Five or So Questions on METAL WORLD

Hi all, today I have an interview with Nick Zachariasen on METAL WORLD! It’s currently on DriveThru! I normally don’t include game pitches here, but the METAL WORLD pitch is so rad, I had to!

METAL WORLD takes the breadth of the heavy metal genre and throws it all into one game world. It doesn’t care how much sense something makes as long as it’s awesome. It has a demon-possessed lawman who rides a rocket-powered robot horse and carries a pair of 666-shooters. It has an undead ship made of the bones, sinews, and skin of the sailors it kills. Hell is a continent you can get guided tours of from the MegaDevil himself. The cherry on top? It has a volcano made of dragons, which shoots lava and more dragons when it erupts. The game system— including character building— are as loose as possible to allow your group to play the way you want.

With that in mind, check out Nick’s responses below!



A very large muscular figure with antlers, dragon's feet, and a tail in thigh armor is holding a large bladed weapon while kneeling next to a smaller individual with colors in their hair and horns, breast ornaments, and a deer-skull headed spear, all surrounded by rocky landscape and colorful sky.
Boris Vallejo’s Kalevanpojat.

Tell me a little about METAL WORLD. What excites you about it?

The germ for the idea that became METAL WORLD came about when I looked at the Boris Vallejo painting Kalevanpojat (above). There’s this giant half-man/half-dragon thing posing like he’s trying to impress this only nominally-dressed woman who could not possibly be interested any less. She has an expression as if to say “Yeah, buddy, just get down the mountain, already. Three of whatever you are have passed through in the last half hour. They’re probably at the tavern.” I imagined what kind of world that must be for such a fantastic sight to leave her completely unfazed. Fast forward to after the premiere of Metalocalypse and I finally come up with the vague idea of a world of heavy metal in all its breadth. Of course, a couple weeks later I learn about Brütal Legend, which was sort of what I’d conceived spiritually but for the most part not even close aesthetically, although I did draw some inspiration from it all the same.

METAL WORLD, then, takes every kind of metal— whether basic, “classic” metal like Black Sabbath and Judas Priest or just about any subgenre you can think of like doom, black, pirate, or whatever— and throws it all into a blender so that you can have situations like a barbarian riding a nightmare steed charge a tank crewed by cyborgs and actually have a chance at winning! It’s everything Ronnie James Dio ever sang about. It’s anything you might see in a Dethklok video. It’s everything power metal sings about, with valiant heroes, fire, dragons, The Gods™, and all that. In short, METAL WORLD tries to bring everything awesome into one place without regard to piddly details like “Wait a minute, how does a region with this ecology sustain a tribe of human-hunting giants? They’d strip the population bare in months and then have no food source!”

 METAL WORLD ignores pesky things like so-called “continuity” or “travel time” unless it’s important for the overall story you’re telling with your group, and I think that’s what excites me most about METAL WORLD. I’m not aware of anything quite like it, where any play style your group could want is not just possible but encouraged so long as everyone’s on board, and the game actually mechanically encourages it with a rule set that’s just vague enough to be accommodating but specific enough to be playable while also having fun with its readers to keep from taking itself too seriously.

What are the mechanics of METAL WORLD like and how do they relate to the theme?

The mechanics try to be simple and stripped-down. You have five main stats, each named for a subgenre of heavy metal: Death (your health), Power (strength and “persuasion”), Prog (intelligence, perceptiveness, and actual persuasion), Speed (agility, reflexes, and overall coordination), and Thrash (combat ability). I kept it that simple because A) it keeps creation easy and B) on the eventual character sheet I can put each one at the point of a pentagram.

The design philosophy is that instead of worrying about how far you can move in a round, exactly how long a round is, and that sort of thing you see some other games get bogged down with, METAL WORLD tries to focus in the in-game exploits of the characters and what they bring about in the world around them. It didn’t grow out of a wargame and god-of-your-choice help me if it grows into one. METAL WORLD’s main concern is giving people a setting that facilitates telling an interactive story with evocative imagery. That’s one reason I don’t have classes; they pigeon-hole characters into a predefined type without allowing for a player’s creativity to show through.

You can have a band (METAL WORLD’s term for an adventuring party) containing traditional sword-and-sorcery fantasy characters like elves, humans, dwarves, and so forth alongside robots, cyborgs, Atlanteans, and METAL WORLD’s gnomes, which are a race of mad geneticists called ge-nomes— essentially, they’re a race of Bioshock-style Splicers. The environment contains everything from fantasy’s quasi-medieval environment to near-ish future tech and references galore to metal, its inspirations, and occasional random other things. You need complete freedom to be able to have that kind of spread in characters and environment, so METAL WORLD focuses a lot on group consensus as to the tone of the game, which means the Metal Lord (the GM) has very wide latitude of what to allow or to rein in if it proves unbalancing.

Another important thing I think bears mentioning about that latitude is that the guiding metric of METAL WORLD is “as ______ as it needs to be.” Because everything worries more about the story than thinking about ensuring you have enough provisions for the trip or how much you can carry, let’s say an invading army approaches. Your story is about the epic battle that ensues like the battle of Helm’s Deep, so the band and NPCs have plenty of time to prepare defenses and have a grand old siege ahead of them. Now say you have a story in mind where the focus is more on evacuating those who can’t fight and making a stand to buy time. That same army leaving from the same place will take less time to get to the same destination. In METAL WORLD, space actually dilates or contracts depending on the needs of the narrative, though no character is ever aware of this— it’s just a cognitive blind spot created by reality itself. Similarly, a character can carry as much as (s)he reasonably could.

Then you also have Metal points, which reflect the favor of The Gods™ like Fate Points in d6 Star Wars or bennies in Savage Worlds. They serve two purposes. First, they fuel magic use for those who know how to do that that as well as other effects, like maybe the powers of a magical item. More generally, though, they serve to allow characters to (usually) unconsciously generate special game effects depending on what they want to accomplish. You get them by doing particularly impressive things or just because the Metal Lord feels like it.

A cover for METAL WORLD: The Rough Cut with a note that all art is conceptual/placeholder. The cover is black with an orange volcano design and metallic silver text.

