#33in28 Review: A Greeblin’s Journey

This is the first in my #33in28 reviews series for the month of February celebrating my birthday (I’m 33 on the 4th). I’ll do one individual review on Monday of each week, then a collection of the rest of the reviews that week on the following Sunday. Not all reviews will be the same length, but I’ll try to be thoughtful as always. I’m mixing in a few reviews of games I’m familiar with or that I just want to play, because I can (and as example reviews). Luckily I have good taste!

*This game is currently being funded through itch sales, so what I reviewed is not the final product, just what is available prior to the creator hitting their sales goal. Full disclosure: I will be editing the text and I have drawn art to be used for it, but this is the first time I’ve read the text myself.

A Greeblin’s Journey

The General Idea

Genre Tags: multiplayer (3+ players & facilitator), fantasy, tarot cards, heists, coins
Replayable? Yes!
Actual Play Available? Some examples in text
Length: Short (One-shot)

The Review

Today I’m reviewing A Greeblin’s Journey by Thomas Novosel! A Greeblin’s Journey is a solo fantasy adventure game in zine format funding through itchio. I have played it with Thomas’s help before (handwriting for me, primarily, for a playtest) and I’m excited to check it out again! 

The zine itself is well written and clearly laid out with a cute and fun cover piece by Thomas. I think the guidance at the start of the zine about themes you’ll encounter is really great, and is a good guideline for how to inform players about content so they can consent and play actively. Really a good starter. 

“A player should before they play take note of what they are comfortable with for themes, as the game’s story is meant to edge the line of victory through luck and will, and what it is like to need to move. The feelings associated with your bones requiring a change of space and life after an entire life of sitting comfortably alone.” – A Greeblin’s Journey, Thomas Novosel

This in particular really resonated with me, as someone who has been in one place for a long time, and who wants to go from one place to another. The elegance of this section’s explanation of the game to come is very true to my experience of play.

A drawing of a Greeblin sitting on a pillow, looking wrinkly and wearing a pierced ear. Art by Beau Jágr Sheldon.
A Greeblin I drew for A Greeblin’s Journey.

Another section that I really like is the description of Greeblins, which can be any kind of thing really, and this part in particular:

“While every Greeblin is different, and there is no core definition of what or who a Greeblin is, there is a feeling. Anyone can look at a Greeblin and sense that they are a Greeblin. Whether it be the way they communicate with others, or the way they look up at the natural world around them, or the curiosity they have with the constructions of civilization.” – A Greeblin’s Journey, Thomas Novosel

As the game states, a Greeblin doesn’t have a name. As someone who only recently acquired their name, I feel very Greeblin-like a lot of the time. This feels really queer in the design, though I honestly don’t know if Thomas intended it that way. Playing the game and coming to the end of the Greeblin’s story felt very reflective of many journeys, but as a queer person, I saw my own journey in it while experiencing a fantastical adventure, which is a great achievement of design.

Speaking of design, the game uses simple two die rolls and narrative prompts (which the game encourages you to replace if there is trouble with content) and then you journal your response to the prompt. I would call A Greeblin’s Journey a being game very much, because while you detail what you do, it’s about being a Greeblin and experiencing their journey. Each Chronicle of the story adds up to a goal of 21 to reach the end of your story, just like in Blackjack (card game). This allows you to time play effectively, but also paces the story well, and gives a chance of failure that is truly bittersweet considering my previous paragraph. It may take a second read to fully understand the mechanic since it’s not our standard fare, but the game does recommend one anyway to clearly understand the rules and play guidelines.

The mechanics include an Impetus die, determining what prompted the Greeblin to journal today, and the Topic die, which determines what they are writing about. There is also the Substitution, which allows you to swap a number you roll for a 1 to allow you to control the pacing of the game (a really smart mechanic, imo), and the Freebies, which are 2 free Impetus, allowing you to replace an Impetus roll with a different Impetus and set the score for it at 0. 

A drawing of a lanky, spotted Greeblin coming out of a cave and doing just fine. Art by Beau Jágr Sheldon.
I love this Greeblin I drew for the text. So lanky!

I won’t spoil the prompts, but they’re quite evocative and inspire a lot of introspection about how the Greeblin interacts with the world, how you as the Greeblin feel about those things, and what matters to you on the journey. I admit that in my playthrough for the playtest I was blessed with Thomas’s dulcet tones reading aloud as he inscribed my responses to the prompts, but I still feel reading through it today that this is a truly fun, and very thoughtful, game for a solo player. Reading the prompts and responses aloud to yourself is genuinely enjoyable, and Thomas’s writing is flavorful and weird.

I created a Greeblin to demonstrate how flavorful it is, using only options (bolded) in the book. Here are how the prompts came out:

My Greeblin…
has tattoos that move in the breeze,
prizes their magic spoon, as its reflection shows what they desire,
is coming from the tall forest with no stars or moons,
and is going to the pink salt ocean and its salt towers.

Like, yes. This is my jam entirely. If Thomas hadn’t been designing this completely separate of me (I’ll edit in the future, but I had no input on design or writing aside from proofreading if he asked), I’d swear he put some of this in here just for my tastes. Tattoos that move in the breeze? I imagine my Greeblin with a pretty mermaid on their arm, though they’ve never seen the sea, who reaches out for passing dandelion puffs. I imagine a forest so bright that it blinds any stars or moons and the only reprieve is the shade, but the trees are so large there are many shadows to lurk in. The spoon shows them a real ocean, with stars overhead and dark skies making the sea look like blood. That ocean – it remains to be revealed, but the Greeblin has many imaginings of what it holds. They intend to lick the salt towers, as would be expected. Who wouldn’t?

The Greeblin’s Journey is a solo game zine by Thomas Novosel currently funding on itchio. It is an exploratory experience with simple mechanics that feels much deeper than skin and simply is good fun and storytelling. Check it out today to create your Greeblin and help them take their journey!

The Man and The Stag on itchio!

A game for two players where they tell stories and play out scenes about the unusual The Man who stays in their cabin in the woods and alone… except for The Stag from the copse who wants to influence the world of man with magic. Whether this connection leads to a revelation or condemnation does truly depend on the cards. Crowdfund ends March 15, 2021!

I am releasing The Man and The Stag as a crowdfunding project as part of #Zinequest3!


A black and white stag with a man between their antlers.
Logo art by Beau, click for the itchio page!

My goal is $1000 by March 15, 2021 and with the following goals, I’ll provide more content! There’s also a number of rewards on the itch page to help me reach my goal!

  • $250 – Art by Thomas A. Novosel, fleshing out the interior sketches!
  • $500 – Art by John W. Sheldon for the cover!
  • $750 – A recorded playthrough with Thomas A. Novosel!
  • $1000 – A Print-on-Demand code will be made available to those who have purchased to get an at-cost copy of the zine!
  • and if we reach $1200, John will do another art piece for us!

I have added a number of rewards that I think suit the project, including one-on-one games and portrait illustrations, but also community copies!

Campaign ends March 15, 2021 at end of day Eastern time!

Continue reading “The Man and The Stag on itchio!”

approachable theory: Defining Game Genres

Genres always have soft edges, and any given work may fit into multiple genres (e.g., NYPD Blue is a drama, a police procedural, and arguably a modern noir, but it is not a crime thriller in the way that fellow police procedural Law & Order: Criminal Intent is). Games aren’t well defined by the genres we use for fixed fiction (because games are not fixed in that way, and are not experienced the way we experience books or movies).

This post is by Beau and John W. Sheldon. Check out John’s work here and find him on Twitter. Support Beau through Patreon.com/thoughty! Individual donations at PayPal.me/Thoughty or ko-fi.com/thoughty.

John

A bearded person, John, in a maroon sweater and jeans posing in front of an ivy covered wall and fence.
John W. Sheldon (by Beau).

Genres always have soft edges, and any given work may fit into multiple genres (e.g., NYPD Blue is a drama, a police procedural, and arguably a modern noir, but it is not a crime thriller in the way that fellow police procedural Law & Order: Criminal Intent is). Games aren’t well defined by the genres we use for fixed fiction (because games are not fixed in that way, and are not experienced the way we experience books or movies).

