Playing Nice in Monsterhearts

There are a few things I know about my game playing preferences, but one is that I don’t have a lot of energy for negativity and meanness.

Description: JD from Scrubs “[thinking] at that very moment, I fear I had divulged too much.”

This is something that can be challenged by Monsterhearts. For the uninitiated, Monsterhearts is a Powered by the Apocalypse game about teenage monsters. It’s riddled with sex and darkness, and almost everyone I know loves it.

I enjoy the game, despite some of my quibbles, but I often hit a roadblock when a strain of negative energy slides in. I have absolutely been a contributor or creator of this, and it’s actually something I really dislike about myself. The first time I played Monsterhearts I found it kind of exhilarating, and I pushed myself too far – I ended up using an X-card on myself. I have played some nasty characters in the game, and I’m honestly not proud of it.

I have even made two Monsterhearts Skins – the Medusa and the Rusalka – and the Rusalka is definitely toxic. But it’s said as much, clearly, and not about meanness. The Medusa is really about concepts of purity, honestly, so not very much so. Still, when I played the Rusalka, they were a passionate and intense person who just wanted to love people – not hurt them, not on purpose. And that was a play choice, obviously.

Sometimes people are okay with playing dark characters, mean characters, what have you – but I don’t. Hell, I feel guilty if I even play a snarky one. I do it, but I feel gross afterwards a lot of the time. I don’t like playing villains, and almost all of my characters drift towards niceness these days. I think it’s because I’ve been hurt a lot, and because the world is so brutal, but I move away from catty, sarcastic jerks these days.

Example: I really didn’t like Jessica Jones much. Description: Jessica Jones looking pissed with the text #bitch the fuck you just said to me.

It has gotten to the point that sometimes reading other people’s actual-plays of Monsterhearts because there’s so much abuse. Like, there’s actual abuse sometimes, but there’s also various types of trauma, there’s cheating, and just a meanness, in so many people’s play. I know not all Monsterhearts is like this, but I just have the bad luck of seeing some of the bad stuff.

And no, most of the time I won’t bring this up during the game, or possibly even after. I don’t like ruining people’s fun and I have been shut down before about how “that’s how teenagers are” so I dodge.

Description: Cardi B saying “I’m being nice to you. Have I stabbed you? No.”

What this means is that I don’t enjoy engaging with Monsterhearts much of the time, which sucks, because it was a formative game for me. All of this is going to the point that: Playing nice in Monsterhearts makes it a better game for me.

Right now, I’m playing a wonderful game of Monsterhearts 2 with Kit la Touche, Dillon Conlan (my partner), and Eric Duncan set in the fictional Alder Creek, which we’ve subtitled Our Sweet Boys. We’re all playing men or masc centered characters, and we’re all like… weirdly polite. The characters are Tucker Ulrey (Werewolf), Silas Schowalter (Ghoul), and Nix (Hollow).

Their backgrounds are a little wonky, but we’ve discovered in play that aside from Silas generally being cranky – he’s dead, after all – we all tend towards like, just decency and politeness. Nix is kind of pre-programmed that way but models a lot of his behaviors off of Tucker, who is just a sweet darn puppy. Tucker is respectful and polite, though a little hesitant and gullible at times.

Description: a pug with a bandanna sitting awkwardly, with the word “heck” in small, lowercase black text.

It’s funny because in spite of this, we still have drama. There’s drama from the NPCs, who are not always nice, but are nicer because we are nice. There’s still challenge and spoopy stuff happening, but we’ve found that the theme of the game – as Kit said – is less “what’s going to happen next?” and more “what are we going to do about it?”

It’s still a game with teeth, but we’re not (always) the ones biting.

I think that it’s renewed some of my interest in Monsterhearts, and while I could write For Ever about my thoughts on the subject, the biggest thing I’ve come away with is that I think we’re technically playing the game wrong.