What kind of player characters exist in the game, and what are they like?

As I said before, you can make pretty much anything you can think of within reason and even perhaps a bit beyond. Your band can have an axe-wielding barbarian who rides a nightmare steed, a mad scientist who raises and otherwise experiments on the dead, a lizard man martial artist, a shroom-addled shaman who drives a wicked van with amazing scenery painted on its side, and a dwarf who’s replaced both of his hands with chainsaws. Mind you, all of these are among the sample characters I’ve created— the dwarf is named Angus Mac Chainsaw Hands. You truly are bounded only by your imagination and what the Metal Lord will allow. I haven’t statted minotaurs for use as PCs, for example, but if you want to play one, work with your group’s Metal Lord and figure out how to run one so it’s balanced with the rest of your group’s characters. Maybe you want to play something I haven’t even provided for yet at all. Make it up and work it out! Again, I want people to be able to create the most awesome things they can imagine so everyone can have fun with it.

How do you handle topics like violence, sexual content, and so on in a game themed so wildly and intensely?

bviously, violence is going to be present given that heavy metal isn’t exactly known for diplomacy over tea and crumpets. I mean, Hell is a continent you can physically go to and get a guided tour of, possibly by the MegaDevil himself. As far as sexual content, I do make a note about that in the introduction when I mention the traditional scantily-clad women you’d see in the artwork of Frank Frazetta, Boris Vallejo & Julie Bell, and other fantasy staples who inspired much of METAL WORLD’s aesthetic. I tell people to play it up to their group’s taste. This game tries to encompass the breadth of metal in its entirety. Some of that will involve mature-audience content and if you end up playing those kind of things up to the point where they become ridiculous, that’s totally fine if you’re enjoying yourselves.

As you say, METAL WORLD is indeed wild and intense and I feel the form that takes should be subjective, determined by what you want out of it. It’s like how if you’re listening to metal and you want something dark and brooding you listen to doom metal while if you want something that fills you with a sort of positive energy, you’d listen to power metal. It’s clay in your hands. If you want to make that clay look like something you might not want your parents to see, what’s important is that it’s what you want, not what somebody else wants. When you get right down to it, that’s one of the classic themes of metal as a genre.

What is one of your favorite moments from playtesting or designing METAL WORLD so far, and why?

I honestly haven’t gotten to playtest METAL WORLD nearly as much as I’d like. I mean, having to work a full-time job will necessarily do that, especially when you have a family. That’s why I hope people run through some sessions on their own (via downloading METAL WORLD: The Rough Cut) and give me feedback so I know what makes sense to people who don’t already know what it’s supposed to mean.

That said, I guess I have a few— deviating from your question just a bit— favorite design moments. The first is when I was writing about skills. I mentioned meteorology and added a footnote (the work as a whole is peppered with them throughout as asides, whether for comedy or to clarify without disrupting flow) that the Meteorology skill also teaches you about space because that’s where meteors are. This game is at least 20% puns and that’s probably my worst/best. The one with the best result as far as the overall work is how I added a chapter between the world (the fourth) and the creatures (then the fifth) so that I could have Chapter 666: The Number of the Bestiary. That chapter lists some adventure hooks and an example of play, which I think it really needed. I think the ge-nomes are one of my most clever ideas, having come to me as one of those thoughts that pops into your head about 15 seconds or so after your head hits your pillow at night.

That said, though, I am aware of a moment from a friend of mine running a playtest session. Someone commented that METAL WORLD “reads like it was written by a madman with a law degree.” I don’t know what this person’s clue was, but apparently it caused “tear-inducing laughter” when my friend informed this person that it reads that way because it was written by a madman with a law degree!

The words METAL WORLD in metallic gradient silver text.
The METAL WORLD logo concept rough.


Thanks so much to Nick for the interview! I hope you all enjoyed the interview and that you’ll check out METAL WORLD on DriveThruRPG pay-what-you-want!


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Five or So Questions on My Jam

Today I have an interview with Eric Mersmann and Jeffrey Dieterle about My Jam, a live action game currently on Kickstarter! It’s very musical, and a unique kind of empowering. Check out their responses below!

a person in party clothes in a room full of people, holding up a wreath of leaves while dancing enthusiastically
This image, done by Lawrence Gullo, is so powerful!
Tell me a little about My Jam. What excites you about it?


My Jam is a one-shot 4-hour larp where you embody high school aged musarchs—people who gain magic power from their relationship to music—during the biggest dance of the year. During the dance, your song will come on and you’ll be the deity of the dance floor for its duration. A whole lot excites me about this game! We’ve been working on it for over a year (our first playtest was at Metatopia 2017) and people seem to get a real rush out of it! The most surprising thing to us was people coming up to us after playing who HATED high school dances and told us that this really gave them the experience they wished they had! It kinda empowers players over something that might not have been such a positive thing at the time. At the same time, folks who LOVED high school dances also said they enjoyed this game so yeah! Music! Magic! Drama! What’s not to be excited about!?!?!