Games need separate genres for their rules as written, for their fictional content, and for the experiences that arise from the confluence of those things with player action.

Rules genres: GURPS and Cortex share a rules genre with the D20 SRD, in that they offer a toolkit approach to providing game rules for “almost anything”. On a different axis of rules genre, GURPS and D20 share a genre because of their simulationist approach to resolving conflicts in a granular way, where Cortex is excluded from that genre.

Content Genres: the fictional and tonal content of a game deserves genre categorization. This includes whether a game is expected to be an action game, a dramatic game, or a comedy, but also the setting and time period, the level of technology, and other trappings of more traditional genres. Games can share content genres without sharing rules genres (e.g., Hackmaster and Dungeon World share several aspects of content genres without sharing much in rules genres).

Beau sitting with a coffee mug and a Shadowrun book.
Each edition of Shadowrun is a little different, too.

Experiential Genre: a category defined by how players experience the interplay between the rules, the content, and their own contributions, the more tightly this genre is defined the less universal and helpful a descriptor it will be (since a separate game table with different people may implement rules differently, focus on different content, and make unique contributions, and thusly have a different Experience of a game with the same rules and content).

One table’s experience of Shadowrun as a cyberPUNK game focused on sticking it to the man and helping disadvantaged communities draws from the same fiction and rules as another table’s experience of Shadowrun as a neon future heist simulator.

Notes on broad category: Doing games vs Being games (those that care about what you do vs those that care about what you are). Most tabletop RPG games are Doing games – the rules respond to actions, and they lead to more actions and changes in action. Many indie LARPs are Being games – the rules instruct the players on how to be and what to consider, and players respond naturally to their new way of being – but the rules are less concerned with Doing. The Climb or Still Life are Being larps, while a V:tM larp or a boffer larp are Doing larps. Turn is a Being game, while every other group tabletop RPG I can think of is a Doing game.


Beau

Beau in a black and grey hoodie tee.
Beau Jágr Sheldon (by John).

When I worked on Turn, I was often asked about its genre. I found this difficult and categorized it as I could but realized over time that games have different ways of being in genres than other media, and realized I needed to address this before we talk more about Wolfenstein: The New Order which defies its own genre conventions…sort of.

I talked to John about this and it prompted his summary, and my summary was as following with a more detailed breakdown of examples of games. It’s mostly something to think about, not argue about, so I felt okay writing it down. Even John and I feel differently about some things, so remember, all is a little subjective.

Ways of Playing

Doing – about taking action, what you do. Most games!

Being – about responding to action, who you are (& how you feel). Turn, many larps, many lonely games. 

Genre Categories

  • Experiential genre – how the game is experienced, narrative driven, character driven, etc.
  • Game/mechanics genre – the mechanical design and intent, generic, specific, fps, action, etc.
  • Content genre – type of content, presentation of content, supernatural, noir
  • Tonal genre – how the game feels, intense, slice of life, dramatic, cozy, etc.
A table covered in different games.
All of these games have similarities and differences in genre and in ways of playing.

We used these to break down the following genre tags for a few different games. The initial bullet points are our brainstormed ideas of what suits a game, but are not all-inclusive, and the breakdowns follow. Each one of these categories has the potential to break down even further, especially content and mechanics, which could break down into in-game tone and meta tone or various mechanical systems for live action, video, or tabletop games.


Examples

  • GURPS – doing, generic, tabletop rpg
    • Mechanical: tabletop RPG
    • Content: generic
  • The Climb – being, scenario driven dramatic realistic live action rpg
    • Experiential: scenario driven
    • Mechanical: live action RPG
    • Content: dramatic
    • Tonal: realistic
  • Still Life – being, character driven slice of life live action rpg
    • Experiential: character driven
    • Mechanical: live action RPG
    • Tonal: slice of life
  • Vampire Larp – doing, fantasy, urban supernatural dramatic character driven, player driven live action rpg
    • Experiential: character driven, player driven
    • Mechanical: live action RPG
    • Content: fantasy, urban supernatural
  • Boffer Larp – doing, scenario driven, dungeon fantasy live action rpg
    • Experiential: scenario driven
    • Mechanical: live action RPG
    • Content: dungeon fantasy
  • The Story of My Face – being, horror adventure and scenario driven, player driven lonely live action rpg, selfie game
    • Experiential: scenario driven, player driven
    • Mechanical: lonely game, selfie game, live action RPG
    • Content: Horror, adventure
    • Tonal: lonely game
  • Dungeons & Dragons – doing, dungeon fantasy, adventure narrative driven character driven tabletop rpg
    • Experiential: narrative driven, character driven
    • Mechanical: tabletop RPG
    • Content: dungeon fantasy, adventure
  • Shadowrun 5e – doing, cyberpunk alternative futuristic narrative driven scenario driven tabletop rpg
    • Experiential: narrative driven, scenario driven
    • Mechanical: tabletop RPG
    • Content: CYBERpunk, alternative futuristic
  • Shadowrun: Anarchy – doing, cyberpunk alternative futuristic character driven scenario driven tabletop rpg
    • Experiential: character driven, scenario driven
    • Mechanical: tabletop RPG
    • Content: cyberPUNK, alternative futuristic
  • Turn – being, slice of life character driven supernatural rural shapeshifters tabletop rpg
    • Experiential: character driven
    • Mechanical: roleplaying game
    • Content: supernatural, rural, shapeshifters
    • Tonal: slice of life
  • Wolfenstein The New Order – doing, fps drama/dramatic historical/period alternate universe punk, character driven video game
    • Experiential: character driven
    • Mechanical: first person shooter (FPS), video game
    • Content: drama, historical/period, alternate universe, punk
    • Tonal: dramatic
The Ultimate Micro RPG book cover.
A collection of games can range widely based on how it was curated, because every game is so very different but has so much in common!

Genre Principles

These breakdowns might take a little while to fully make sense of, but here are the core principles.

  1. Games have different genres than other media.
  2. The experience of games influences the genre of a game.
  3. Sometimes genre tags fit in multiple categories.
  4. Different people will assign different meanings to different genre tags and categories.
  5. Doing and being can be isolated or they can be combined, a number of games have a little bit of both, and their dominant way of playing can change how they are experienced, influencing genre.
  6. Genre is a tool, but is not necessarily something everyone must use or understand. It is something, however, people can bend or break, adhere to or queer, without using or understanding it actively. 

This is just the start of a longer conversation about how we use genre to apply a moral value to various games, or to belittle the quality without questioning of games. Wolfenstein is simply an FPS, but is one of the deepest games I’ve ever played. The only difference between Shadowrun 5e and Shadowrun Anarchy is the experience and where the emphasis is on cyberpunk but it makes two very different games. Turn is a combination of genre tags that don’t really have a place when they’re all combined, but it results in a unique play experience as a being game. 

What is your game’s genre breakdown using this metric? Does it play like you’re doing or being? How do you feel about ignoring genre or exploring it more deeply? Respectfully discuss in the comments and elsewhere. I look forward to hearing your discussions!

A table setup to play Roar of Alliance.
What matters most is that we have fun in these games. And fun? Fun is its own genre!

A New Masculinity

I spent a lot of time thinking about the middle name I wanted after I decided to depart from my birth name fully when it came to my legal name, and it got me thinking about Wolfenstein: The New Order…Real people should not be punished with the weight of anyone’s ideals as their expectation…

Buckle in folks, it’s a long one, and the start of a series! This one is personal AND professional, pursuing an understanding of some complex theory and experiences. I am excited for it, so please join me in that excitement!

Content Warnings for this and the following posts, adding new ones as necessary and bolding the relevant ones for today: gender identity, gender dysphoria, disability, mental illness, Nazis, childhood trauma, physical trauma, death, war, violence, hate crimes (mentioned), racism (mentioned), anti-Semitism, domestic abuse (spousal & parent/child), animal harm (mention), legal struggles for trans persons, social isolation.