A lot about Monsterhearts in the text comes down to how there will be hurt and there will be trauma and yet, I feel like we’re weirdly building an environment where when that does happen, we’re playing characters that might be able to work through it. Yeah, I figure there’s gonna be violence and etc., but we might end up growing up and being better because of it – not more damaged. We’re like… good-ish, or something? With good intentions? And wanting to be nice sometimes?

Description: Sam Winchester from Supernatural hugging someone and saying “Too precious for this world.”

Basically, I like the idea of having to encounter bad things in a situation where I’m not also a problematic bundle of jerk. Monsterhearts, in my experience, can bring out bad stuff in me. This specific session feels different, and I had a weird thought while discussing it with the other players and Kit.

Kit and I have recently spent a fair amount of time playing my shapershifter game Turn, and the first non-D&D game Dillon has played was Turn. The vibe in Turn is so massively different that I know it’s definitely realigned my preference for play. I go quieter, I feel more happy when I’m playing someone who doesn’t just want to hurt people, and I feel happier when I have at least one other player I feel love with. I think it says something interesting that the only one of us to approach snarkiness really is Eric, who hasn’t played Turn.

I just wonder sometimes how much playing one game can change our perspective. I know that, at the start of my time playing, Monsterhearts changed mine. I’m wondering now – has Turn changed it, too?

No matter what it might be, I’m glad. The sessions we’ve had so far in Alder Creek have had a sweetness, a more caring environment, and I’m more invested in a Monsterhearts game than I’ve ever been.

Description: Jensen Ackles giving two thumbs up.

<3

P.S. – I’ve found I enjoy Monsterhearts far more when I play with Script Change over the X-card. Changes the tone, I guess. It’s nice!


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Five or So Questions on Kids on Bikes

Hi all,


I did an interview with Doug Levandowski on the RPG Kids on Bikes, which is currently on Kickstarter. Doug’s using Script Change in the text and while we chatted, shared his Kickstarter link so he could tell me more about this rules-light kiddo-adventure!

Tell me a little about Kids on Bikes. What excites you about it?
Doug: Kids on Bikes is a narrative-driven story telling game set in your favorite 80’s movie or TV show. We like to say that it takes place in a town small enough that everyone knows each other (for better and for worse) and in a time before cell phones could take videos of monster. The GM acts more like a facilitator, and the players are really the ones telling the story.

One of the things that excites me about Kids on Bikes is the way that the game starts! The town and character creation, especially the rumors and the questions about the relationships between the characters, helps to start the game even as you’re creating the world you’ll be playing in. Stories often start to emerge and tensions start to become clear there in pretty cool, open-ended ways!

What was the motivation for putting together Kids on Bikes? What about the concept put your hearts into it?

D: Stranger Things! Two summers ago, like most of America, I’d just binge-watched the first season, and I posted on Facebook, “Okay – who wants to make this a game?” Jon responded, and we got rolling on it. But even more than that, I grew up as an AD&D player. I had a paladin, a wild mage, and a few classes I created myself, and seeing D&D played on the show really made me want to replicate that in some streamlined way – but also to pay homage to the wonderful 80s tropes that I grew up on.

How do you approach violence and violent content in Kids on Bikes?

D: Personally, I play games for escapism, so violence for me in games has to be one of two things: either absurd, cartoonish, and completely divorced from reality like it is in D&D – or nonexistent. Kids on Bikes is super close to reality, which is something that I love about it, but that also means that the violence in it is supposed to be terrifying. In the rulebook, when we talk about combat, one of our statements is that there’s no such thing as “safe” violence in Kids on Bikes. And our first step in creating the world of the game is having all of the players establish what they want to see and what they don’t want to see. Ultimately, Kids on Bikes is a framework for players to create what they want within it, but it’s definitely a framework that discourages casual violence.