What inspired My Jam, and what was the path like from inspiration to reality?
The original inspiration for My Jam is the comic series Phonogram written by Kieron Gillen & drawn by Jaime McKelvie, which is about “phonomancers” who get power from music. Jeff conceived of the idea for this game, and asked Eric if he wanted to collaborate (uh is it ok if we talk about ourselves in the third person? seems weird but let’s go with it…) in late summer 2017. We worked up a playtest for Metatopia 2017 just to see if people would be interested in larp dance parties and uh… they were!!! The game has changed a lot since then, thanks to playtests at Larp Shack down in Durham, Dreamation, and elsewhere. Mostly we refined the gameplay to focus on the “My Jam” moment and developed workshops to support play so everyone could have fun which segues nicely into…
How did you design the game to be approachable and fun for all the different types of players?
WORKSHOPS!!! We have about an hour of pre-game that’s intended to help people get into their characters and start moving around in response to music. Unfortunately, My Jam is not for everyone, but we’ve worked really hard to make sure it’s for as many people as possible and that the people who do play it are able to enjoy themselves. We’ve tried to take some of the worst parts of high school dances out while still keeping the drama and emotional intensity. And finally, we reinforce that the players are more important than the game and we give the players some tools to help and empower the palyers to mediate their experience.
How do you handle safety and consent when you have music playing? Do you find players are more free with their movement and action with an environment framed like this?
We use a number of “standard” larp calibration techniques that all focus on the idea that the players are more important than the game (stuff like door is always open, cut, slow down, check-in lmk if you want me to go more in-depth) and we have a few Jam Commandments that we developed specifically for issues that arise in this game:
  1. 1) touching only with consent – this is especially important for dancing, and people have a lot of baggage around being explicit asking for consent so we try to cut through to say that touch should only happen with consent and consent is an ongoing process.
  2. 2) celebrate culture with respect – music and culture are intrinsically connected so we say explicitly no singing along with slurs and no adopting mannerisms or vocal inflections meant to imitate another culture
    3) rivalry without hate – this game is meant to capture the feelings of highschool but we’re not interested in giving people an excuse to practice abusive or oppressive behaviors so we forbid role playing oppression-based bullying.
We also recommend making sure that the volume of the music is loud enough to dance to but still quiet enough to talk over and we also recommend having a space where players can be free of the magical powers: a circle of protection/chill-out zone.
Our experience is that with the warm-up workshops and the safety it allows players to embrace their bodies and music with less fear of judgment. There’s definitely an added level of vulnerability, but we try to instruct the facilitator in how to create an environment where people can experience that vulnerability. So far our players have reported back success!

Your Kickstarter approach seems a little different from other Kickstarters. Why are you approaching the model differently, and what do you expect to see from it?

We went around and around on what the final form of My Jam would be. At one point we were discussing pressing an audio version of the workshops into vinyl! At the other end of the spectrum we considered putting out a simple pdf. With a little introspection, we realized the thing we wanted more than anything was for as many people as possible to have the game. After that we wanted the game to be uh “cool” for lack of a better term. Hence doing a zine. This let us keep production costs low (keeping it accessible) but still gave us the freedom to experiment with layout and printing styles and create an artifact that was kickstarter-only. We worked with an artist Lawrence Gullo (@hismajesty on twitter) who had played the game to make some cover art and other assets (like the cool moon/records we use on the kickstarter page.) This way the fixed costs were pretty low, enabling us to keep our target low. Luckily we hit it pretty early, and we now have a nice little margin to add more art. We’re not doing stretch goals per se, we’re keeping everything about those two goals: get the game to as many people as possible and make the game artifact as cool as possible. We had discussed stretch goals (guidelines for how to play as a 50s sockhop! cyberpunk dystopia My Jam!) but ultimately these things felt like distractions.

Then we started adding silly jokes. Sometimes we worry that the jokes make people think that we don’t take the game seriously, but it’s more like we take it SO SERIOUSLY we needed to fill our campaign with jokes just so we could breathe!!!

We’re hoping that our love for the game and for larp shines through and attracts other people who might feel similarly. So far, so good we guess!!!



Thank you so much to Eric and Jeff for the interview! I hope you all enjoyed learning about My Jam and that you’ll check it out on Kickstarter today!


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Five or So Questions on Scherzando!

Today I have an interview with Elizabeth and Amber Autumn on Scherzando! (skert. ‘san.do), which is currently on Kickstarter. In this fascinating game you play both the characters…and the soundtrack! Check out Elizabeth & Amber’s responses below for more.

A diverse group of people around a table with instruments, paper, and tokens.

Tell me a little about Scherzando! What excites you about it?

Scherzando! is a diceless, gm-less story game in which you play characters with big dreams and strong feelings, plus the soundtrack of their world. It’s often been described as “Fiasco, but with music,” but we like to think that Scherzando! is less about grand ambitions causing tragedy and more about grand emotions bringing people together.

It’s exciting for all the obvious reasons—creating a game with a soundtrack as you go is really cool! It’s fun and dynamic, and people laugh a lot. But we’re equally excited about the less obvious features of the game. We love that the game lets players have a physical, embodied experience; that it’s an experience built around collaboration and communication; and, most of all, that it creates a space where players can feel comfortable creating music regardless of their previous musical experience. In response to our game concept, we get “but I don’t know anything about music” all the time, so it was a real goal of ours to create something that helped people feel that they didn’t need to know everything in order to make something or communicate something, and to create a safe space in the game for that to happen. Every time a player picks up an instrument and starts feeling out some sounds during the game, it feels like a victory for us, and every time they manage to successfully communicate an emotion with it, it feels like a victory for them. That’s a dynamic we’re exceptionally proud of.

We’re also excited about it because it’s our first game at this scale! It’s mind-blowing to have a book with all this art and all this support and to have this Kickstarter start off so well—it really does feel like being invited to sit at the grown-up table. But it feels good to know that our investments in time, effort, and money are paying off. The game has been in development for over a year and a half (or over two years depending on how you want to talk about it); no blood comes to mind, but there’ve certainly been sweat and tears, so finally getting to print it will be incredible.

What kind of music do people experience in the game? Where did you take inspiration from for the tunes?
Since players make their own music, there’s no specific style or genre that Scherzando! works best with. We encourage players to take inspiration from whatever they like in their own life, up to and including just copying pieces they like if they think it’ll get their point across. So what the music actually sounds like in a game depends on who’s playing, what kinds of music they spend most time with, and what kind of mood they’re in as they sit down to play.

One effect of this is that it turns music into a creative expression unique to the people sitting at your table. People bring in the music, styles, sounds, and methods of experimentation that make sense to them, that they would use outside the game, and that’s a way of bringing a part of their personality into the creative text in a direct, meaningful, and mechanically significant way. Having each player bring their own inspiration and style makes the session’s music a direct creative expression of who the players are.