Beau in a jean jacket, black shirt, and jean jacket with a shoulder brace. Their hair is blue and silver, cut short on top and shaved on the sides, and they're wearing glasses. The image is double exposed over an older photo of Beau. Image by Beau Sheldon, 2020.
2016 feels like a lifetime ago, with a lot learned and lost in the process. I found some light in B.J. Blazkowicz. Where is yours?

For the longest time, I thought I’d keep my birth name nickname as part of my legal name. While my full legal name has forever been a bane to me, I have seen myself for a long time as The Brie. But that’s it, right? The Brie. It’s a title, not a name that suits me, or that represents who I am. It represents some of what I create, but I am not Brie. I’m Beau.

Brie Beau Sheldon. Still The Brie, still Brie Beau in creation, but not Brie.

I spent a lot of time thinking about the middle name I wanted after I decided to depart from my birth name fully when it came to my legal name, and it got me thinking about Wolfenstein: The New Order. How the designers at Machine Games remade William “B.J.” Joseph Blazkowicz had a huge impact on me, and I had one more element: I wanted my initials to be B.J.

I came out in 2016 while I was playing The New Order off and on. I loved the game passionately, and it was mostly because of B.J. (For the purposes of this post and those related to it, we’ll stick with The New Order. The New Colossus has a lot more to dig into, and I’m not ready for it – and I don’t have a new body on the way, either.)

A screenshot promotional image from the early Wolfenstein games showing a Nazi swastika flag in a stone walled grey space and a hand with a gun pointing toward an enemy soldier carrying a weapon. There is a blue UI with information on the floor, score, lives, health, ammo, and an image of both the weapon and B.J. Blazkowicz.
There is not much subtlety here. Image: id Software/Apogee Software

B.J. started out in games as a one-dimensional angry Nazi killing white guy. He finishes The New Order as a poetic Jewish man in love with the woman who helped him recover from a severe injury and gave his life for his belief that everyone deserves to be free who lets other people be free. That’s quite a turnaround.

I was struggling, I suppose, for people who represented what I saw in masculinity. While I am nonbinary, I don’t struggle as much with expressing and representing that part of my identity because of its flexibility. Masculinity is more of a challenge, but is just as important. In real life, I have quite a few men and nonbinary masc people that I respect massively and appreciate for their masculinity. But, I learned a long time ago not to base my ideals on real people – real people should not be punished with the weight of anyone’s ideals as their expectation, and that’s what happens. So I was hunting.

Beau with green and grey hair in a black and grey hoodie tee entering a doorway lit in green while carrying a blue-lit sword.
In many ways, I’m always hunting. Image: John W. Sheldon, 2020.

I was also hurting. I felt so left out of the community, I had entered two new jobs where I felt alienated and afraid, I had started a Master’s program where I was weird and strange to everyone I met, and I was still struggling with my mental and physical health, as well as various life stuff. I needed someone to restore my faith in me, in what I believed, even if it was fictional – to me, that it could be conceived by others was enough.

As I played the game, I realized slowly that B.J. was the masculinity I see. He is a flawed man, but he is also a man who has been harmed (in some ways, he reflects his original creator (domestic abuse & chronic illness warning)- strange after all these years!). No one is perfect, and he does not subscribe to the idea that the decisions need to be made by or controlled by cis straight white men. His leaders are women and disabled women. He defers to his wife Anya after they escape from his hospice and get married, her leading the way in the bedroom and also being his guiding light in the field. Caroline, a brilliant leader and amputee with a prosthetic, is his most trusted colleague and the person who is in charge of his life.

In his interactions with J, the Black guitarist who survived a U.S. Nazi attack, he works to overcome the ingrained racism he was raised with. He works side by side with disabled veterans and civilians, people of all ages and backgrounds, and even reformed Nazis. While yes, B.J. may initiate a first interaction with someone who violates his worldview in a shitty way, he apologizes, he backs down, he defers to the marginalized, and he tries to change.

B.J. and J meet with a harsh conflict, but bond when B.J. accepts J’s offer to open his mind and his perspective changes. I recommend not watching past the three minute mark, as things get dark but loud for J at the hands of the villains. Video sourced through SnackPackedd’s YouTube.

And yes, I will be frank – B.J.’s poetic waxing in my noise-cancelling earbuds wooed me to a degree, and I do think he’s a huge hunk of himbo. But when I cried at the end of The New Order, it was not just because the story itself ended. It’s because my time with B.J. had ended, this space of time where a man who does great violence because violence is called for and because he is the right one to do it awkwardly looks like a puppy when his wife kisses him, and overcomes some extreme suffering at the hands of many different people.

He does harm to himself to rip away the marks of Nazism, and takes acid with J to see a new reality, and makes the hard decisions, and dies and lives and breathes freedom and hope. B.J. feels ultra-masculine because he does violence and he speaks harshly, but in reality he is soft and he hurts and fears but keeps going as that ultra-masculine presentation because he is the right one to do it.

To me, we represent the best masculinity not so differently from femininity, aside from weird invisible things I can’t explain. It’s the kind of guy who if you ask him, he will beat down every bully that’s ever threatened you, no matter how big or endless, but he would be so much happier to lay back on green grass while a dog or his kids bound around him and wait for his lover to say “Please do” before he does. That’s B.J. We got that from Blazko, the person who looked like an angry Lego® Man was his avatar.

An avatar of old school dirty blonde square head B.J. Blazkowicz next to a 100% health meter.
Can you imagine a Wolfenstein Lego® movie? Yikes. Image: id Software/Apogee Software (cropped).

I want to examine this in more detail as time passes, with a series of posts, talking about gender, game design, and much more. I will be clear: I do not think B.J. is a perfect person in any incarnation. I don’t think The New Order is perfect, either. But I think there’s a lot of richness there, and I think it’s important to break things down when they latch onto my heart. I hope you’ll join me as I dig deep and try to share ideas for tabletop and video game design both by looking at what The New Order, and B.J., do right and wrong.

I did find a middle name, by the way. It’s Jágr, which is a Czech name in honor of my commitment to Thomas, who blushes sometimes when I say sweet things to him, and pronounced like Jaeger, because it’s the Czech version of Jaeger and Jaeger means hunter. I think it’s undeniable that just like B.J., I am a hunter and always have been – of love, of hope, of joy, of answers, of freedom, and of those who seek to take freedom away.

A split screenshot of Anya, a woman wearing a headset, on the top and B.J., wearing his jacket and gear, on the bottom. They are discussing his next move.
We do what we must because we must. Image: Bethesda via MobyGames.

I’ve pressed submit on the request to have my name change prepared by a legal professional 15 minutes ago. It’s going to be expensive ($160 for legal help, $160 for the courts, ~$200+ for putting my name in the papers for protest), but I can’t wait to be realized as myself.

B.J. was 32 at the beginning of the first story told in games. I turn 33 in two months. It’s time for a change, and some growth. I have so much hunting to do.

Beau Jágr Sheldon.
That’s me.

Celebrate #Epimas2020 by Giving Games!

I hope you all are staying safe and celebrating any holidays you do while respecting COVID-19 guidelines! I want to share some fun and interesting games with you as part of the #Epimas2020 bundle that I’m a part of. I hope you like what I share! The bundle ends in three days!

To tell you a little about Epimas, it is a created holiday season bundle run by Epidiah Ravachol, who I am lucky enough to have known and worked with over the years. The bundle was originally conceived as a way to share games with friends or new players and expand the hobby while maximizing use of the PDF format. You gave a bundle, you got a bundle. This year, it’s on itch.io and while the give/get format isn’t yet feasible on the platform, there are 69 designers contributing to this amazing bundle you can gift a friend or colleague to help them explore so many amazing games that soon, they’ll be inviting you to play them!

