Turn – Playtesting is Hard, Y’all

This is going to be a little more colloquial than normal, so bear with me. On playtesting in general, I’ve got some Feels™, but later on in the post there’s some more about my recent work on Turn.

I took this of a bison at a local park. 😀

On playtesting while designing in general: 

Monkeys on pogo sticks, playtesting is hard. While it is somewhat easier being a player in a playtest for Turn, being a Storyteller is exhausting. Now, it’s not the game. It’s not the players! I’m just an amateur GM and I struggle a lot with it. In both cases (player & storyteller) in playtests, I’m doing double-or-more duty of storytelling/playing and analyzing the ruleset and how it interacts with the players and itself and how the game functions as a whole oh and also I have to worry about how to fix things and where to clarify wording in the main document and ohmYGOD!

BUT. This is really an important part of the design and development process. Not all games need playtested, but many truly benefit from it, and Turn needs this a lot because it is a complicated game with many interlocking pieces and concepts, and for me, it must be perfect.

And like, here’s the deal. I have three major documents in which I maintain Turn’s text – two public facing for players (one for internal playtests, one for external playtests), and one private. When I make an update (which I typically do live), I update all of them. I use comments in the private document if I can’t make immediate documents, and add identical text when I can to each document.

This is essential for my process. I have memory issues that make even taking brief notes difficult because they may be meaningless to me later, so if it’s simple stuff, I change it as soon as possible. I design in-process, on the fly. I can’t rely on future Brie. I need to make the game now, not later. So when I say running and playing these playtests are challenging, it is not simply the act of those things, it is those things and actively designing and critiquing my own work.

I have tried to make games without doing this. I can’t. When I playtest face to face, if I don’t have my tablet at hand, I struggle to fix the things that need updated at a later date. I can play and even storytell, to a degree, while I am making edits. I let players have some chatter while I make notes, or take a quick break. I can roleplay sometimes while I’m trying to determine how a mechanic might impact play, and can sometimes start using it while playing or running instead of waiting to try it later.

I don’t know what I will do if I ever do an even bigger, more complicated game than Turn, but this is my reality right now. I wonder if other people experience this. Do you take notes? Do you edit and change rules on the fly? Can you put off changes until later? I don’t know how weird this is.

Beast archetype: Otter

In playtesting Turn specifically, I’ve made some minor changes. The core mechanic has not been adjusted. The secondary and tertiary mechanics and structures, some text and interaction, have been fiddled with. I wanted to just go over some basic stuff.

Firstly, in combat, which I talked about on Twitter this week, I’ve finalized the basics. Shifters vs. small groups of humans is simple – shifters call the shots entirely. Any degree of violence, any amount of harm – but there are other consequences. For shifters vs. groups of humans (4+), it gets more complicated. Shifters can flee, if they want. They could sacrifice themselves for the good of others. Or… they can kill everyone. Everyone. But, that’s all the options they get.

For shifter-to-shifter combat, I’ve added an assortment of options based on the beast archetype that the player has. If they have specifically chosen powers on the beast archetype, they may impact the combat. Then, they pick from a Consequences list to apply to their opponent. It worked alright in my first experience with it, though I did end up clarifying some wording.

Second, I had to clarify some elements of the core nature of Turn. Here is an excerpt from the current Turn document explaining the nature of shapeshifters in game and the stories that have freedom to be told:

How Shapeshifters Work
While there are some details players will fine-tune in their game, there are a few items of note for how shifters work in Turn. The most important things to note are that:

  • There is no concrete origin pre-defined. Shifters are not from any real-world cultural, religious, or scientific background. The designer of Turn asks that, unless you are of a particular culture or religion that has shifter backgrounds, you do not use that background for your game. 
  • If there is magic in Turn, it’s unknown and invisible to mundanes. There are also no external entities that hunt shifters, as that would violate the nature of the individual secrets of shifters and the premise of Turn.
  • Shifters are assumed to be effectively invulnerable, and any real injuries heal rapidly enough that it doesn’t matter. They have the natural bodily functions of their human and beast forms, however.
  • Shifters have super strength and super senses appropriate to their available forms – scent, sight, etc.
  • Shifters live the length of their longest lived form, and age at that speed.

Some of this is not like, totally loved by some people, and to be honest, that’s whatever for me. No one has to play the game, like the game, or even acknowledge it. It’s mine, and this is the game I want to see played. The things that I realized were issues the most are things like: are shifters invulnerable? is there magic? can there be threatening external entities? (yes, maybe, no.)

There are reasons for all of these. Shifters are invulnerable because 1) it’s cool, and 2) physical threats, even things like aging, are not the dangers in this game. For the use of magic, sure! If you want to! But visible magic would be the death of all secrets, exposure would be rampant. So yes: magic is cool, but it should not be a function of the world that is free to mundanes.

The last one – the external entities – are because of a deeper issue in Turn that I hope doesn’t fall to pieces when it gets wider distribution. Turn is not about external threats – not outside the town. The threats are within the town, those close to the PC shifters. It’s about internal threats – themselves, their beasts, their desires and needs. It didn’t strike me until someone wanted to include it, though I had considered the possibility very early in conception. But once I saw it, I had a very harsh emotional and thoughtful response, and had to really dig down at the problem.