Tell me about the design process. How did you start mechanically? What has changed since the game’s inception?
D: We started with thinking about making a game that felt like AD&D but streamlined. I had a bunch of ideas that complicated things, and Jon was really great at saying things like, “Yeah, THAC0 was a thing…but maybe that’s not in anything anymore for a good reason.” As we went, we kept streamlining and streamlining to keep the focus on the story. That’s something that Jon is really, really good at…and that I’m learning from him!

Another thing that was probably the main aspect of the design at the start was the notion of duality. We love the idea of inversions and balancing acts that happens in so many of these things from the 80s, the way that the villain is some corrupted version of the good guy or the way that every negative is a positive and, usually, vice versa. In our initial creation, we kept asking ourselves, “Great… What balances that? What’s its counterpoint?”



What is your focus audience for Kids on Bikes, and why? Is it a nostalgia product, considering the timeline restriction, or something different?
D: Our audience is new and experienced RPG players. It’s an easy enough to pick up game that even folks who’ve never rolled a d12 before can jump in and get rolling, but we think the opportunity for narrative is rich enough that it can appeal to people who love narrative games and have played a bunch of them. I don’t think of it as, first and foremost, a nostalgia product; I think of the time restriction as a way to complicate what, in the modern day, would be easy solutions and drive the narrative. Like, if a current high school stumbles upon a cult, they shoot some quick cell phone video, they post it to Snapchat, and it’s a scandal. 30 years ago, though, they have to convince people that it’s really a thing. That’s the kind of space I’d want to tell stories in right now, so that’s the kind of engine we made. That said, there’s for sure a nostalgia element to pretty much everything I design, so I think that influences the kinds of stories I want to tell.

Thanks so much to Doug for the interview. I hope you all enjoyed reading it and that you’ll pedal your way over to Kickstarter with a few friends to catch the last few days of Kids on Bikes!


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Five or So Questions with Glynn Seal on The Midderlands

Hi all! I found this cool setting and bestiary while scrolling through G+, and the word “bestiary” drew me in (I’m a sucker for them!). MonkeyBlood Design has some sweet looking stuff on their website and The Midderlands, which is currently on Kickstarter, looks pretty nifty! See what Glynn had to say below!

(Note: While The Midderlands contains a setting as well, most of the pictures are of the beastiary. I like monsters. Deal.)

Groat. I love it.

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

The Midderlands is an OSR mini setting and bestiary for Swords & Wizardy although as with all retro clones, it’ll work interchangeably with minimal effort.

The setting itself is based on the area in England where I live, the Midlands. The idea of taking this area and turning it into a more twisted, darker fantasy-land excited me. I could take landmarks and towns and run riot.

All that said, the idea of the book started as I was drawing weird creatures. I thought it would be good if they lived in and around where I lived, kind of like the Spiderwick Chronicles by Terlizzi. The idea evolved from there.


Tell me about weird creatures! Bestiaries and monster manuals are a favorite of mine. What will we see spilling forth from the pages?

The book contains a bestiary section which contains 25 new monsters. These include the Muckulus, Oorgthrax, Mud Cow, Thorned Briarling, Six-headed Sewer Gripe, Mawling and Nobblin to name a few. Each of the 25, also have a pre-generated NPC. Of these 25, 18 have defined race-classes that you can play. Now don’t get me wrong, some of these are bonkers but they have a lot of fun gaming potential. Some favourite monsters are the Conus Ogre that feeds on electricity, and the Six-headed Sewer Gripe with its decapitation attacks. Edwin Nagy has done a great job of adding flesh to the bones of the monsters. I would give him the art, tell him some things I wanted it to do/be like – and he would create these monsters of wonder.
Slitherling by Jim Magnusson.
What sort of elements are you bringing to your home of the Midlands to make it darker, to find a deeper root?