This is the first year I can really participate in the bundle, and may be the last. I’ve wanted to be a part of Epimas since I first started in games years ago and saw it, because it demonstrates something I really love – games as a gift, as a way to grow the hobby, as a way to try new things, and as a way to spur new creation when inspiration strikes after checking out so many amazing games. I am so excited to be a part of it, so in the last few days of it, I wanted to recommend you check it out!

This year’s bundles are named in a trend with Santa’s reindeer, starting with the overarching Dunder & Blixem bundle, which covers all games offered in the bundle. The others are Vixen, Comet, Cupid, Dasher, Dancer, and Prancer, which break down the bundle into smaller bundles of games. I am in the Vixen bundle with Turn, alongside these others! Note that I haven’t played most of these games, but I’ve read the reviews and some of the text from a few and that’s how I’m compiling my notes.


Continue reading “Celebrate #Epimas2020 by Giving Games!”

A Very Merry Mental Illness to Me

Hey, friends, supporters, consumers, and colleagues. this one is a little important.

I hope the best came for you in major holidays for each culture and religion or lack thereof that came before this post, and the same wishes for you in the festivities (or lack thereof!) to come. Please stay safe in the continuance of COVID-19 and the many dangers all marginalized people face, and seek joy in every moment – even if it’s fleeting, it heals more than all the rest.

That being said, this is me. Beau Sheldon.

Beau in a black and grey hoodie tee with festive makeup.
Me. 2020.
Content warnings for discussion of mental illness, physical disability, financial insecurity, gender identity, gender dysphoria, mention of hallucinations, mention of schizoaffective disorder, mentions of political and social issues in the United States, and details of creative dysfunction.
Continue reading “A Very Merry Mental Illness to Me”

Thoughty Ending Regular Interviews

Thoughty remains! So does Script Change. I still hope to do some interviews, as mentioned, very periodically. I want to talk more about design, and about leadership in games. I want to talk about the things I personally enjoy in games, break them down, see if I can make them make sense. I hope when the worldsuck eases I’ll release more games, though I doubt anything I do solo will be as big and fancy as Turn. I’ll be separately supporting my partners with their projects. Oh yeah, and I’ll still be accepting guest blogs here when I can build up a larger fund for paying creators!

Times do change.

My first interviews were before Thoughty – on my previous and now defunct site that I ported here with Systir Productions & 616, and on Gaming as Women with attendees of a Gamerati game day and then Judy Bauer of all people. I kicked off Thoughty and Five or So Questions in 2014 as a continuation of the original blog, but only the interviews really stuck around.

Younger Beau with long brown hair, glasses, and a nerdy tee shirt standing next to a man with short dark hair and a blue Paizo polo. Behind them is a busy convention crowd.
Me in 2013 at Gen Con with F. Wes Schneider, Paizo’s then Editor-in-Chief, who I had interviewed for GAW.

I have done over three hundred interviews on Thoughty, about 250 of those being Five or So Question interviews. I have only had a few interviews fully fail to be completed due to scheduling, and one pulled by the creator. I’ve interviewed people about not just tabletop but also card, board, and video games, plus lonely solo games, huge collections of tabletop and live action games, their artwork, their design process, their Kickstarters, and more. I have had an exceptional opportunity to pick the brains of the most brilliant designers in tabletop games, from legacy designers like Ron Edwards to genius women designers like Dr. Jessica Hammer and Meguey Baker to groundbreaking modern designers like Jay Dragon and Rae Nedjadi. Many of these people I have grown to consider friends and colleagues, and I’m so grateful for the amazing things I’ve learned from them and shared with you.

I have been supported by my Patreon supporters primarily for these interviews, enough funds to pay for my website and a bill every so often, some busy months enough to help me pay medical expenses. I am incredibly grateful for my supporters, for everyone who has shared an interview, recommended a creator to reach out to, or praised my interviews, regardless of whether they supported me financially!

You may ask, if this is so great, why does the title say you’re ending interviews? What does this mean for Thoughty? Why has the site been so slow recently, anyway? Well, that’s what I’m gonna try to answer here. This is… a bit long. I’m still me, you know.


Continue reading “Thoughty Ending Regular Interviews”

Into the Mother Lands with Tanya DePass and more!

Hi all! Today I have an interview with the creators of Into the Mother Lands, a new project being performed on and sponsored by Twitch and released on YouTube, developed using the Cortex Prime RPG system. You can keep up to date on the project through their Twitter or Discord, and until then, check out the responses from Tanya DePass (T.D.), B. Dave Walters (B.D.W.), and Gabe Hicks (G.H.) below!

Catch Into the Mother Lands, a Cortex Prime RPG actual play using a new sci-fi IP created by Tanya DePass, leading a team of veteran Black & POC creatives as they build the world and its stories together at twitch.tv/cypheroftyr, Sundays at 4pm Pacific/6pm Central/7pm Eastern/5pm Mountain time.

What an amazing team, and with Tanya at the lead! For our readers who may be new to your work, could each of you introduce yourselves and talk about your experience and specialties that you’re bringing to the Into the Motherlands RPG?

B.D.W.: I say words about things! I have been playing games for about 30 years now. I’m the writer and co-creator of Dungeons & Dragons: A Darkened Wish and DM for the streaming series of the same name. I also have written for Werewolf the Apocalypse 5th Edition and some other unannounced World of Darkness projects.

I have also consulted on increasing diversity and inclusion in a number of well-known gaming properties. 

T.D.: I’ve been a diversity & inclusion consultant in RPG’s for the last few years, have writing credits with Green Ronin, Paizo, Monte Cook Games, WotC and have been playing RPG’s since I could hold a D6. 

G.H.: Hi, my name is Gabe Hicks! I’m a voice actor, streamer, and designer who works in digital and tabletop. I have written for MOBAs, worked with Paizo, Zweihander, a plethora of other companies and systems and narrative work and taking those experiences and working with different worlds is part of how my design and narrative process have helped me in building this world for Into the Motherlands RPG. It’s learning a little bit from each piece that I’ve done and considering how it all blends in the world together.

There is hype for Into the Motherlands already, but what are you most excited to explore? How does your use of streaming and your varied backgrounds impact your presentation of these exciting elements?

B.D.W.: I am most interested in being able to explore a sci-fi setting that’s not ultimately a bland retelling of the Westward Expansion!  We have the privilege of painting an entirely new portrait of a civilization completely free from colonialism, and that has been an incredibly satisfying mental exercise. I can’t wait for you to see it! 

TD: I’m excited to tell a story without colonization and slavery as part and parcel of the world’s lore and history. To see where our folks wind up and how their choices become a canon part of our world. 

G.H.: I’m really excited to give a core premise for worlds and then see how people build onto them or build their own. There’s a lot here that we have to build up and create more and more, and it’s an opportunity not often given to really have a whole fresh start especially when it comes to world’s imagined specifically by people of color. With the different skill set and experiences of the team as a whole when it comes together it’s beautiful. We’re able to figure out and design a game that plays well in a show format but doesn’t have to be a show to be fun. 

That sounds great! So tell me about Into the Motherlands. What is different about it from other sci-fi settings? How are you demonstrating the unique elements?

TD: It’s different in that we’re not going for super grim dark, it’s populated by a variety of cultures and does its best to invert a lot of tropes. 

G.H.: We built this system with such a heavy emphasis on storytelling in a sci-fi setting. So many people try to make games that are combat in space without as much emphasis I’d like in story, world building, and creating entirely just new ideas rather than playing off tropes. Not to mention, when we do see these things there is almost never African inspiration tied into them.

What is it like debuting a game on Twitch? Are there unique challenges or benefits that come from this platform as your showcase?

TD: It’s hard because we discovered people will backseat literally anything, including a brand new system and even the production of the show. Benefits are that people can see it done real-time, but also you get to see the weird commentary and other things people are throwing around. For me, it’s hard because all these theories are so incredibly wrong, but you can’t stop playing to address it in chat. 

G.H.: I honestly think I’m spoiled now with development. We get a chance to see LIVE what people are interested in, what people want to see more of, what people want to know more about and it honestly makes my job so much more interesting. It’s an opportunity to literally focus on the things people want and then create extra on top. This isn’t a circumstance where we have to wait and see what gets people interested during development. It’s such a fortunate thing. 