Another thing that I’ve run into is people just really not grokking small, rural towns. There are things in small towns, especially USian towns, that are really common, and players have had a little trouble accepting them. The weird one I ran into most recently was the fact that virtually everyone drives in small-town rural US. One player from Scotland stated that he didn’t drive at all, and didn’t even have a license, and I was startled – this was not a thing I had considered at all! But it’s true – especially in places like where I grew up, in small, rural towns, not driving is incredibly rare and also very inconvenient. It was bizarre.

Another I’ve encountered is some people’s very significant resistance towards playing religious characters and an aim to frame religious groups as bad. This is problematic. I’m personally agnostic, but I grew up Brethren, and religion is very common in the US, and can be very passionate in rural places. It’s not inherently bad, either. Frankly, having atheists and agnostics, secular people, in small towns like where I grew up? Not common. And people give them a strong side-eye, frankly. So, this is something I’ll be covering, along with the infrastructure of many small towns, in some of the additional text for the game.

No red pandas yet. Be patient. They are cute and fuzzy still.

I also have been getting some minor grumps from people that my beasts are too focused on the US, particularly places near where I live, and that I’m not making an effort to expand my game, which, please take this as kindly as it can be said: fuck off. I have spoken before in many different places, including this blog, about my attitude towards writing what you don’t know and do know. I have only lived in rural Pennsylvania. I’m writing what I’m familiar with right now.

Also, keep in mind, this game is barely in beta. I have a lot of plans for the future for how I can expand it, make it more accessible and more welcoming to players unlike me and who have different experiences. But holy sweet Cena, stop getting mad because I haven’t started writing about small neighborhoods in Canada or rural China. This is a slow process, and you must understand that I am not trying to deny the possibility of those things – I just don’t know them, and I do my best to not bullshit my way to telling stories that aren’t mine.

Anyway.

It’s been very challenging and very revealing, showing me both ignorance on my part, the part of players, and areas where I frankly just need more time and experimentation. But the core of the game stands strong, and I am still passionate about the future of Turn.

Thank you for reading! <3


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What Makes a Good Player? Reflections

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

I asked the interviewees:

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

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

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

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

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

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

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

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

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

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

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

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

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

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What Makes a Good Player? with Andreas Stein

Today’s What Makes a Good Player? feature is with Andreas Stein, who has some pretty detailed thoughts on how his play style makes a difference.

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

Generally speaking, I think good roleplaying is having an awareness of the game and the other players. Here are a few things I consider during character creation and gameplay:

I don’t pick the Jedi.

My first roleplaying game was Cyberpunk 2020, and the first character I created after giving the book a good read-through was a highly min/maxed Solo – let’s call him “Fighty McFighterson” – who could single-handedly take out a whole squad of cyber-ninjas or corporate security agents, but he wasn’t good for much else, and he wasn’t really fun to roleplay. When I discovered D&D, the question before every new game was “Who’s going to play the cleric?” Out of politeness to those who wanted to be stealthy-cool or smashy-cool, I took up that necessary if oft-neglected class so we could get started already. It should go without saying that the abundance of healer classes that came about in 4E made me really happy (haters gonna hate).

My method these days is to listen to what type of character everyone else is making and then fill in whatever role(s) are needed to form a balanced party. Part of the fun is how this challenges me into creating some interesting, versatile characters. I oftentimes play the “Swiss army knife” of the group or someone who’s specialized in some common part of the setting that nobody else is interested in dealing with – somebody sooner or later is going to have to hack a security door, talk their way past the guards, heal everyone up, communicate with the locals, keep up the magic barrier, or fix that damn hyperdrive. The kicker is that so many of these situations are dramatic (or comedic) gold. This doesn’t necessarily limit me to “support” characters; if the party is a bunch of scientists and scoundrels, I’ll gladly roll up a tank or assassin to round things out.

I play to the story.

I think about the setting and ask myself “What’s going to keep me busy and having fun for a long campaign?” or “What aspect of the setting interests me the most?” When I create a character, I create a *character* rather than just a vessel for my ego. I learn what the setting is about and find my character’s place in that world. I don’t see the need to create a super-complex character background for the emergent fiction of an RPG – there’s more fun in discovering aspects of my creation as the story progresses – so in the beginning I only provide enough raw substance to plausibly plant myself in the story. Roleplaying game characters should be easily recognizable, iconic, and “developable.”

I think about group dynamics.

The point of a social game is for everybody to be entertained, not just me. A big pet peeve of mine is when a player tries to have some “fun” screwing with the group by creating a character that’s so far out of the scope of the common consensus that the GM as well as all the rest of the players are constantly floundering to actively shoe-horn them into the story, because they apparently want to be off doing their own thing or working against everyone else’s interests. If “My character would do it!” is your excuse, you made a crappy character. Nobody likes the thief who’s always out to double-cross the party. I’m not telling anyone to stifle their creativity, but remember that what works in books doesn’t always translate to a roleplaying game; don’t make a broody, loner, one-trick pony of a character that is obsessed about their own darkness and then act surprised when you have nothing to do and nobody to interact with. The players in a roleplaying game should be as much of a team as their characters are.

The same advice, I feel, goes for GMs: you have the social responsibility of making sure everyone is having fun, not abusing your friends for your own entertainment. Just as bad as the iconic “sadistic GM” is the boring one who doesn’t let players sit on the plastic-covered furniture that is their lovingly-(over)crafted game world.

I don’t hog the spotlight.

I can’t overstate the importance of this. When I GM, I make sure every character has a place and time where they shine, and as a player I try to check myself and make sure to let other players’ characters do their thing. I’ll even ask another player, “Hey, can’t you [ability]?” or “Don’t you have [skill/thing]?” or “Don’t you know [subject of expertise/person]?” There’s nothing worse than sitting there watching the rest of the party be badasses without getting a word in, so I help out where I can.