I wanted an undercurrent of something chthonic, dark and unknown going on beneath the earth. The spinning core deep below the land is made of Gloomium – a green substance which leaks to the top and taints things. The sky is green-hued and fires burn with green flames and such. There are black-clad folk about and their intent is shadowy. I don’t elaborate too much on stuff, allowing the gamemaster to take it where he wants to go with it – to fit their own agenda, or campaign ideas. I just wanted to create enough “game-juice” to give the feeling that there is untoward stuff going on.
fishy fishy fishy oh
How do you find inspiration for different monsters and game elements?
I’m never quite sure where the inspiration was coming from. I spend lots of time going through G+ and some people post some great art. In terms of the monsters whatever appeared on the page as I drew it. The drawing of the head happened first. Once I had all the heads, I created a set of headless bodies. I then printed them all out and matched up heads and bodies till I got something cool. Then I would come up with a concept and send it to Edwin for stats.

The setting just kind of fell out. A good example is that there is a ruined windmill on my way into RL work. I decided to add that the location section as Bognock Windmill. Many RL landmarks were harmed in the making of this book.

What are you doing to make The Midderlands accessible for multiple systems (OSR to Pathfinder, even) – freedom from mechanical trappings is one thing, so what in the setting makes it work for more than one system?

As it’s written for Swords & Wizardry Complete, it is easily moved to other retroclones. S&WC is generally single saving throw and doesn’t use Morale so there is a tweak needed to use in LotFP. Most OSR folk can pick this stuff up and go on the fly.
Pathfinder, D&D5E and DCC would be a little more tricky in terms of stats, but The Midderlands is not intended to be overly complicated. The setting contains no real stat stuff at all – so that can be taken and used anywhere. Other than the bestiary stats, there are magic items and oddities that can easily be used in other non-OSR systems. As an example, a Wodensblade is a +1 longsword, +3 vs green-skinned creatures. That kind of thing can be used pretty much anywhere 😊. Spells are referred to such as Charm Person, so that will be understood in most systems. Monster stats will need a little more work for non-OSR systems.

So far, the support for the Kickstarter has been fantastic, given the ambitious funding total. I want the book content and production quality to be something people get in their hands and go “whoa, this is so cool!!”, so I’d rather fund something memorable than a PoD offering if I can. That does have a cost though. We are almost half-funded at this stage and still over 20 days to go, so it’s very-promising and myself and the team are massively lucky to have such great support.

Thank you for your hosting hospitality, great questions and for your interest in the project!

#themidderlands 😊



Thanks so much to Glynn for the interview! I hope you all enjoyed reading and that you’ll check out The Midderlands on Kickstarter, and remember to share the post around!


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Five or So Questions with Elizabeth Chaipraditkul on The Monster

Today I have an interview with Elizabeth Chaipraditkul about her current project, The Monster, which is on Kickstarter! The Monster is an illustrated novel with a haunted house tucked inside. Check out more below!

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

I was a really weird kid and while going through old stuff of mine my mom kept I came across a whole slew of books I created between the ages of seven and eight. I typed up and illustrated all these stories and then got my teachers to take them to the school library so they could be sewn together.

The Monster is one of these stories. Reading it back as an adult it’s obvious writing was a way for me to deal with a lot of things and this story is mainly about sexuality, fear, and death. I thought it would be fun to re-write this story as an adult and get someone to illustrate it. And since I am now a big gamer, we’re also turning the story into a system-neutral giant gameable dungeon. Gennifer Bone is the amazing illustrator who will be making the new image and Glynn Seal of Monkey Blood Designs will be making the maps.

In the end, the book we will produce with the Kickstarter will have the original story, a new story, and an epic map with room descriptions to explore.

What are the type of stories you would like players to tell in the dungeon?

There is a lot you could do in the dungeon. The first, and I guess most obvious, would be a dungeon crawl – killing a bunch of monsters and getting the heck out of there. However, the dungeon is essentially one huge and weird haunted house map, so there are a lot possibility for play. It could set the scene for a really intense Monsterhearts pay session – teenage drama in a house that is trying to kill the players. Or it could be a place your coterie of vampires have to explore in Vampire the Masquerade maybe a few local neonates have gone missing and the Prince sends in the players to investigate. The red thread through all these stories is gonna be exploration and the fun is gonna be seeing what is behind every door of the house.