Where did the inspiration for Into the Motherlands or your work on it come from? How have you workshopped ideas when you’re working to avoid colonialism? Does that come naturally to your team?

TD: We just talked, and decided there would be no colonialism, slavery etc. It’s not that hard and we didn’t need to workshop it. With an all Black & POC writing team, we just opted out off that, simply because Sci fi and fantasy don’t need those to tell a compelling story. 

G.H.: It does come pretty naturally. It’s a team effort and that’s so clear when we sit down and work. Like Tanya said it was just a straight up choice, none of it. I’ve literally been reading into the different biomes and environments in Africa, the way flora and fauna interact, and how much variety there is in life. It’s been a never ending supply of inspiration and stuff to share.

The Into the Mother Lands logo with a black and white starfield background and the text Into the Mother Lands in a stylistic font with two yellow lines swooping through like rolling hills.

What’s it like working on an inclusive and diverse team that’s got such varied perspectives? Does it feel more freeing to work in this way, and does it help on this specific project to be such a diverse team?

TD: Absolutely it’s more freeing. However, we assembled this talented team of Black & POC creatives not just to be ‘diverse’ but because everyone is super talented and capable. While it’s being pointed out that we’re an all Black & POC team, by us because for me (and maybe others) it’s the first time we’ve had that option. But it’s not the only thing about our group, game and show. 

G.H.: It’s freeing. Someone always has a new perspective or an insight. IT’s not just one point of view but it’s like knowing we all have some different experiences in some of our similar views. I feel a bit like I have less to prove of myself, a bit like I can already say “These people get it.”. On this project especially, having a diverse team is huge part of why this game works as well as it does. It’s a testament to diversity being such a boon in creation.

Thank you so much to all three of those able to respond for this interview! I hope you all enjoyed this interview, and that you’ll check out Into the Mother Lands on Twitch each Sunday!

Catch Into the Mother Lands, a Cortex Prime RPG actual play using a new sci-fi IP created by Tanya DePass, leading a team of veteran Black & POC creatives as they build the world and its stories together at twitch.tv/cypheroftyr, Sundays at 4pm Pacific/6pm Central/7pm Eastern/5pm Mountain time.

Five or So Questions on Brinkwood

Today I have an interview with Erik Bernhardt about the game Brinkwood: The Blood of Tyrants, on Kickstarter perfectly in time for the spooky season. It’s also the first example of castylpunk on Thoughty – if you’re curious what that means, read on!

Content warnings for images: blood, gory imagery

The Brinkwood: The Blood of Tyrants logo of white textured text on a black background with a smear of red blood.

Tell me a little about Brinkwood: Blood of Tyrants. What excites you about it?

Brinkwood is a Forged in the Dark game, a system I love working in. This is my second attempt at putting a hack of Blades together, and I’m excited to be working as part of a team now, as so many good ideas flow into the project from our consultants, playtesters, and others involved in the project.

The four-word pitch is “Robin Hood versus Vampires”, which I think, if that grabs your attention, this is a game you’ll be interested in. What excites me about it is the chance to build a game that has a lot of depth and longevity to it’s campaign level, without a lot of the baggage and book-keeping that typically goes into this sort of game. We’re putting a lot of work in to make it so that you have an evolving experience, starting from just a few bandits out in the woods, slowly building allies and relationships with other factions, many of whom who have been working at this a lot longer than you have, and slowly turning from a band, to a coalition, to a movement, to finally a true revolutionary force.

I’m probably most excited to bring in some of the real-world experience I’ve had in leftist organizing. In a lot of games or media about rebellion and revolution, the focus is on heroic individuals, rather than groups and movements. I think both narratives are valuable, and I wanted to include both in this game. In many ways, this game is about taking different groups who all share the same ideological goals, but differ in the details of how to accomplish said goals, which mirrors my experiences from 2016 onward. This isn’t a game where you try to get deeply opposed groups to work together, it’s about the smaller frictions of approach between groups that are incredibly committed to the same goals, and negotiating those competing approaches to try and build a successful rebellion.

Tell me more about integrating your organizing experience into the game. How does this come forth in play?

For my organizing experience, I think it comes out in play in two main ways, one subtle, and one not-so-subtle. On the subtle side, I think the interplay of the various campaign-level systems, be it your allied factions, their strength feeding into your strength, the sedition mechanics, and even the actions the GM takes as the “Vampire Lord” create a sort of test-kitchen effect, where players are put into the mind-space of organizers and revolutionaries. One of my favorite examples came in a recent game, where my players asked themselves first, not what they thought a community needed, but what they could do to find out what a community actually needed. I saw this problem crop up a lot in my organizing experience, with groups coming in with their own agenda, imposing solutions to what they thought were a community’s problems, without actually consulting said community. It was thrilling to see this very issue emerge organically, and for the pressures of the game system to guide my players to (what I believe to be) the correct choice for any organization: Ask people what they need first, don’t assume you know better, and then work with the community itself to provide mutual aid.

On the not-so-subtle side, we have the Conclave, a system whereby every few sessions, depending on the player’s actions, they will meet with the stakeholders in their rebellion. I was inspired in my own experience of meetings between different faction representatives (called “spokes”, both in anarchist organizing and in Brinkwood) to determine what goals to prioritize, what resources to allocate, etc. It’s a messy process in real life, and so far, when played out, it’s messy and dramatic in-game. To me, the most interesting conflicts are between people who both have the same goals and ideas, but differ only in their approach. It’s interesting for players to be in a space where they have to stake an opinion on the world, and actively make decisions about who-gets-what that actually impact the game’s world and their own relationships with one another and their NPC allies.

An illustration of a masked figure in a long sweeping cloak and practical clothing, carrying a bow and arrows. The mask has dramatic antlers, and the figure is traversing a tangled wood.
Art by Olivia Rea.

How are you building hope and the possibility of success into the game when mechanically Forged in the Dark mechanically can trend a little bleak?

We’ve done a lot of under-the-hood work on the Blades system to try and make things more hopeful and less bleak. The slow grind of vice, stress, and trauma tends to “wear down” PCs in Blades, and I’ve read a lot of reviews and analyses (some critical, some positive) of both Blades and, in some ways, Brinkwood‘s closer antecedent, Band of Blades. On the first level, I’ve changed how the stress grind works. For every resistance roll (Blades’s main mechanic for players to resist, or “cancel out” negative consequences), I’ve changed the math so that the range of stress goes from one to three, rather than from zero to six on a single roll. This means that most every action now carries a price, albeit a smaller, slower burn-down that, in my opinion, allows the players better control of how quickly their characters get into trouble.

Similarly, I’ve “split” the typical Blades sheet into two pieces, with the player character on one sheet, and the special abilities / archetype information on a separate “Mask” sheet. Players are free to choose between these masks on each Foray, and this allow players to be more flexible than they would in other systems (ie, play the mask of Violence if their character needs to be able to defend themselves, or play the mask of Lies if they need to deceive or socially manipulate their enemies). I’ve also “split” the stress track between Stress and Essence, so that players have access to more resources overall, but still have the tension of two slowly burning resources.

Lastly, in the reference documents we’ve prepared for players, we’ve put a lot of emphasis on giving the players all the tools they need to succeed, with advice on how to boost their rolls, their effectiveness, or what to spend and what to do. I think Blades can be an intimidating game to learn in some ways, and if you don’t have access to all the knowledge the game demands, it can become a lot more deadly or stressful than intended. We also state explicitly in our GM advice is that the GM is a co-conspirator and a player, and should remain on the PC’s side, giving advice on how to use the rules, how to spend resources, or how to navigate other more complicated aspects of the game to ensure the PCs know all of their options in a given situation. It amazes me how much less “aggressive” and more fun Blades becomes when you remember to do simple things like offer Devil’s Bargains, or remind players that they can resist any consequence you throw at them.