I blow shit up.

My current GM once told me he likes my play style because I “bring the awesome” – in other words, I keep things from getting stale. Truth is, I tend to get bored by excessive navel-gazing and playing it safe in a roleplaying game; I’m not afraid to cause problems for my character in the name of moving the story along. I’m a big fan of half-assed plans and anything that adds an epic cinematic quality to the game – because that’s what folks always talk about afterward. My characters take big risks and are always out to create sweeping badass moments of glory. It usually doesn’t take much to spur the rest of the crew into some heated dice rolls along with me. And it’s not just combat – pulling off an epic con, heist, or jury-rig is just as satisfying as a glorious battle in my book. As always, however, I check in with the other players before I pull some crazy stunt that may adversely affect the party.

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

A close friend of mine and fellow gamer likes to say that nothing is cliché if it’s happening to you, and I have lots of fun living by that in an RPG. If there’s a chance of a sci-fi/fantasy/adventure trope being dangerously close to happening, you can bet I’m going for it – busting a steam pipe, stealing a spaceship, running into a burning building, using a Trojan Horse tactic, robbing a train, starting a bar fight – it’s all fair game.

I’m kind of a smartass, so my characters usually are too; I’m not above a James-Bond-style pun, a pop-culture callback, or hanging a lampshade on some aspect of the setting via group banter. At the table I’ve been known to briefly pull up a song or sound effect that seems dramatically appropriate to the moment. Recently we were playing the Cortex+ Marvel RPG with me as Iron Man. Our fantastic Captain America player had just finished an on-point speech about justice when after a beat or two I played the “Cinematic Eagle Cry” I’d pulled off of YouTube. After a second of silence, I continued as Tony “…am I the only one that thought that was funny?”, narrating him retracting a speaker back into his suit. I usually try to keep that kind of thing just below being annoying.

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

If we’re running a long-form campaign, I don’t like to go months without gaming because I forget what’s going on and need to spend half the session recapping. It personally removes me from the organic problem solving I rely very heavily on. I don’t take notes because it distracts from the gameplay and messes with my immersion (most notes I take I can never make sense of later anyway if it’s been too long). If it’s more of an episodic thing, I’m okay with longer gaps, but there’s a time when even then I will forget certain things about a character, like their personality, that make things inconsistent.

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

I like an episodic game with an overall story arc, so I know choices I make now may come to bite me later. On the contrary, I admit I like the gonzo no-safety-net gameplay of a one-off, like a con game, where characters can end with a really dramatic crash. My home-group environment is still the best, though – we know each other’s personalities very well and we have a great deal of trust that we’re all there to help one another have a good time.

System-wise I enjoy narrative-heavy games, especially where failure has a mechanical bonus, like FATE or Cortex+. Failure can be fun in any game if you have a good group and GM, but I like asking the GM “What did I break this time?” while holding my hand out for that bonus I will definitely be needing later.

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

In our current Star Trek game, our ship made contact with a planet notable for two things: they had a super-efficient food source that the Federation was interested in, and everyone was constantly connected to what was basically a planet-wide social network that governed their lives. At an embassy gala, my science officer noted loudly that he was suspicious of the food they were serving; news quickly spread to the whole planet, and my character instantly became the most hated person on this world.

Later in the evening, the ambassador’s aide made some faux pas that the entire planet felt had embarrassed them as a species in view of the visitors. By the will of the network, the offending staffer was sentenced to death, as by their laws and customs. Through a series of dramatic events, he ended up in the custody of our crew, putting us in a diplomatic standoff vis-à-vis the Prime Directive.

It was a classic Star Trek situation: we needed to establish relations by honoring the inhabitants’ way of life but wanted to spare the ill-fated government attaché. In the discussion we had about how a real Trek crew would handle this, I came upon the idea that we should use a classic Trek trope to solve the dispute: we would hold a debate! My character, the vilified alien from beyond, would debate the merits of Federation law and culture with our recently disgraced refugee representing the merits of his home world’s ways, essentially arguing for his own right to be executed. Through the teamwork of all the players, our plan succeeded in using the planet’s culture of social media persecution against itself; the attaché became a martyred darling to the inhabitants, saving his life, whilst giving the Federation the platform to share their alternative views and perhaps causing them to reconsider their system. To this day we all feel that that was one of the most perfect RPG sessions we’ve ever played.

Thanks so much to Andreas for his interview! I hope you all enjoyed reading.

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What Makes a Good Player? with Alan Vannes

Today’s What Makes a Good Player? feature is with Alan Vannes. Alan talks a little about experience in Warhammer 40,000: Dark Heresy, as well as playing longer sessions. Check it out!

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

I’ve found that one of the most effective ways to enhance the experience of both myself, and the other players at the table is to simply invest effort into my character, a well thought out character with a good back story brings so much more to the table than when all you have is numbers on a sheet. I’ve found that a well thought out three dimensional character tends to get me more invested in the role-play, and my enthusiasm often becomes infectious, helping to bring out the best in the players around me.

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

I tend to have a very improvisational style to my play, nine times out of ten even when I tell my fellow players that I have a plan I’m really just making everything up as I go (I guess you could call me the Jack Sparrow of gaming). That being said I don’t really use any established techniques as such, but simply respond to the group and game as my own instincts, and experience dictate.