Two femme-appearing people playing instruments on a porch surrounded by greenery.
How did you design the game, considering that it’s diceless and GMless AND uses music as a part of the game?
The game actually began neither diceless nor GMless—both of those got iterated out in the design process! The dice were adding needless complications, causing too much swing in the resolution mechanics, and making it significantly less accessible to anyone who didn’t already own a ton of dice. We dropped them at the recommendation of the incredible Avery Alder, who wrote Monsterhearts and Ribbon Drive (one of the only other music games on the market), and who was kind enough to give us some sage advice early on.

The GM role (which we called the “conductor,” because we thought it was cute) would rotate around the table to maintain the sense of a democratic story where everyone contributed, but we found pretty quickly that the conductor didn’t have much to do. The scene setup generally implied itself, and players turned out to be quite good at arbitrating how the NPCs and the universe would react to their actions in the most interesting way. Plus, the game includes an interjection mechanic which allows players to temporarily gain narration powers for either a bonus (if they’re adding a complication) or a penalty (if they’re adding a boon) at the end of the scene. The ability and incentive to add elements to a scene made the conductor role almost entirely obsolete.

Development began in its very early phases maybe two years ago, with a lot of research on historical music games and current music education techniques. We spent a lot of time working through the logistics of who was on the team for the project and who would be doing what, and trying to lay out a plan. Once we knew who was working on it, how we would do it, and that what we wanted to do hadn’t been done before, the next step was more research. We read books, played games, emailed musicians and educators, and eventually started throwing around ideas for how a system would work. We wrote up a list of core values that we wanted our game to embody, some of which have changed and shifted over the course of development, but some of which are still core to the game today! Then we designed a game around those values.

That game was completely broken and did not work at all.

The bulk of the process at that point was holding playtests, dozens of playtests, at cons and game stores and especially with our friends, with a different group of people every time. We took notes, and at the end of each test we discussed which items functioned and which needed to be changed or dropped, and adjusted the rulebook accordingly. Eventually we ended up with a system we felt good about, give or take minor details, and somewhere approaching that point we started doing the logistical work of commissioning art, reaching out to podcasts, and all the other publishing prep work necessary for a Kickstarter. From there, the actual changes to the game itself have mostly been tweaking numbers, revising stock setting choices, and other minor changes, most of which still require playtests to happen.

A person in armor playing drums and a person playing a keytar in a whirlwind.
This piece of art is mindblowing!
What resources do players need to participate in Sherzando, and what kind of skills are useful?
We like to bring a lot of small, cheap instruments to playtests, but they’re not a requirement—the game works just as well when players hum and tap on the table. The only physical items players need, besides the rules, are a) notecards and something to write with; b) six differently-colored/otherwise distinguishable tokens per player; and c) an opaque container per player that is capable of hiding the tokens within it. As far as skillsets are concerned, we maintain that musical experience really isn’t necessary (although it is fun to play with a group of musicians!); we find that the game runs most smoothly when players aren’t self-conscious about their musical or roleplaying “talent.” Earnestness and willingness to engage with a ridiculous story are probably the most important tools in the game.
Two people in period dress with white curly wig with music sheets scattered around them while they argue.
How do you hope players experience the game and what do you want people to take forward? What have you already seen taken forward in playtests?
One of the most exciting pieces of feedback we’ve ever received was really recently, when someone who had listened to our actual play on One Shot tweeted at us to say that she could see the players gradually learning to express themselves through music over the course of the game.

In addition to the “yes, you too can make music” lesson we’ve been harping on this whole time, we also hope players experience the game as an exciting way of adding meaning and tone to their stories in a way you can’t find anywhere else. There are all these connections between narrative and emotions and semiotics that we wanted to explore and link together, and we think being able to play through those links in a really direct way is new and refreshing and cool. We also hope players have fun! Not every game needs to be fun, but Scherzando! is, and we love seeing people get really animated during gameplay.

There are plenty of things we’ve seen people take forward from this: confidence, communication skills, and even sometimes a better understanding of a musical instrument. But we also hope that people take home a really good memory about a fun story they told with their friends, not only in words but in music.

the Scherzando logo

Thank you so much to Elizabeth and Amber for the interview! I hope you all enjoyed the interview and that you’ll check out Scherzando! on Kickstarter today!


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Five or So Questions with Colin Kyle on Axon Punk: Overdrive

Today I have an interview about the game Axon Punk: Overdrive, which is currently on Kickstarter. Colin Kyle , the lead designer, answered some of my questions about this cyberpunk, hip hop game set in 2085 megacities! Check them out below.

Tell me a little about Axon Punk: Overdrive. What excites you about it?

Axon Punk: Overdrive is a tabletop Roleplaying Game that combines classic cyberpunk with hip hop. The game has a very collaborative, improvisational feel like Cowboy Bebop and Samurai Champloo, but set in the megacities of 2085. In addition to being futuristic badasses, players together create a Community of locations and fellow city dwellers that they live in during the game. Based on the choices the players make, their Community will produce missions, give rewards, and evolve over time – or it could be consumed by the chaos and anarchy caused by futuristic corporate oppression.

I am so excited about Axon Punk for many reasons. The top thing I’d say is that I get to work with so many interesting and different people. I originally began the game with my brother two years ago for fun and to help us get through some tough times, calling ourselves the Wrong Brothers. When we decided to get really serious about the game, we reached out for help. One of the key people that responded to us was Keisha Howard, who is the leader and founder of the Sugar Gamers and is working on a similar cyberpunk game called Project Violatea. Because of our shared love of games, sci-fi, music, storytelling, and many other things, Keisha began collaborating with us to refine, polish, and share Axon Punk with the world. Since Keisha joined the project, we’ve expanded the team to include a huge range of people – artists, musicians, writers, game designers, and people too hip for labels – that all add their own perspectives to the game. Managing a team of almost a dozen people across the continent, split primarily between Chicago, IL, and Dallas, TX, has had its challenges but it is absolutely worth it. Because we have this team and explicitly incorporate ideas from different perspectives in the game, we are putting together something that is exciting, authentic, immersive, and greater that I ever hoped it could be.

What themes of cyberpunk and hip hop are you aiming to bring together in Axon Punk, and how do they conflict and come together?