What is the world like that the characters exist in and that they’re encountering challenges in?

Brinkwood takes place in a castylpunk world, meaning it’s aesthetic is very much in line with stuff like Castlevania or similar properties, but with a punk intention brought to bear on it. So it’s medieval / gothic-esque, with lots of castles, gothic architecture, gloomy cities, sprawling manors, small villages, etc, but also alongside things like primitive firearms, smoke-belching factories, flesh-steamwork amalgamations, and other more anachronistic monstrosities and details. By saying this is a “punk” game, we mean that you aren’t here to admire the scenery or sympathize with oppressors, you are here to tear down systems of control and oppression, not to replicate or replace them.

An illustration of an arrow-ridden corpse laid over a stone block with "The Blood of Tyrants" written in blood on the wall behind it.
Art by Olivia Rea.

What inspired the choice to split the character sheet into two parts, and what are some of the benefits that come with that design choice?

The inspiration came from a common problem I saw in some campaigns of Blades, as well as other games I ran. I found that often times, people would lose interest in the mechanical side of a character long before the character’s “story” had completed. By separating most of the mechanics out to a separate sheet, it allows people the freedom to “try out” different mechanical archetypes, and not shackle their character’s story development as closely to their mechanical development. Likewise, it allows interesting groups of characters to play together, without necessarily worrying that they’re “missing” a key archetype or ability.

Playgroups are free to experiment, try different types of Forays, and not feel pigeonholed into doing the same sort of thing over and over again. In a narrative sense, it helps contribute to the theme of “commonplace heroism,” your character isn’t exceptional by virtue of some in-born talent or ability, but by their willingness to take up the mantle of responsibility and take action.

A Brinkwood: The Blood of Tyrants promotion with preview of the book, a link to www.brinkwood.net, and a brief description before a call to action to "Join the Rebellion!"

Thanks so much Erik for the interview! I hope you all enjoyed it and that you’ll check out Brinkwood: The Blood of Tyrants on Kickstarter today!

Mnemonic with the Team

Hi all! Today I have an interview with Dee Pennyway and the Mnemonic team to talk about Mnemonic: A Weaver’s Almanac, which is currently on Kickstarter and sounds fascinating! Included in the interview are:

  • Dee Pennyway (they/them) – DP
  • Lexi Antoku (they/she) – LA
  • Nicholas Masyk (he/him) – NM
  • Pam Punzalan (they/she) – PP
  • Sinta Posadas (they/them) – SP
  • Synxiec (he/him) – Syn

Thank you very much for joining me to talk about Mnemonic! Before we talk too deeply about the game, I’d like to introduce you to my readers – your debutante, so to speak. What brought you to games? Why do you choose to design?

DP: I’ve been playing games since I was 10, when my friends and I would walk down the halls between class and talk through “roleplaying” stories in the Star Wars universe. We tinkered with the design ideas from video games like Gauntlet Legends and Legend of Zelda to imagine what other stories might look like. Sometimes those stories were capital s Stories; sometimes they were just aesthetic ideas, like “What if a game like Gauntlet but you’re all summoners conjuring big magic beasts?”

It wasn’t until high school that I touched a tabletop roleplaying game with mechanics and character creation. My group of friends played D&D every Friday for four years, because D&D was the game we knew. The Mnemonic setting came out of a play-by-post game twelve years ago, and it’s been growing steadily ever since.

LA: I started formal, written RPGs… sometime in middle or high school? Thereabouts. But I was introduced informally through improvisational dungeon crawling in (ugh) Boy Scouts. I tolerated entirely too many years of that, but at least I got this out of it. Next was, of all things, freeform forum RP in the GameFAQs Metroid Prime social message board. For formal systems, I got started with D&D, as many are, because it was the cultural monolith that people recognized.

I spent a long time reading Vampire: the Masquerade core books and sourcebooks in a bookstore nearby, but never played it because I didn’t have a group for it. D&D was interesting to theorycraft, but I never got a regular group for an extended campaign. Shadowrun was the next game I played seriously and the first I had a real extended campaign of. Shadowrun has a complicated relationship for me, one that I don’t have nearly enough time or space here to address. The much abbreviated explanation is that they made me aware that my TTRPGs could say something, mean something, be something, not just be the aesthetic trappings for a series of ever-escalating violent encounters.

NM: I played my first TTRPG at 14 in highschool – D&D, naturally – and my experience was so bad I didn’t play again until I was 19 or 20! Through Games Club at university I was introduced into Dark Heresy, Deadlands, Vampire: the Masquerade, and Legend of the Five Rings (they also tried hard to get me to give D&D and Pathfinder another chance but I never did, really). But we always ended up house-ruling our games to do the things we wanted them to do that they didn’t. Designing games from the ground up was the next step: something I’ve done for over a decade without ever imagining myself a ‘game designer’ or participating in TTRPG Twitter!

It’s only in the last year or two I’ve really called myself a “game designer” or thought of what I do as design, let alone dreamed I could do it as a job!

PP: I grew up reading more tabletop and wargaming books than “proper” literature: AD&D, L5R, Mechwarrior, Warhammer, and oWoD all introduced me to interesting possibilities that I could make my own rather than stories that were set in stone. This is interesting to me in retrospect, because this was the 80s in Vancouver, and that period was the height of the Satanic Panic. You’d think that my staunchly Catholic Filipino parents would have despised such books as works of the Devil, and would have then barred my older brothers from playing. Turns out that they didn’t mind because tabletop games meant that they got to play with friends. Brown kids in a very white section of town needed friends.

Of course, I was too young to join any of their games. My first forays happened much later in high school, with close knit circles of friends from my school and with my younger brother plus some cousins. There was a long period where I was disillusioned from tabletop because a lot of my peers were cishet, male, and/or sexist – which led me to the new World of Darkness books, and had me making my own campaign on my own terms. Did a copious amount of kitbashing and homebrewing for WoD in particular, and I always got the same comments. “This is such a cool world!” “This doesn’t feel like WoD, but in a good way?” “Why don’t you make your own games?”

It’s been a pretty wild game design journey for me since last year. I don’t think I can answer why I design in so many words, but if I were to try… I think I design to find myself, and make more room for other people like me. There are always stories to be told, and each one of us brings something different to our tables. I like exploring the many things I can offer, both for my own pleasure and for anyone who may read my works and realize they could make their own things from the tools I can give them.

SP: I started playing Tabletop RPGs in 2015, but I’d been curious about it for much earlier, there was just no time. Mid 2014 was the beginning of my thesis year in college and I really wanted to finish college because at that point I was already about 5-6 years in University. When 2015 came, though, I was just about to enroll for my last semester when I was told that some of my units that I took in the University’s constituent campus were apparently not going to be credited. It meant that I’d need to retake some classes before going for my thesis. Funny circumstances, because that’s what gave me the time to actually get into games. I had a boyfriend at the time who had friends that were coming together for a D&D campaign which was how I got invited. They were taking up the same course (Library Sciences), so by majority, we agreed to meet at their college building (which was… the University Library). My college building was across the campus so I was often arriving just when everybody was settling in.

My first campaign was, in a word, chaotic. We were fifteen players, what can you do? But surprisingly, my DM was really good at it. So good, in fact, that I thought this was just… normal. I thought the normal table count was fifteen players and that any less was… just a little lonely. I was very wrong. I think having such a great DM at first also gave me very rose-colored lenses for every DM that I played under afterwards. There were lots of DMs that I experienced afterwards that were… not so great, but I thought “Oh, maybe my first DM is just exceptional.”  Unfortunately, this mindset paved the way for me sort of… allowing myself to be thrown around under games and tables that were not so respectful of my boundaries with players and DMs that felt less than safe to be with. Exhausted, I broke away from that and later fell into a game design project that soared for a bit, but eventually also moved away from due to differences in direction and principles. It was here that I think where I really started. I met some great people from the Gamers and Gaming Meets, an organisation that hosts TTRPG events here in Manila. They helped me move towards design and expand my horizons. 