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

I generally favor weekly, or bi-weekly games, any longer between sessions and I tend to lose some of the feel for the game/character. As for comfort, I personally favor longer sessions in a relaxed atmosphere (such as one of the players homes), and I find that it’s best to keep the group size between four and six people, it is possible to do larger groups, but it often becomes difficult to keep the focus on the game, and combat often drags out far too long (I recall a case where I was in a group consisting of the GM plus nine players using the 3.5 edition D&D rules and we had a combat that in game was only four rounds long, but took three sessions to get through).

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

I tend towards a more narrative driven play style so I favor games that support that, and of course I have deep roots in fantasy gaming, but with a little time to learn the game I’m comfortable playing just about anything. I have a particular love of dark fantasy, sword & sorcery, gothic horror, weird western, and cyberpunk settings.

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

After over twenty years of gaming it’s difficult to choose a single anecdote, but I asked a couple of my friends with whom I’ve gamed with quite a bit over the course of those years, and several of them recalled the same story as being one of their favorites so I’ll relate that one.

I was playing in a Warhammer 40,000: Dark Heresy campaign (set in the Warhammer 40,000 universe, which is something of a dystopian sci-fi setting with strong fantasy elements). In Dark Heresy the players take on the role of agents of the Inquisition, ferreting out heresy, and other threats to the imperial doctrine, and any signs of corruption are to be responded to with absolute punitive action (a setting where having your character say ‘cleanse it with fire’ would not actually be all that ridiculous). 

Our group was investigating rumors of a heretical cult on a factory planet, and I was playing the part of what would essentially be the groups ‘rogue’ archetype, he was a skilled gunslinger, and an expert at infiltrating secured locations as well as having a glib tongue that often allowed him to con potential heretics into slipping up and revealing their true nature. As such the other players in the group often asked my character to slip into various locales ahead of the rest of them to suss out the situation, whether it be scouting an enemy base, or making first contact with a group of potential heretics in order to feel them out. 

In this particular case our tactic of having my scoundrel make the first contact with the enemy backfired, as I snuck into the heretic’s supposedly secret headquarters to scout out their security only to find arrive just as they were summoning a demon out of the Warp (this setting variant of hell, and the dimension through which faster than light travel was achieved), and my character was temporarily possessed by the demon. The demon, having drawn information out of my characters mind about the nature of his mission, as well as the identities of his fellow inquisitorial agents (the other player characters) proceeded to attempt to rejoin the group most likely with the intent of corrupting them. My GM, being a generous individual, allowed me to roll to regain control of my characters actions at regular intervals as the demon progressed in it’s intent. 
The rest of the group was waiting outside of the heretic’s headquarters in a nearby alley way, as my demon possessed character was crossing the street to rejoin them the dice favored me, and I was able to regain control of my character. My GM told me I had time to take one action before the demon would regain control so I did the only thing that seemed logical within the settings rules and my own characters mindset. My fast-talking scum drew his pistol, put it to his head, and after locking eyes with his closest friend within the group (an assassin played by an old friend of mine) pulled the trigger. Even my GM was stunned by my chosen course of action, but my choice to stay in character, and do what a true servant of the Emperor would inevitably do ended up preventing what my GM later admitted would probably have been a total party kill, and allowed the other players to retreat, and deal with the threat appropriately.

Thanks so much to Alan for the interview! I hope you all enjoyed reading.


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What Makes a Good Player? with Alex Carlson


Today’s What Makes a Good Player? feature is with Alex Carlson. They talk in detail about how they play for themselves and others, as well as noting how chronic illness and stress can impact gaming.