What are some ways you explored those topics – sexuality, fear, and death – in The Monster?

I’ve always seen the written word as something you can play around with and try out things that may seem strange or exciting. In the monster I explore the themes of sexuality, death, and fear in a few rather funny ways. When the children are faced with the monster chasing them, in fear for his mortal life one of the boys reminiscences about home and the smell of his mother’s cooking. As a kid a played with the idea of death and what I would think of just before my life was snatched away from me – apparently my mom was a great cook.

Likewise, in the story I toy with the ideas of sexuality and death, two concepts that have always been tied to one another in literature (albeit more elegantly than what my eight year old self could produce). I wrote about the fear of bodily exposure and what that meant to a little girl who was scared.

What are you doing with the dungeon to make it system-neutral while still packing a good punch?

What we aim to do is give GMs a lot of information about each room – weird things their players can find, experience, and speak to. Since the dungeon is designed to be system neutral, we are gonna make sure there is enough information for GMs to use. We’ll also include a lot of random generators for the rooms (at least one for each) so the dungeon is repayable and strange. For example, we have a limb removal generator, roll 1d4, and one of your limbs falls off – perfectly intact and still moving – good luck getting it reattached.


What sort of new story are you hoping to tell to accompany the original, and what themes does it bring forth?

Mainly, I’d like to delve into all the information I put on each page. The original story jumps from one place to another in the truly hectic style of a kid and I would like to add some continuity. Like at one point in the story a young boy’s arm falls off – it just falls off and that is about it. I’d like to go into why and how.

Also, the original story is quite comical which was totally unintentional, but as an adult you just have to read it and chuckle. I’d like to add some real horror to the story, while still keeping the soul of the old story.

Awesome! Thanks so much Liz for answering my questions about The Monster. If the project sounds interesting to you, my readers, please check it out on Kickstarter!


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Five or So Questions with Alek­san­dra Son­towska and Kamil Wegrzynow­icz on The Beast


Today I have an interview with Alek­san­dra Son­towska and Kamil Wegrzynow­icz on their game, The Beast, a single player, long-play, narrative game. I played The Beast in an early playtest, and it was fascinating – an experience I could never repeat, but certainly a game I’d try again to see something new! See their answers to my questions below.

Note: The Beast is targeted for adults, and the game and this interview both contain sexual content.

What excites you about The Beast?
Kamil: For me it’s about body horror and physiology. It was about breaking boundaries about what I can do with my body and how can I perceive it. There’s a lot of tension and excitement with breaking, rearranging the body, the way it works, experimenting with it.

On the other hand there are feelings involved. What do I feel about sexuality, how do I approach my physiology. How can I deal with all the things that turn me on. So, yeah, these are all the things I found in Barker and Cronenberg and was fascinated by them and I wanted to put in the game.

Aleksandra: One of the things that excites me most about Beast are secrets. The Beast is a secret. You can remember that when I was organizing playtests, the playtesters reveal sparingly what happened with their Beasts, what they looked like, what they wrote in their diaries. People told me what cards didn’t work and why, but without details. They pointed which cards were triggering, but not why. Even now, when there are 2 or 3 actual plays online, I feel there’s so much more, hidden behind what was said or written.

I know, too, that the fact that the game explicitly says to burn or hide the diary makes people uneasy. There’ll be a reason for them to do it.

And I too won’t tell what happened with my Beast. I too shivered with desire and disgust of vivid imagery that came to me.

When you were designing The Beast, what sources did you use for inspiration?