I still remember when my friends took me to their place and showed me all sorts of TTRPG books and how the layout was done and how the mechanics were presented. The art, the themes, the dynamics all spoke so deeply to me and I was hooked ever since. I began creating games with ideas and themes that were close to me (plants, haha) and I’m now trying to explore making games that mean a lot to me. I’ll admit that while my first gaming experience wasn’t terrible, the ones that followed for a long time were exhausting and far from ideal. I want to make games that touch on ideas that are important to me, like the struggles of  growing up in this country that seems to love making it hard for people like me (queer, non binary, not part of the upper class) to exist. I want to create games that inspire others to also make games so that their voices can also be heard. 

Syn: Gaming had always been a thing for me – Mario, Sonic, Tetris, etc. – but tabletop games and design is a bit more recent for me. I started playing tabletop games somewhat seriously around 2016 and started DM’ing after some encouragement in 2017. It was a wild time learning how to handle all of that, but the further I progressed in learning how to DM and looking into the lore of these systems, the more questions I asked about why things were as they were. As I put those thoughts out into the world, the responses that came back were “Have you thought of designing a game?” I hadn’t. I thought I was just asking average questions that someone had surely thought about. They were, but the people who thought those things were, in fact, designers.

I asked about skill checks, dice rolls, worldbuilding, and kobolds and so much so that I ended up here, writing about this friggin’ exciting game.

An illustration of a colorful stained glass window.
Illustration by Sinta Posadas.

To follow that, I’d like to ask a little about your background. What are your areas of expertise, your storied histories? What makes you the designer to make Mnemonic and make it the perfect experience it’s meant to be?

DP: Mnemonic is the world I play in when I think about stories; it’s the universe of fantasy and magic that exists in my head, and most of the characters I create exist somewhere within that universe.

Mnemonic is a setting where memory has power, both as a life force for the world itself and as a source of magic. A lot of the setting’s ideas come from my own grapples with memory, things I remember from childhood that look a lot different in retrospect. Some things are happy remembrances; others, less happy. But giving people the space to explore that recontextualization is important to me.

I’m also White, which means I have a healthy load of unexamined biases when it comes to what stories can exist and what an imaginary world can look like. Would you believe me if I said I’m not the ideal person to tell stories in this setting? A lot of my design process for this world comes from a place of enabling players to tell stories that are personal to them, with as little White European Colonialist Bullshit as possible. For Mnemonic, this means asking questions to invite the player to bring themselves into the world. But I can’t do that alone.

For my first game in this setting, Cracks in the Mirror, I hired a sensitivity consultant to help me identify the spots where I was stumbling into presumptive or harmful tropes. They were immensely valuable in helping me realize everything in the previous paragraph, too.

For our Weaver’s Almanac, I wanted even more help, and not from people with the same unexamined biases as me. Which is why most of the members of our team are BIPOC. 

LA: I’m a high-generation mixed-race Japanese American. The relation between memory and reality in Mnemonic is interesting to me because of a particular story I have about growing up. Whenever I went to visit my grandparents, they would have documentaries about the Japanese internment camps on the TV. I learned a key part of my heritage through passive absorption. They never addressed it directly until I was much older. It was just there, lingering in the background.

Part of the basic premise of Mnemonic as a broader world is that memories, and how they affected people differently, are lingering in the world. They affect it. Their impacts, not just by their objective truth but by how people feel about them and even by how people manipulate when those are looked back on, are real, in a way even more real than the idea of a thing that happened some time ago.

NM: I’m mixed-race Black Canadian. I’m very interested in the shifting negotiations, interpretations and the power of memories, particularly in the way different groups and cultures remember their histories. Worlds where those cultures and their histories come alive through the power of memory and of story – particularly collaborative story – are so compelling to me because they allow us agency in how our histories are told in ways that we so rarely are allowed in reality.

One of the reasons I find Mnemonic so compelling is because of how it leans into tools for telling stories, rather than simply telling them. For me part of designing games is about creating gaps for the players to fill and create their own stories and memories. Players are really the game designers, if you think about it – I can write this and that, but those stories are no longer mine the second someone else picks them up. All I’m doing, hopefully, is opening windows they might not have noticed, and asking “what do you see? And what does it remind you of?”

PP: I’m a queer Filipino woman born in the Philippines. My parents fled from an oppressive regime, full of dreams of a better future for them and their children in Canada. My memories of Canada as a child are beautiful flashes – some I can see, some I can taste, some I can feel, and some I can smell. What’s much sharper is the jarring sense I had with my family’s return to Manila. The past few years have been an intriguing yet at times painful study in turning back towards those feelings I had, and realizing, now, what my past self was wrestling with: displacement, confusion, never fitting in even if I was as “Filipino” as my peers. Then, of course, there are the extra tensions of me being polyamorous (and discovering it late, after years of thinking I was bisexual and had “bad, extra” feelings towards multiple people), me being a woman in a hypermasculine, Catholic society that will take every opportunity to tell you that you and your body are nothing without the approval of men, and me being the only daughter out of six children in a rather traditional Filpino family (thus making me someone both in constant need of protection, and also someone who was expected to put their dreams and ideas aside if they were offensive or improper to her brothers). People will constantly try to rewrite you in the hopes of fitting you into easily digestible parts for themselves. They’ll try to ignore the fact that you have your own stories, and your own desire to write it the way you want to.

And that brings me to why I was happy to join Dee in designing Mnemonic. This was one of the first games that was capable, with every word, of telling me, “Hey. I see you. This is a story for you, that you can make as you like. I am a game that respects you for you.” Memories are things that transform, shift, break apart, come back together, write, and revise themselves as we grow older with them. Bringing that sort of beautiful process into a game is something I’m really into.

SP: I have always viewed Mnemonic with fascination. The dream-like feeling, the exploration of memory – that’s always what has drawn me to it. When I fully read it for the first time, I felt that idea of being able to become something – I don’t know exactly what, but the concept itself, to me, seemed necessary. As someone who often has to be A Certain One Thing in their daily life, it is comforting to have a game that exists that allows you to shift, be different, reform along with the memories that you explore in the game. I haven’t played it but I wish to someday. 

As for the art, I wasn’t actually expecting to do the art for the project. I thought I was going to do writing and then suddenly a discussion for artists was happening and… I decided to shoot my shot. And it happened! Before I knew it, I was designing art for the project.

Art has always been a complicated thing for me. I don’t talk about my art a lot because my feelings for my art and my skills are Difficult. I started making art when I was a tiny kid watching Powerpuff Girls in our living room back in my grandparent’s house in the countryside. I really took to it and enjoyed making drawing after drawing, filling one notebook after another. I was a hungry mind stuck in a small child’s body. I wanted to learn to make better art and I kept pushing myself so, so hard to as far as my small hands could possibly take me. Much like many of my peers, my skills were forever unrecognized by my mother (she raised me and my brother on her own) and I was constantly told to wake up and concentrate on more “money-making” pursuits. This constant push and pull made me hate my art but also made me unable to stop. My struggle with this continues to this day. My mother also still hasn’t recognized my skill and I don’t think she ever will. I don’t really want her approval anymore anyway, but I hope she knows she’s wrong. My art is going to be part of a kickstarter that will definitely touch hearts and also, bluntly,  make money. I didn’t become a doctor like she wanted, but I’m sure the project will heal others in a different way. 

Syn: I’m just a person with questions. Lots of them. So when you mix my innate curiosity about every single thing with my utter fascination with worldbuilding, I guess this was almost destined for me. I remember when I was asked to join the team. It felt surreal; I’m just a guy with questions about the worlds we build and the systems that support them. 

When Dee asked me if I would like to build in a world of memory, I was still learning what it was that I wanted to do in the world of tabletop games and the stories I wanted to tell. I read the mechanics and a bit of the lore and it was just… obvious. The stories I want to tell are the kind where you dig into yourself and ask questions and deal with the challenges that come from those answers. Everything in Mnemonic speaks to that need.  