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

My initial answer to this question was very long and roundabout because, for me, there are kind of three questions here, and I was trying to answer them at the same time. There is obviously what I do to enhance the experience for myself, but then there’s “others.” “Others” is usually, in the games I play, either the other players or the facilitator (GM, MC, ST, etc.). There are things I try to do to help out everyone at the table, there are considerations I primarily afford other players, and there are attitudes I usually only hold towards the GM, and then there’s where each of those relationships has priority.
In the category of things I do to enhance everyone’s experience, one jumps out right away. I started improvising a few years before I started playing role playing games regularly, and one of the biggest influences from that on my roleplaying (and life) is that the best way to take care of your scene partner, or other players, (or people in your life,) is to take care of yourself. In games, this means having a character that is interesting and interested, so that there are ways for others to engage with my character and ways for me to engage with and encourage other PCs.
Things I do for other players are also kind of things that I do for myself, because it’s geared a lot towards modelling the behavior that makes me the most comfortable in a game. This is where a second improv lesson comes into play: sharing focus. I have a good sense of interesting plot hooks to get things started right away for my character, and that can end up with the narrative spotlight getting kind of stuck as the game finds it’s footing. I am happy to give up “screen time” for other characters, and if the person running the game (when there is one) doesn’t realize that I’m getting a lot of time, I make sure to find chances to pass the focus to other characters or story lines. If I know there are more hesitant players in the game, I try to present opportunities in my character’s motivations and decisions for them to get involved without pressuring them to jump in, I also have some pretty strict lines on consent, and not just with in-game events. If there is a player struggling with the rules or character decisions, I’ll offer my help, but don’t force my way in to “helping” them if they don’t want it. I’ve seen a lot of shy players get totally turned off to the idea of gaming when someone takes over telling them how to make the most effective character without any thought to what they want or what they’ve asked for.
With respect to the facilitator (if the game has one), I think I’m a lot more deferential than a lot of people I play with. I’ve run a lot of games, and I know how hard it can be, how much time and commitment and risk is involved, and I take that very seriously. If a game puts a lot of power in the facilitators hands, I don’t try and fight them for it, though I’m happy to help out if they ask. If the game is set up as participationist (where the facilitator has a set plot in mind and the players don’t have a lot of control and everyone knows and accepts this ahead of time), I’m okay with the occasional fudged roll or GM fiat. I follow similar rules of consent as well. There have been a few occasions where a friend has expressed an interest in running a system, only to follow it up by saying they’d be too embarrassed to run it for me because I’m very experienced with the game. My response to that is always pure encouragement and reassurance that, unless they ask for my help with rules, I’m not going to challenge them on how they rule or interpret the mechanics for their game. Sometimes the best thing you can do for a facilitator is let them run the game without trying to turn it in to what you think is a good game.
Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?
I mentioned a few above, but improv absolutely influences how I engage at the table. It’s hard for me to pull out specific tools that I use because so much of improv is learning techniques that influence how you behave in every situation, and doubly so in other creative media. “Yes, and,” is one of the biggest and well known tools, and it is definitely relevant in games, but there’s also “No, but,” which is useful when players are steamrolling or suggesting things that I’m not comfortable with or that seem to be causing distress at the table. “No, but,” is sort of like failure in Apocalypse World. You don’t get what you want (most of the time), but there’s more to the story, an alternative fictional element that keeps the action moving forward.
How often do you like to game, and what is most comfortable for you to maintain good energy in games?
I have to game at least once a week. I used to do at least two games a week in college, and I’m currently playing in two games. I’m a creative person with terrible anxiety and gaming is the creative outlet I use to keep feelings of artistic stagnation at bay. It’s like a workout. I’m also super susceptible to stress, so tension at the table usually throws me off unless there’s a resolution to the stressor or off-game time after two people butt heads. I also find that it’s important to keep a good balance of meta conversation and in game play, which varies from group to group. Trying to keep everyone in character all the time just doesn’t work for some groups, but too much out of character time can leave less socially assertive members of the group out in the cold.
What kind of games do you feel you are most comfortable with and enjoy the most?
I gain a LOT of vicarious enjoyment from games. If the facilitator is really into it, or the other players are on a roll, I’m happy. I really enjoy games where “failure” doesn’t just stop the action, because you don’t run the risk of ruining the mood at the table if you flop on a roll, which makes getting involved have much lower stakes.
To get specific, I’d say that my initial comfort level is highest with most of games that are Powered by the Apocalypse and Burning Wheel. I feel like they both address “failure” as something more interesting, and they both give players a high amount of narrative control with the level of world building and plot creating put into the hands of the players. I feel like I always have something to do in those games.
Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?
This is a tricky question for a number of reasons. I have a chronic illness that has made it difficult to remember things that have happened in the past few years, the group of people I play with shifted dramatically a few years ago, shifting my habits along with it, and I don’t know that I ever reflect positively on things I do without major external influence. There was a moment that, in hindsight, feels very brief but is also the first thing that’s come to mind that feels like a good answer for this question. It was a game of Unknown Armies in the year after I graduated college. I was playing a doctor who was pursuing the Avatar path for the Mother (an Avatar is like a socially accepted or recognized archetype that gives powers to those who fit the archetype, because in Unknown Armies, a lot of true occult power comes from human belief and expectation). 
My character’s husband (another PC) had recently been killed because the player was no longer able to be in the game, and in the time since that had happened, she had formed a super codependent relationship with another PC who was an adept of a school of magic that the player had designed called pneumomancy. It involved inhaling toxic substances to gain charges, the resource needed to cast magic, and breathing clean air was the taboo, or forbidden action that would mean the PC would lose all of his charges. Despite her oath as a medical professional, she enabled this other PC constantly by explicitly being on hand to provide medical attention should a substance ever prove to be too toxic. 
One night, these two PCs were locked in a room together for the night, and the pneumomancer inhaled something and failed his check, so he passed out. My character was unable to revive him, so, instead of just letting him lose his charges, she use her Stay Up All Night skill to sit by him and hold a lit cigarette in front of his mouth until he woke up. I feel like this moment lined up to be really cool in several ways. It turned what would have otherwise just been downtime into a very intimate moment, it gave the other player a very significant choice to respond to, as his character, until that point, had been super aloof and stubbornly independent, and it refined how my character was channeling the Mother archetype. It also had mechanical benefits (he didn’t lose his charges) and was strongly in sync with the tone of the game.



Thanks so much to Alex for answering my questions! I hope you all enjoyed reading!


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What Makes a Good Player? with Kaetlyn Kuchta

Today’s What Makes a Good Player? feature is with Kaetlyn Kuchta. Kaetlyn talks a little about being a badass and asking questions (and you all know how I love asking questions!). Check it out below!



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

I think the most important thing you can do is ask questions about the world. If you’re asking about the environment that everyone is playing in, it helps to keep everyone invested in the game. Yes this happens during character creation and world building in certain games, but it would be impossible to answer every question at that time. I like to ask about the way places look, how people on the street are acting, or if there are any nifty monuments around. This is always open for discussion between the other players and the GM as well, and it helps to create a rich world that the entire table gets to create and love.

I also tend to do whatever action I think is going to be the most fun. Sometimes it gets my character into a lot of trouble, like when they follow their impulsive nature to touch the ancient cursed artifact, but it always creates a really interesting story. I don’t go out of my way to cause trouble for the rest of the party, but I try to play true to any aspects or alignments that I put on the character sheet.