Kamil: I was this brooding and rebellious art geek for a long time, so it was my hobby to find transgressive and weird media. Right now I’ve mellowed but there’s counterculture guy still inside – besides the most important here and mentioned before – Clive Barker and David Cronenberg there was JG Ballard, Kathe Koja, Dusan Makajevev’s Sweet Movie, cinema of transgression, Coum Transmissions’ art and so on. Not always obvious and not always mentioned, we didn’t have enough space, but I guess I owe them a lot.

Also, we were thinking about and designing games about sex and sexuality before. This is what you get when two game designers become a couple. For my part it was a follow up to our earlier game project – Mistress and Sexbot – and the thought that we couldn’t finish this game was nagging me. The Beast first appeared from this design frustration.

But most important and inspiring thing for me here was Aleksandra’s input – her emotions, ideas, and sources she found. They really pushed The Beast forward.

Aleksandra: My sources were more personal . I suddenly discovered pleasure of sex, and then I was reading everything I could find. Mostly these were articles about sex and interviews with people into BDSM and kink. Kvinden der drømte om en mand was an important movie for me, showing a woman sexually obsessed with a man – who was an asshole, really, but it didn’t matter for her. Not often can you find a movie showing sex from woman’s perspective.

What about The Beast do you think causes players to dig so deep into their dark fantasies?

Aleksandra: Is it so? I think important part of this experience is that we’re upfront what the game is about. And when I say: “in this game you’re fucking the monster in your basement” most people will know in a second whether they’re excited or disgusted by the idea (or both). If they’re excited, we’re just helping them.

Kamil: First, long term play. You get used to the beast, and even if question you get is triggering or uncomfortable, you have whole day to deal with your emotions. And long term play makes The Beast part of your daily routine.

Second, questions. Every question had to:

  • be presupposing and provocative, and,
  • involve one or more of four categories: sexual, physiological, personal, social.

This way almost every question should push story forward and affect the player even though the player doesn’t have to answer them. And with all the categories, some questions will hit the player hard and make them think and feel.

With the secretive nature that Aleksandra mentioned, how did you encourage players to both share and keep secrets, using the game’s mechanics and language?
Aleksandra: And why haven’t you shared your Diary widely? ‘Hide or burn’ is for a reason. The Beast is obviously skewed toward keeping silence about what happened during those 21 days, mostly because in the game you’re playing yourself or someone similar to you. It’s the reason the game feels personal – and why players don’t go around talking about it.

Kamil: As of both sharing and keeping secrets – it’s a funny thing. When players are in “honeymoon phase” of the gameplay, by which I mean the moment they bought it and later on the first five or six questions, they are really eager to show off their game and enthusiasm. But later when they’re become invested in the fiction and the game hits them hard they go silent. And even when someone plays The Beast in public it’s visible for me there’s a lot more than what they show to the world.

Most of the instructions and the way it was written is Aleksandra’s work. She really tried to take care of the player and make them feel safe. I think this part is important here. It guides the feel of the gameplay.

What is the most intense experience you have had (that you are willing to share!) with The Beast on your own?
Kamil: For me it was realization how mean and cold I could be in a relationship. I perfectly knew the game tricks me to feel this way but I was still caught off guard when it happened. And even now I’m writing “this happened” instead of ”I thought and decided in the game”.

Second thing in the same gameplay was also realization how my fantasies were growing in unexpected direction. At first I wasn’t sure of my beast, it’s not really my kink, I thought, but let’s see what happens. Later in the game I started to like it and experiment with it. It was scary.

Aleksandra: Excerpt from my Diary:

“Someone knows about the Beast, why aren’t they talking about it?

I panic.

‘I’ll give you a blowjob, just don’t tell anyone about it’.

Kneeling, I clench my mouth on his dick. I’m doing it like the Beast is with my whole body. I swallow his penis, I’m choking, I’m swallowing it again, I’m vomiting his penis and full dinner.

He runs off.

He won’t tell anybody.”

Wow! Thank you to Aleksandra and Kamil both for their answers, for sharing their experiences, and for this brilliant look into The Beast. Make sure to check The Beast out on DriveThruCards!