In our minds, cyberpunk and hip hop share many core themes that we wanted to highlight. Hip hop was born from the counter-culture of the ‘60s, ‘70s and ‘80s, just like cyberpunk. Hip hop ravenously incorporates new and experimental technology (turn-tables, synthesizers, beat machines, etc.) like few other genres of music. Hip hop artists often include science-fiction and social/political elements in their songs and imagery. Examples of artists and groups that incorporate major sci-fi/cyberpunk themes in their music include Janelle Monáe, Saul Williams, Erykah Badu, Afrika Bambaataa, Deltron 3030, Hieroglyphics, MF Doom, Missy Elliot, and OutKast.

One of the foundational themes of hip hop that we wanted to stress above almost all else is the sense of community and connectedness. Hip hop frequently focuses on uplifting people and bringing them together to survive inequality, poverty, and systemic oppression. While cyberpunk absolutely supports the “us vs. them” themes in hip hop, cyberpunk stories often follow disillusioned loners who are isolated by technology and society. We deliberately inverted that trope and built a world where you can only hope to survive by working in groups and depending on your neighbors. Focusing so much on the communities in the megacities in which the characters live gives our cyberpunk a great grassroots feel that players really connect with. In Axon Punk, your motivation during play is to help your neighbors, build your community, and try to change conditions in the megacities for the better.

What are the base mechanics in Axon Punk like, and how do they support the themes?

We built our own home-brew system for Axon Punk because we wanted every component of the game to tie into the desired theme and experience. For example, because cyberpunk and hip hop are so innovative, imaginative, and unorthodox, we incorporated rules to allow players to improvise actions, locations, technology, Non-Player Characters, and other narrative elements of the game. We will never make rules for ever situation and, in fact, we want our players pushing the boundaries of the game to discover new things and tell the stories they really want to tell. We also actively encourage players to collaborate during play and have a mechanic called “Rhythm” that lets players work together and cover each other’s backs.
The United Church of Tupac
To really bring out the hip hop feeling, the game is extremely focused on the community in the megacity in which the Player Characters live. To survive in the dystopian future full of corporate excess and oppression, people band together into communities that exchange goods, services, and generally look out for the members of the group (collectively called “the family”). At the beginning of a campaign of Axon Punk, after players make their characters, they would then follow rules to collectively and organically make up the Community in which their team of cyberpunk deviants lives. Over time, the group’s Community will evolve over time, producing missions, rewards, and challenges, based on the choices made by the players. The Community creation process is one of our absolute favorite parts of the game, but we have a pre-made Community full of Locations that GMs can use to run quick one-shot games or easily start out a campaign. Some of the starting locations include “The United Church of Tupac,” which uses rap music from turn of the twenty-first century as prayers, hymns, and meditations for those oppressed by the megacorporations, and “Cindy’s,” which is a dance hall built in an old paint factory and filed from floor to ceiling with ever changing murals painted by its patrons (heavily inspired by Janelle Monae).

What inspired you to combine hip hop and classic cyberpunk?

I had been into hip hop and cyberpunk independently since my teens. My older brother and design partner, Cameron, was one of the people responsible for introducing me to both genres. To pinpoint it as much as possible for me personally, the inspiration for the combination was first sparked for me one night in 2010 when my girlfriend at the time took me to a Janelle Monáe concert. Janelle Monáe’s music was such a perfect blend of futurism, heart, joy, and all-around, unapologetic badassness that I wanted to wrap myself up in her world and live forever. The end product of Axon Punk is quite different from the universe in Janelle Monae’s Metropolis Saga albums, but her music is absolutely a core inspiration (Janelle, if you want to make a game, hit me up).

We were also heavily inspired by the work of Saul Williams, who blends hip hop, poetry, and cyberpunk into beautiful, raw, and socially progressive music. Deltron 3030 and the Gorillaz were also hugely influential. From a visual and thematic viewpoint, we drew immense inspiration from the anime series Samurai Champloo, which expertly mashes up feudal Japan with hip hop, and Cowboy Bebop, which combines space bounty hunters with jazz.

How did you playtest and work on the game early on to develop the concepts?

My brother and I split the playtests primarily between the two of us, using two different approaches. I took the game to as many conventions around Chicago as I could and ran one-shot after one-shot with groups of different, new players (I took Axon Punk to 9 conventions in the last 2 years). At the same time, my brother in Dallas got together a group of friends, musicians, game designers, and other lovable weirdos to run a long campaign where they played almost every other week for over 6 months.

Splitting the development process between these two approaches was quite challenging. We had to rework many parts of the game repeatedly until we found the right balance that worked for both styles of play. As difficult as it was, this development process was extremely beneficial and we would not have created such a robust, immersive, and authentic game without it.

For example, constantly running games for new people at cons forced me to have very streamlined rules and play materials. I wanted a big hip hop influence in the game from the beginning, but running at cons limited my ability to dig into the flavor and setting during a game and things started off pretty generic cyberpunk publicly. Having the campaign playtest, on the other hand, let us stew over ideas and playtest things that I was not comfortable exposing to random people at a con. The world that we developed in that at-home campaign is what ultimately lead to the final setting and rules of Axon Punk. It took a lot of deliberation to take our personal campaign setting, which was full of hip hop influence, and make it the default world for the game (as opposed to something more generic or “crowd friendly”). But, because we had this successful campaign where we were able to flesh out ideas for things like “The United Church of Tupac” for months at a time, we had the confidence to really embrace and push the hip hop influence in the game publicly. We started asking for help, adding team members like the Sugar Gamers, refining the rules, playtesting at cons using the hip hop inspired communities in the game, and haven’t looked back for one moment since.

Thanks so much to Colin for answering my questions about Axon Punk: Overdrive! Please take a minute to check out the Kickstarter if the interview piqued your interest, and share the interview with anyone you think might like it!


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Five or So Questions with Eric Simon on Rockalypse

Hi all! I have an interview today with Eric Simon of Four-in-Hand games about his upcoming game, Rockalypse (quick start on DTRPG here!), which is currently on Kickstarter! It sounds really cool, but I’ll let Eric tell you all the details! He talks, too, about system choice and how it’s important for how a game plays. Good stuff!