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

I use the tried and true improv rule “Yes and…” Meaning no matter what the other players say/do or what the consequences of roll are, I agree to it and build upon it. This doesn’t always mean my character is happy with it. For instance, if a player character beats up a subdued criminal and my character is against random violence, she isn’t going to let them get away with that. The “Yes” is seeing and accepting that the action happened and that there is no way to take that back. The “and…” part is having my character confront the other player character about it.

I also think making sure those in game conflicts stay in game. It doesn’t do any good for me to harass the player for acting out their character the way they imagine them. There were plenty of times when I first started role playing where a player would do something in game that I disagreed with and I would openly ask them why they did that dumb thing. It only created friction between players and created guilt. Itchy itchy guilt. I’ve since discovered that having characters that butt heads from time to time is really fun, especially in games that set you up for PvP conflict that doesn’t result in murder such as Fate or Masks, or most games with social skills. Now I can have my character confront another character while I high five the player for being a badass.

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

I game once a week, and for me that’s enough. I tend to become really invested in my characters so having more than one or two to focus on gets a little confusing for me and I’ll end up playing them all the same instead of letting them blossom into individuals. That being said, I also like to switch up what I’m playing after about 8-10 sessions so I can explore another character concept, because for me that’s the biggest draw to these games. I like to try on these different faces and see how they interact in the worlds we build at the table.

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

As I mentioned before, trying on different characters and exploring the world are my favorite parts of the game, so I like games that really create vivid and diverse characters and worlds like Fate and Powered by the Apocalypse systems. These systems are so open that they create a ton of freedom to play around and discover your character and how they feel about their environment. They’re also systems that beg the players and GM to ask questions every session, and I love that open dialog at a table.

On the other hand, I typically have a hard time with systems that you might call “crunchy”. Games that have a ton of rules and structures for every action that my character may want to do are infuriating to me. I just want to look like a badass taking out villains without having to calculate knock-back based on my strength based on what fighting stance I was in, minus if I’ve slept in the past 12 hours. I totally understand why that would appeal to other people, but for me it takes away from my narrative power and makes me crave a gin and tonic.


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

My group recently finished up a play of Masks in which I got to play a Nova with a happy façade. I decided from the start that she was going to actively try to be the epitome of a super hero, which I expected to conflict with the Nova’s tendency to destroy everything and the amount of conditions she would end up with. I was right. Throughout the game I got to play a character that was messy and awkward but who truly tried to lead her team in the right direction. I used the rules the game gave me to both incite and resolve conflict between my character and npc’s, and the other player characters as well. In Masks you gain and lose influence over others, and my Nova traded those in and out like baseball cards, which really let me play around with who she was and how she was effected by the environment around her. She ended up being a character who actively drove the story forward and looked out for the team while also creating conflict for the other players to solve. Basically I was never bored while playing her.



Thanks so much to Kaetlyn for the interview! I hope you all enjoyed reading her responses.


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What Makes a Good Player? with Alys Humfleet

Today’s What Makes a Good Player? feature is with Alys Humfleet! Alys provided a little additional background for the interview, as well. Check it and the interview out below.

From Alys:

The very first tabletop/RPG I ever played was a demo for a small independent game … at GenCon. (I got dragged there by a friend of mine because of a resource book release she thought we’d both enjoy. Which got delayed and wasn’t even published by the time we got there, but we had the tickets, so we went.)

I had never played any CRPGs either, (I tended more towards the adventure games), and I’d never even played any of the board games that have some story or plot; my favorite board game by a wide margin is Clue. I say all this just to illustrate how out of my depth I really was; the most clueless of newbies. (I need how many dice? Why are they all weird shapes? What are we doing again? Why? How?)

But I am a writer, have been since my third grade teacher made us do a daily journal and I realized it was fun, so I sat down at that demo, and listened to our GM talk about the game system, and made myself a character I would like to read or write about.

She fit our setting pretty well, and she managed a couple really great and interesting moves throughout the demo, and I had a really good time. (Even if I still had no idea what I was doing. Never let having no idea what youíre doing stop you.)

Now, this company was doing a series of demos with a serialized plot, and a couple people from each demo were picked to continue onto the next one, and then a few from that one would go on again, and then once more throughout the full four days of the Con. Unsurprisingly to me, I was not one of those picked to continue, but the GM took a moment at the end of the game to chat with me about my character, and he commented on how interesting she was, but how she wasn’t interactive enough. (He sounded actually apologetic about it, which was mind-boggling to me, because it hadn’t occurred to me that this thing my friend had made me do with her might be something I could be good at doing, or would ever attempt to do again.)

But I’d made a character with an interesting interior life and internal conflicts (thus good to read or write about), who made a good enough first impression the GM commented on it to me later, but not one whose motivations displayed well and gave the other players something to, well, play off of. And that is the one thing that has always stuck with me about game characters, tabletop or computer. They inhabit a world, they work with other characters, and it is only in those interactions that the gaming happens. Otherwise you’re just playing solitaire. (Which can be fun too, of course, but is not at all the same thing.)


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

(Alys) Learning from this, I realize that the very first thing I have to do when I am creating a character that will enhance both my experience and the rest of the players, is make sure that they are flexible enough to be active and reactive. A good game is never just about you. In character creation terms, this can be influenced by your systemís use of strengths and flaws, classes and skills, the spread of various stats. The mechanics change from game to game, but the point is that you both have something to offer, and some way to screw everything up. (Itís recovering from failure where things get interesting, after all.) You can play a quiet introverted character (though it is more difficult) but you still have to give them a stake in the proceedings, you have to give them a reason to act, and a reason to react to the other charactersí actions and behaviors.