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

Monsters – Doppler


Doppler


One of the most frightening things for many people, next to public speaking, is to have their identity – their personhood – taken away and used for nefarious purposes. That’s what the Doppler is all about. They can duplicate any living being down to DNA with ease and accuracy.


Dopplers in their natural state are long-limbed, light grey creatures that are about 7 foot tall. They are emaciated. Each hand has three long claws, and each foot has two short claws with a third larger, curved claw. Their legs are shaped like a dogs leg, to enable them to leap higher and run on all-fours if they prefer. They are intelligent, but not very smart unless they are mimicking someone who is more intelligent. Their eyes are small slits in their face, and they have no nose. Their ears are shaped similar to bat ears, and they are nearly as large as the head of the Doppler.

The Doppler has found its pray, by Emily Vitori



Dopplers find their prey by using echolocation – above human hearing, but able to be heard by many other creatures. They do not need to touch their victims – they only need to get near enough to them to identify them with their screeching, and then they can easily replicate their form. Like Hanging Men, Dopplers rest in peripheral vision, normally undetected by humans. They often take the form of furniture or small animals to track people. Their goals with their mimicking are varied, from hired identity theft to personal desires for a human body.



Today’s art is by Emily Vitori. Thanks to Emily for her contribution to the project! 

Note: If you decide to use any of the monsters in a campaign, please let me know! I’d like to see how they work out.







THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

Monsters – Siren

Siren

On the coast of every ocean, there can be found one shore – it may be rocky, or sandy, or a moist clay, but one may always find a Siren. To the naked eye, the Siren is their viewer’s greatest desire – a chiseled, muscular man; a beautiful, voluptuous woman; a statuesque androgynous being. Whatever the beholder wishes, the Siren takes on their visage and draws their victim nearer.

The Siren has a distinctive call, a long, sad song they call out in a clear, haunting voice. They sing of loneliness and longing. The call has a strong effect on landlubbers and sailors alike, gripping at their heart and mind and pulling them ever closer into their arms.

A Siren viewing its true reflection, by Jason Cox.

However, like the myths say, it is a lie. Beneath their unearthly beauty lies a monstrous creature. Their body is like that of a human, but is dirty and covered with lichen and barnacles. Their face is where the horror lies – wide open and unblinking eyes that take up the sides of their face, and a vertical mouth lined with sharp teeth. When they capture their victim, pinning them, they devour them face first, drawing out the life energy and filling their bellies with raw flesh.



Note: If you decide to use any of the monsters in a campaign, please let me know! I’d like to see how they work out.

Today’s art is by Jason Cox. Thanks for contributing to the Monsters collection!




THOUGHTY LOGO © JOHN W. SHELDON 2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.

Monsters – The Kid


The Kid


The Kid is five foot nothing, snotty nosed and petulant. The Kid is every bully in elementary school, and every kid who is bullied. He sneers and cringes all at once. He never meets your eyes, but can see into your soul. The son of the Flesh King never sleeps.

The Kid, by Susan Knowles.



The Kid is always around. He just finds a couch in every town and never seems to leave. He’s only one person, but he’s everywhere. Everyone knows The Kid. He eats everything in your fridge. He rubs his nose on his sleeve and spreads the common cold like a plague. When you’re feeling down in the dumps, The Kid knows just the right thing to say to make you blame yourself.


If you talk to The Kid, he will flinch away like you slapped him. If he talks to you, he’ll find any weakness you have – any feature you have that you are sensitive about – and exploit it. He’s the Kid who got beat up at recess. He’s the Kid that locked someone in a locker. An enigma wrapped in a bologna sandwich.





Note: If you decide to use any of the monsters in a campaign, please let me know! I’d like to see how they work out.


Today’s art is by Susan Knowles. Thanks, Susan, for your contribution to the project!

THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.