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

I’ll start with my usual tagline: Rockalypse is the post-apocalyptic game of musical conflict. The quick high concept is “Scott Pilgrim meets Mad Max,” but it is every movie, comic, or TV show you’ve ever seen where someone pulls out an instrument or takes to the stage and fights someone with nothing but the power of music (or dance). One of the things that continues to excite me about this project is just how many inspirations keep showing up in media. Just this week I’ve watched The Get Down and Kubo and the Two Strings, both of which present different but equally evocative representations of the musical-battle motif. This is a concept that is ripe for play. It seems to be something most people can wrap their minds around fairly easily, simply because of how much source material is ingrained in our pop culture.

Tell me about the system for Rockalypse. What are the basic mechanics, and their inspirations?

Rockalypse is built on Fate Core and is specifically designed to tap into the strength and uniqueness of that system. In particular, collaborative combat and non-physical damage are essential to the feel of the game, and Fate does those things better than just about any other system. The first thing you’ll notice is that I’ve removed Fighting, Shooting, and Provoke, and added in Melody, Harmony, Rhythm, and Rhyme. Melody and Rhyme are now the two main attacking skills, Rhythm and Will are the two main defending skills, and Harmony is an especially powerful support skill. I’ve also built in a bunch of new stunts for those skills and for many of the regular skills for use in combat. Athletics has a stunt that allows dance to be incorporated into the conflict just like the other musical skills, Crafts becomes the main representation of offstage technical work, and even Stealth and Deceive have uses within a performance.

The other key difference is how combat is structured. I really wanted to emphasize the collaboration, so I broke initiative into different “counts” divided by types of actions. The first count is for Overcomes, the second for Creating Advantages, the third for Attacks, and the fourth for any Defends that happen because of those attacks. This encourages the group to really talk through and plan how they’re going to approach each round (or “phrase”). Cooperation is heavily encouraged by the structure and by the stunts attached to the various skills. For instance, a sound and lights technician can use Crafts to create advantages that provide a +3 instead of a +2 when used by their bandmates, but only if they themselves are not performing on stage. Meanwhile, a Rhythm player with the Perfect Time stunt can defend on behalf of her bandmates when they are attacked.

All of the new mechanics are designed around the idea of getting people to engage first with the things that make Fate awesome – aspects, collaboration, narrative positioning, and so on – and second with the fun of describing a musical performance spectacle. Because of the way everything works together, it also makes the Attack and Defend rolls much higher than those in most other Fate games once you get a few phrases into a combat. That helps to give it even more of an epic feel that’s appropriate to the themes.

What would a typical session of Rockalypse play out like?

I strongly recommend a solid session zero at the beginning of your campaign, but assuming you’ve already created your game and you’re into the story itself, Rockalypse resembles many other roleplaying games in how it plays. There’s still adventuring to be done with the usual amount of exploring, talking, and puzzle solving. But when there’s any kind of throw-down, it happens with music instead of fists or guns. I generally aim for a 50/50 split between conflicts and story-driven adventuring. Like most games, that exact balance will vary from session to session, but overall that should be about where you end up.

How did you come up with the concept and what made it fun for you?

This game emerged out of a thought experiment I started a couple years ago. At the time, I was working exclusively on my Steamscapes setting for Savage Worlds, and every once in a while people would ask me if I planned to convert Steamscapes to Fate. My answer was and still is no, because I feel that Savage Worlds is the right fit for that game. But those conversations got me to ask the question, “If I were to design a game that HAD to be run in Fate, what would it be?” After a few months of thinking, I hit on the core idea for Rockalypse, and I’ve been developing it ever since.

Part of the fun in development has definitely come from the great players I’ve had in all my demos and playtests. I love seeing all the different approaches they take to their bands, their characters, and their settings. Both Fate in general and Rockalypse specifically help to bring out the creativity in players, and it’s been a joy to be a part of that.

The other thing that’s been entertaining about the process has been the research. I always enjoy my historical research for Steamscapes, but Rockalypse has allowed me to approach research from a very different angle: watching cheesy movies from couch. And while some of that has still felt like work – I am much more familiar with the Camp Rock oeuvre than I ever wanted to be – I have still managed to find some surprising gems. My more obscure recommendations would include Bandslam (probably the most emotionally genuine teen band movie I’ve seen), Wild Zero (J-Pop stars vs. zombies with a trans-positive romance), and Equestria Girls: Rainbow Rocks (some may scoff, but it has even better band battles than Scott Pilgrim).

One last thing – you said that this game fit for Fate and that’s where you started. What did you do research-wise to design a Fate game, and how do you think your experience designing Rockalypse has influenced your design style?

When I first started, I did a combination of reading, listening to actual plays, and playing a few pick-up games with people who know the system well. I am also very fortunate to live in a city where I can meet up with other prominent game designers such as PK Sullivan and Tara Zuber, and I get to have conversations with them about the things that they have done with Fate and seen others do with Fate. PK in particular came on very early to help me playtest Rockalypse and give me feedback on the mechanics. He really helped me work out some of the early kinks.

As far as my own design style goes, one of the things I did with Rockalypse was to pull myself away from the heavy setting focus of my other work. Steamscapes is extremely setting-dependent, but I knew I wanted more flexibility with this game. I have enjoyed the challenge of writing a game where the setting is created by the players every time you play, and it has been very rewarding to see that pay off. Otherwise, I really feel that Rockalypse has been a good test and example of my overall design philosophy, which is to always look for the right match of theme, setting, and mechanics. I think the best games are the ones where all three of those things work together to support a cohesive play experience. That’s what I’m always striving for.

Thanks so much to Eric for the interview! Rockalypse sounds like a fun game that can definitely hit some flavor buttons for a lot of people. Check it out on Kickstarter!


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

Five or So Questions with Matt Weber on Gemstones and More

I interviewed Matt Weber on his work for his new project, Gemstones, and about his thoughts on gaming and music. 


As well as being a gamer and all-around cool guy, turns out you’re also musically talented! Tell me about your current musical projects. What’s up next?