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

While I certainly seldom consciously break it down, I am sure the way I play is influenced by the way I write, (itís still about moving the character around, in either case), and the bits of drama class and improv class that I still remember from when I was in school.

The first thing they ask you when trying to write plot, is what is the worst thing you can do to your character. What is the one thing they absolutely do not know how to handle … because that is exactly what should happen to them. (Make your character uncomfortable! Thatís usually the fastest way to make them do something.)

The most important concept they teach you in any beginning improv class is that you can’t say no to whatever the last person did, you can’t ignore it and go on with whatever you were thinking about before, you have to say yes, AND. You have to take what the other players and GM give you and build off that, even if it wasn’t at all what you thought you were going to be doing when you started. That doesn’t mean you should forget your personal goals for your character or the plot, but you have to let everything else happen as well.

It’s also really helpful, especially when you’re first starting a campaign, to make sure you’re familiar with the other characters, so you can help create the situations that will make them uncomfortable, that force them into action. (Also so you have decent party balance in terms of solving problems. Clerics are awesome! Be the lone cleric and save everyone’s lives over and over again! Can we tell I have a type?)

It helps to develop all your characters as a group, if you can, maybe even take a look at the other players’ character sheets (or however much they’re willing to share; sometimes someone has secrets, after all, and finding them out in game is a large part of the fun). Remember that the team dynamic is more important to a successful and entertaining game than anything else. You’re choosing to hang out with these people for hours or days or even years at a time. Make sure your character has a reason to stay, and make sure you, the player, will enjoy it.

That doesn’t mean your team can’t have conflict, but they have to have a reason to keep working together anyways, or your group will splinter apart.

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

Ideally, I find a weekly game helps keep momentum, and makes sure you all remember what you were doing and why. Realistically, very few people have consistent weekly schedules so every two weeks or even every month can also work, but I find trying to meet every week means that, even when something goes wrong so you miss a week or two here or there, it’s easier to get back into the game as soon as possible. If you only meet once a month, and one month one person can’t, and the next month someone else can’t, you lose group cohesion and motivation. It becomes a chore you have to try and get back to, rather than a hobby you’re enjoying.

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

I like all sorts of games. I find it easier to get into games that are more free-form (fewer stats, less well-defined locations, no miniatures/battle maps, etc) just because that’s what I started with, and I have always been the kind of person who writes by making up sh*% as I go along. (I am what, in writer circles, is referred to as a gardener or a pantser. As in I write by the seat of mine, and seldom have much of a plan. Outlines tend to slow me down.) It can be a lot of fun to just BS your way through a gaming session. (As long as the other players are helping out, of course.) Let the voices in your head go free and see what happens. (I am, at the moment, playing a Fate Accelerated game, which is pretty much the epitome of that philosophy. You have a few approaches, and a few aspects, and a couple stunts, and everything else you figure out as you go along.)

That said, a game with a really deep mechanics/lore system is also a lot of fun, because you have so much to work with, so many potential hooks into the world and the other characters to help you make your character deeper and more invested in the surroundings. It can also be helpful if you’re in a difficult situation in game, because you have a list of abilities/skills/tricks/etc. that you have chosen, that fit your character, that you can go through to help you decide what to do next, rather than having to think up something entirely new each time you have an encounter.

(Also, it’s only when you have a variety of skills/abilities to try and apply in unusual ways that you get most of the best stories that show up on something like an outofcontextDnD website. You can’t get that completely unexpected juxtaposition of skill/setting/player if you don’t have a skill-check that gave you an unusual result, or a well-defined trope or setting to subvert.)

So basically, I like them all, (I am no help, sorry!) but it’s important to use the mechanics/setting/style that your group is most interested in as a whole, because that’ll keep you all coming back.

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

It’s hard to describe these in detail, because they’re usually so reliant on context. Any time you can defuse the most obvious plan and do something different to resolve it? That’s a win. Anytime you drive another character into doing something they didn’t think they could do? That’s a win. Did you try something new and it failed mightily? Even thay’s a win. Even if your party loses their battle and runs into the woods and has to regroup and everyone ís terrified and yelling at each other, and maybe even someone almost died or got kidnapped or really actually died and now you have to try and heal them or save them or mourn them and everything is TERRIBLE … you made the game change because of something you did. And now you have to fix it! More to do right now!

Specifically? In my very first game, when we’d almost entirely screwed up what was basically a boss-battle encounter, and I was in the worst possible position to attack the giant-evil-mech that had shown up, I tried anyways, and rolled a critical success.

The GM just paused for a moment, and tilted his head. “The gun explodes.” The mech was very annoyed and made terrible mechanical yelling sounds and tried to stomp on people, since it couldn’t shoot them anymore. It was delightful. Part of what makes games so interesting is the randomness introduced by the dice. Sometimes the best moment will be the one moment no one had any control over.

Sometimes, the best moments come from the roleplaying. Near the climax of a campaign, while we were fighting an agent of the final villain, my character got completely side-tracked from the actual quest, and instead commented on the agent herself, because my character was personally offended by her actions. (They were both from the same race of elves, and to have one of her own people screw up so badly was infuriating.) She ignored the fight that was building, the Evil they were hunting, and just basically yelled about what a terrible example of their Clans that the agent had become.
Probably not the smartest thing, especially since she wasn’t charismatic, or good with people, or really very sensible a lot of the time. But she was powerful, and she was mad.