I have two current composition projects.

I was hired last year by the talented writer, comedian, and ventriloquist April Brucker to turn her hilarious autobiography into a musical. We’re about a half-dozen songs in, with roughly as many to go. This project is an opportunity for me to flex my jazz and pop muscles. We’re not aiming to score for a full orchestra, for a variety of practical as well as artistic reasons; rather, we are using a small jazz ensemble of piano, bass (either electric or upright depending on the song), drums, and a multi-instrumentalist wind player who can rotate between flute, clarinet, and all four types of saxophone. One of the actors will also play acoustic and electric guitar, since that character, the main love interest in the story, is a budding rockstar. I’ve been working the guitar into the ensemble for the songs that are “in fiction.”

I’m also working on a piece for Version Excursion Dance ensemble in Seattle. The director and choreographer of that ensemble, Erin Boyt, contacted me about an upcoming project of hers and asked me to write a new piece for it. This one is genre fiction related, as it is a dance adaptation of the famous early science fiction film Voyage Dans La Lune. The music I am writing alternates between a pounding, movie-soundtrack style and slower, more meditative and chromatic sections. One of the most exciting aspects of this work for me is that I am learning how to write for an instrument that is new to me, the accordion. (The full ensemble is piano, accordion, trumpet, and classical percussion.) Also, because it is so very different than the musical, it doesn’t really occupy the same brain space and so I can switch between them with little difficulty—the one functions as a break from the other.

Over the past ten years, I’ve become increasingly frustrated by my compositional ability outstripping my performing skills. I do sing and play the piano, but not nearly as well as I compose. To remedy this gap I’ve just begun taking piano lessons again, for the first time in far too long. I found a great teacher who can help me with all genres of music and who is willing to work thoughtfully to accommodate my small hands. I’m still getting in the swing of a regular practice schedule again, but it feels really great to be doing it. In about six months to a year I’d like to begin performing my pop and musical songs in front of live audiences.

Finally, I have a live performance of one of my pieces coming up. The work that is premiering was actually finished in 2012 but I haven’t had a chance to get it performed until now. It’s called Gemstones. It’s for string quartet (a very traditional ensemble consisting of two violins, a viola, and a cello) and you can hear a pretty good MIDI simulation of it here. Stylistically it’s a fusion of Chopin (mid-19th century, very traditional Romantic), Ravel (early 20th-century, on the border between traditional tonality and modernity), and my own metric twists. It’s going to premiere on April 22nd at 8 PM as part of a concert of the New York Composers Circle. (St. Peter’s Church, 54th St. and Lexington Ave.) I hope to have a studio recording available soon after.

What was it like to work with a dance ensemble and with a new instrument, both at the same time?


I’m fortunate to have some great support with the “Voyage 2014” project. Erin, of course, will be doing all the choreographing, and she has been extremely clear and professional in terms of what she wants from me. We mapped out the scenes, I sent her some early sound-sketches and proposals for how I would expand those ideas as the plot unfolds, and now, with her blessing, I am working on fleshing out those plans. In a few weeks I’ll send her a MIDI version of the full score, so she can begin working on the choreography, with the proviso that the rhythms won’t be completely the same as what human players will do. She may also ask for any necessary revisions. In the meantime she’ll begin gathering players to make a studio recording.


I’ve consulted with various online sources to figure out the scoring of the accordion, as well as talking to a friend of a friend who plays. One huge advantage of being a composer today is the vast number of free scores and guides available on the Internet. It turns out accordion is pretty similar to the piano in a lot of ways, so figuring out the interplay between those two instruments is one of the major challenges of this piece. Having them “double” (play the same material in parallel) is possible for some of the time, but not something you want to over-use. I’m definitely going to check in with the guy who actually plays again before I send the score to Erin. I also may need to make some revisions once we find our actual player, since accordions can be somewhat idiosyncratic in terms of their exact highest and lowest notes.



What is your favorite method of enjoying music as a consumer?


Great question. Ideally, it’s going to concerts. Especially for jazz, I find the energy of the live ensemble to be unrivaled. Lately I haven’t really had the time or money to go. (I used to write reviews foricareifyoulisten.com, an awesome site for new music founded by my former classmate Thomas Deneuville. That work got me free tickets and CDs, but I haven’t had the time for awhile to really do the kind of quality writing that site deserves.) I’ve made some changes in my life recently as far as how I handle work and finances, and once that stabilizes a bit more I’m hoping to be able to go back to hearing concerts at least once or twice a month on weekends.

In the meantime, I use Pandora frequently. I curate my stations pretty aggressively. I have one for rock, one for softer folk rock (that’s actually my favorite), jazz, modern classical, soundtracks, Broadway, and a few others. I’m listening to my rock station as I’m typing this. 🙂

There’s another thing I’m hoping to carve out more time for as my life continues re-stabilizing after recent upheavals, and that is score study. That’s when you really delve into a piece, listening to it multiple times while looking at the printed score. It’s a great way to get into the nitty-gritty of how to orchestrate certain sounds and take a piece apart, but it’s pretty time intensive. Also, despite the wealth of material available online, I prefer to have printed scores so I can mark them up. They’re expensive but I have a backlog of ones I still need to work on sitting on the shelf (much like with other types of books!).


What do you think are good examples of commonalities and relationships between gaming and music that you are familiar with?

I’m pretty much obsessed with the idea of emotional clarity in narrative, as explained brilliantly by Film Critic Hulk.

I look at the rise of folk, rock, and pop in the 1950’s as a response to the increasing rarefication and inaccessibility of classical music at that time, as exemplified by composers like Stockhausen and Schoenberg. To some extent jazz was experiencing a similar audience disconnect, with the rise of the bebop style throughout the 40’s. Bebop can get very dense and complex to the point of being off-putting, despite the virtuosity of the players. (The 50’s is when the famous and influential “Kind of Blue” jazz album was written, with its very simple, modal harmonies, so within the jazz community, as well, there was a dialogue surrounding this problem.) Pop musicians plugged into what was going on at that cultural moment—the rise of youth culture, the civil rights movement, later on Vietnam—and helped people both to understand and to feel understood. Whether or not that’s a good thing is beside the point, it’s just how art works.

When I craft a piece, I always aim to make the emotional arc as clear as possible to the listener. With songs, this can be somewhat easier, since you have actual words to fall back on to get your point across, but it’s no less important in instrumental pieces. An instrumental piece is absolutely an emotional journey just like a love song, a novel, a movie, or, yes, a roleplaying game (I’m getting there, I swear!). There are tons of examples but one that I find absolutely stunning is *Brahms’ First Symphony. He was living with the pressure of insanely high expectations, including frequent comparisons to the antecedent genius of Beethoven, and it actually took him fourteen years to complete the symphony. It is full of doubt and tension but then, finally, after endless struggle and backsliding, ultimate triumph. It thus represents its own compositional process, the emotional journey of the composer, which in turn becomes that of the audience. Amusingly, Brahms’ hard work paid off so well that the First Symphony is nicknamed “Beethoven’s Tenth.”

By the way, tonality definitely isn’t necessary for a work to have emotional resonance. I’ve both heard and written some post-tonal pieces that I thought were very moving, but in that case the composer has to find some way of connecting with the audience other than through a traditional chord progression. (Good examples include Short Ride In a Fast MachineDifferent Trains,Concerto For OrchestraLigeti’s Requiem, and Threnody For the Victims of Hiroshima. Also, most people seem to like my Sequence No. 1.) Tonality is simply a very easy way of connecting with listeners’ emotions because it has such a long history and there is so much ingrained, completely unconscious ritualization of our reactions to tonal music. But a lot of contemporary instrumental music doesn’t give listeners much of anything to latch on to. Highly educated audience members may appreciate certain technical nuances of the playing, but they are no substitute for a melody, a rhythmic pattern, or even a recurring tone “color” that can give us some reason, any reason, to just care about the piece.

Now, at long last, let’s talk about gaming. What is the bare minimum requirement for a roleplaying experience to be enjoyable? For me, and I suspect for most players, it boils down to a reasonable frequency of chances to make impactful decisions within the narrative. The exact definitions of “impact” and “narrative” can be enormously varied! For instance in jeepform games there may not be many opportunities to actually influence the outcome of the “plot,” such as it is, but players have many chances to show how the unfolding events impact the characters’ emotions. Whereas in an old-school dungeon-crawl the characters’ emotions may be less important, but players have unimpeded freedom to approach the challenges of the dungeon in whatever crazy ways they can dream up. But every successful game I’ve either played in or run has one thing in common: the players are all on board with a single, central premise.

A recent example: at Dreamation I co-ran a Mouse Guard LongCon campaign with Mark Diaz Truman, Marissa Kelly, and Brendan Conway. Even though there were three to four tables of mouse PCs at any one time, with quite a few individual issues to deal with, part of the reason the game worked so well is because we started from a very basic premise: Pebblebrook, the westernmost mouse town, has suffered from an earthquake. Literally every single problem the guardmice faced, from labor disputes to possible weasel invasion, either stemmed from that initial situation or were a complication to it. So, throughout the campaign, everyone in all their diverse quests kept focused on the big question of the ultimate fate of Pebblebrook and the rest of the mouse territories. That unity not only helped everyone to invest emotionally, but also made it relatively easy for PCs to move between tables and quickly figure out ways to help each other. The PCs’ actions felt weighty because they fully understood the stakes.

To talk more broadly for a moment, a great deal of the development in RPG design in the new millennium can be seen as a backlash against increasing convolution throughout the 90’s. So many games from that era, such as Vampire: The Masquerade or Earthdawn, not to mention much of the material for 2nd Ed. D&D, had incredibly interesting premises, but didn’t give gamers clear, concrete instructions about how to actually turn those broad ideas into specific campaign frames. Often the mechanics contradicted the intended themes of play. The worst game texts actually encouraged deliberate obfuscation, not just of specific NPC actions, but of entire plotlines! It’s very hard as a player to buy into a game where it’s clear there are many Important Things afoot but you have no access to or understanding of those Things.

Contrast those games, with their huge worlds and endless possibilities, with indie classics like Dogs in the Vineyard or Don’t Rest Your Head. Both of those RPGs, and many others besides, are strong precisely because they are very limited. Some people may be turned off by the very idea of, for example, Mormon paladin gunslingers, and that’s fine, but for those who do try it out, the game delivers exactly what it promises. Once again the value of simplicity is clear. Games of Dogs can get very complicated, of course, but those complications arise organically from a straightforward (albeit nuanced) premise that you have to buy into to even get started playing.

So that’s how gaming and music are tied together, for me. It’s not about writing songs from my character’s point of view, or instrumental music to represent some piece of gaming fiction, though I’ve done both of those things and hope to do more in the future. It’s about the importance of simplicity, and the inherent need for all successful narratives to have an emotional center.


What’s up next for you, beyond Gemstones?


Well, Gemstones is essentially done, though I need to make arrangements to have a studio recording made. But once I’m done with that and the musical and the dance project, I’d like to put out an album of piano music. I’m looking at Kickstarter or a similar crowdfunding site for it. (I have ethical concerns about KS because of its links to Amazon.) I want to start with a relatively small, manageable project, which is why I’m aiming to make an album of music for just piano. The most important thing is for it to be very professional, in terms of the video, the look of the project site, and so on—all things that I’d really need to outsource to do them justice. So I’m going to take it slow, and aim to be the tortoise rather than the hare.

I’ve seen some pretty convincing arguments that crowdfunding is actually not such a great way to grow your audience; rather, it’s a way of getting money from people who already know you. In all honesty, even if that’s true I’m not sure if I care that much. I am working on other ways of expanding my name recognition, but in the meantime, my true goal as a musician is simply to be able to hear my own music as I intended for it to sound. If all I manage to do is get recording expenses covered, that’s fine. Of course, some larger-scale (i.e. orchestral) projects require more formal, institutionalized support, but I figure that sort of thing will come in due course if I just keep putting one foot in front of the other.