And it worked. With the help of the agentís long-estranged daughter they broke through the Evil Influence, the agent gave them a ring that would help in the final stage of the quest, and then sacrificed herself so she couldnít be used again.

We bypassed an entire potential battle! For which the GM had done quite a bit of preparation, but he was delighted, because weíd done such a good job bringing it back to the characters and the setting. A good GM knows how to improvise when the players go off the rails. Sometimes thatís when the best stuff happens. Sometimes it just makes a big mess and you spend a couple sessions trying to get yourselves back in order again, but that’s fine too. You’re still doing things together as a group.
The basis of tabletop gaming, for me, is that it is collaborative entertainment. Whether it turns into a dense political story, or is a ridiculous dungeon crawl that always seems to end up with someone losing a boot and limping into the next room and you’re looting piles of gold and dripping jewels and blood by the end doesnít matter, as long as itís what your group is trying to make together. Yes, your character may do something that is detrimental to the other characters, your group may devolve into petty arguing and inter-party conflict (or they might be best friends and family, or an endless shifting combination of both) but anything is fine as long as the players are still working together and moving the game along.

Thank you so muc to Alys for the interview! Hope you all enjoyed reading this week’s What Makes a Good Player? feature!


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Convention Playtester Tips

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

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

What is playtesting?

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

Why playtest?

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

How do you playtest?

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

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

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

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

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


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What Makes a Good Player? with Ariana Ramos

Hello all!

In this new feature, What Makes a Good Player?, I’ll be covering the experience and practices of good players nominated by their fellows and GMs. All of the players were asked the same questions, but it’s interesting to see where those vary. 

The first interviewee is Ariana Ramos!


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

This varies from game to game and also the frequency of how much I’ve played it. If it’s a brand new game, I will go with a class/skin I am excited for after maybe figuring out the setting the GM is aiming for and trying to get a feel for the players. A lot of times when new players come into play I will play more of the aggressive player or the one who tries to push others by taking the lead or prodding them into action, and this is more or less to let them know it’s okay to jump up with ideas. Other times I tend to like playing the outsiders, the characters that for some reason don’t belong but at the end don’t seem to care and continue with the challenge despite all odds stacked up against them. I also like making sure that the relationships/bonds characters have with do mean something beyond what is written and explore them as much as possible.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?
A lot of improv, I try to use ‘yes and’ as much as possible in the game to give a good flow between players. My significant other and I listen to a lot of improv comedy, so that’s been a huge inspiration in where it’s okay to let games become silly or strange. I also do listen to music and secretly have themes for characters or try to shape their backgrounds in my head. Say the GM will make an item of great importance to my character I will ask myself why beyond just it being a thing of power, what sentimental value does it hold? All characters should have a drive, a reason to be there no matter how silly or small it may seem to someone who isn’t them it’s something that motivates them to continue.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?
It depends on what’s going on in my real life. I’ve got two to three games per weekend or spread out during the month. I’ve had one game every other week or now I have a game every weekend, it’s knowing I am gaming with good people, and I can ultimately be myself. I only did Con gaming last year, and so far I was relatively lucky that I didn’t feel uncomfortable during my two visits to Origins. I have had uncomfortable situations over hangouts with people arguing over rules, forcing relationships or just being rude in general. You have to know when to cut your loses because gaming is supposed to be fun although it can be used as a learning and therapy tool. I never force myself to game with people I feel uncomfortable with, and I’ve learned to listen to myself in case feelings do come up and approach it calmly as possible. I also make sure that if by chance we’re touching hard themes that do come up that the other players are fine because although the X-card does exist when you have a personal relationship with someone, the automatic response is to laugh off any awkwardness that could harbor into bigger feelings. Just make sure people are okay, give it time and be open to conversations.

Also play games you’re excited for. Try new things!

What kind of games do you feel you are most comfortable with and enjoy the most?
I feel like every game is a good game with a good GM and good people. I don’t enjoy games that are solid combat, but I also am not a fan of games that are pure emotion. I do play a lot of Apocalypse World hacks because it’s the quickest system I can get into but there have been games I thought ‘no, thank you’ but have surprised me because the GM had an amazing way of sucking me in. I love world building with the players at hand; I love the feel of something being ours and it’s something we’re all exploring together.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?
There are so many. From my Flame Princess mourning the loss of her Dead Knight and in that pure platonic love and not romantic. I think my favorite was we were playing FATE in a joky horror setting with kids going to camp. This was my second time playing ‘Heather Sweets aka Sweets’ who is still one of my favorite characters and the GM had said someone had intercepted her care packages from her parents, and so she was out of candy. In a complete meltdown, I had my character laying on the floor claiming her parents didn’t love her anymore as I was trying not to laugh it made me sound like I was sobbing as I was asking for just one piece of candy. In the game, the monster is Big Foot, after having stolen some candy and shared it with a camper my character needs sugar to run fast to get away and so I reach for my friend’s hand and LICK IT to get some sugar off of it.




Thanks so much to Ariana for agreeing to the interview and for sharing her experiences! I hope all of my readers find the interview enjoyable and useful, and hope you like those that come along soon!


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

What Makes a Good Player?

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

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

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

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

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

The questions I posed to the interviewees are:

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

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

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

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

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

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

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

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

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

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

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

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