A page from The First Gathering, a part of Mnemonic, by Dee Pennyway that is giving instructions for play.
An excerpt from The First Gathering written by Dee Pennyway, layout by Dee Pennyway. Click the picture to check out the draft (work in progress!)!

Cool! So, now that we know a little about you, tell me a little about Mnemonic. What excites you about it? What spurred its creation?

DP: Mnemonic emerged from a question I had in a play-by-post game a dozen years ago: If I have to spend Experience Points to use this ability, what do those Experience Points represent, and what does it mean to lose them? I settled into memory as a source of power, which evolved over the years into a world concept where the world itself has memories that exert themselves on occasion. I’ve played around with characters who lost their memories after abusing magic, characters who trapped unpleasant memories inside of powerful relics to try and forget traumatic events, characters who sang songs to resonate their own memories with the memories of others.

I’m pleased with the current version of the world that exists in my mind, which is that memory is inherently fluid, not something that can be spent or saved or stored but something that we engage with and observe on a constant basis. We remember things, we misremember things, we forget things…and the world does too. There’s something really neat to me about a world that remembers the things we do, even if no one else sees us do them. What memories does the world choose to hold onto, like keepsakes? What memories does the world try to forget?

Synxiec and I have talked about what happens when the world wants to forget somebody but can’t. Like a kind of cursed immortality. The story gets a lot heavier when we start exploring trauma as a world event, but it’s a thing my mind drifts to when I think about stories I want to tell in Mnemonic.

PP: I mentioned how Mnemonic is a game that spoke to me, and acknowledged me as someone full of stories that I wanted to tell. What excites me most about this project is the fact that by design, the emotions, intent, and player understanding of “memory” will change according to who joins you for a session. My first game had us exploring our gender identities, how we connected with other people, and how we viewed family and love. Being guided through the session with prompts and a constant reminder of “You don’t have to answer if you don’t want to; respect the silence” felt magical. The thought of being able to expand upon these experiences for more players, this time as a member of the dev team, really excites me!

The other big thing that I’m looking forward to would be all of the subsystems that the Almanac will have, plus all the gameable lore that our team will be bringing to the table. As a designer who is extremely comfortable with either systems that use dice or systems that are purely narrative, playing around with fascinating card mechanics is uncharted territory. The things we have planned make me feel like I can both contribute well to the Almanac, and challenge myself to design for new things.

Syn: The thing that excites me about the game the most is a hard question. At first, it was the die. Each of them having a distinct purpose. Then as I looked more closely at it, I found what excited me the most: the questions. Did I mention I like asking questions? Because I really enjoy asking questions and Mnemonic’s challenges are unique in that respect. What game asks a question like “What lies do you tell yourself?” as part of character creation? These are the kind of foundational things that build worlds I like to explore and get lost in.

We’re not even going to talk about how every other thing this game gives you has safety built into it. I’ve already thought about the many stories I want to tell in this world of memory, but don’t tell Dee that. It’s a surprise.

Also, the people I get to work with are people I have so much respect for and many of them are people I just enjoy for their own sake. I’m happy to work with them.

NM: Unreliable narration, anti-canon and player-collaborated and -created game history, lore, and content are things I’m particularly invested in. Games are shared storytelling endeavors, after all – it makes it that much more enjoyable when everyone is empowered and able to contribute to communal worldbuilding rather than passively experiencing those worlds. 

Mnemonic excites me in the way Dread and Trophy excite me: asking pointed questions of ourselves and others to build a shared world and a shared experience, as it pertains to memory – which is both a very personal thing and a communal one. Any time I’ve ever spent with friends, half the conversation is inevitably “remember that time?” Mnemonic, to me, is an entire game of that, and that excites me.

LA: The anti-canon nature of the setting is particularly cool to me because it more explicitly invites the players to make the world theirs. Most settings are fruitful not just for standing on their own, but for inviting players to be part of it, to participate actively. Mnemonic takes this a step further by saying that the instance the players are in is as true, as valid, as real, maybe even more real, than anything imagined by anyone else, up to and including the creators of the setting. It ties back to a core theme of the setting that the memories of something – the feelings and echoes and the ways they affect people – are more important than a theoretical objective truth. It’s about the experiences, both in-game and for the players.

The Tale of Five Strings lore piece and story arc from Mnemonic.
The Tale of Five Strings lore piece (one of 26) and story arc, draft, by Synxiec with layout by Dee Pennyway.

When dealing with memory, we can encounter some bumps along the road. How is Mnemonic designed to respect player’s agency and consent, and allow them to control content to avoid any triggers, squicks, or undesirable unhappy times?

DP: Agency and consent are two of my biggest guiding targets in game design, and Mnemonic is no different. Everything in this game gives players permission to paint their own picture of the events, and character creation asks each player to name at least one boundary for something they will not include in the story, with some guiding language about how to best take care of not just their character’s needs, but the needs of everyone’s characters, and of every player at the table as well. I’ll drop the excerpt from that section here:

The Boundary

When we tell stories, we inevitably leave some details out, some rooms unexplored, some doors closed. We do this for our own safety and for the safety of those around us. What is a boundary you will not cross in this story? How close to it are you willing to wander before you turn away?

Your boundary can be something your character would want respected, or it can be something you care about personally. For example, Dee has a fear of heights, but their character does not. They might say, “I’d like to set a boundary on detailed descriptions of vertigo or other feelings of being up high. We can go to high places, but I as a player don’t want to experience that feeling in my imagination.”

You can set more than one boundary, and you can add more as the story progresses or as you think of them. If privacy is a concern, you may want to consider some form of anonymization, such as a shared digital document or a trusted facilitator.

Respecting boundaries is about more than just not crossing the line; it’s about knowing when a boundary needs to remain entirely outside the scope of the story, even in reference. If your character has a pet and you want to set a boundary around that pet’s safety, you may want to establish that as a convention of play: that this pet will never come to harm, and will never even be perceived to be in any danger, no matter the stakes of the scene.

Mnemonic doesn’t directly present players with descriptive content; instead, we ask questions that guide the players to the kinds of themes we want them to explore, in their own space and at their own comfort level. We also include language that makes it explicit that players are allowed to change any aspect of the story, whether it’s something that’s happening in the current scene or something that happened three sessions ago. I don’t want anyone to feel like they have to commit to a traumatic consequence of a piece of fiction they established before they recognized it would be a problem.

I take a lot of inspiration from Script Change on that, actually. The idea of being able to Rewind a scene to take a different approach was incredibly influential for me. I hope that players are able to build that kind of agency into their play groups when they play Mnemonic.

The other thing we do that I’m quietly excited about is how we handle “A thing happened in the mechanics that you don’t like.” If it’s something that happened because of the dice, you can…just reroll them. Dice are an abstraction, a story generator. There’s a ritual quality to rolling a die, but I want players to know that if the Fire Die says you set fire to the entire world, you can opt out of that outcome and roll again until you get you send up a bright signal to let your friends know where you are.

Your character also can’t be removed from the story without your consent, which seems like a small thing but so many of the biggest games out there have some form of “Game Over” scenario where my character can be taken away from me by a cruel GM, or fickle dice. In Mnemonic, the only way your character can die is if you make the decision for them to leave the story. We have mechanics for it. It’s a big deal. You can do it. No one else can do it for you.

That’s a lot of words to dance around the fact that at the end of the day, we can’t completely protect players, we can just offer tools and guidance. If you’re a player who experiences bleed in a significant way (where the events of the story affect you on a personal level in a way that lingers after the story ends), I’d encourage you to check in with yourself regularly; don’t feel like you have to choose the “heavy” answer to every question. This advice appears in just about every game I write now, so I’m gonna put it here too: Take care of yourself. Take care of each other.

An illustration of two arms reaching out of a freestanding raincloud that's pouring down rain.
Illustration by Sinta Posadas. (I love this one!)

It’s clear you’ve dug deeply into the world and what the action and reaction mean. What made you elect to use the mediums you do – cards, the particular art style, etc. – to represent the world to people and to have them interact with? How does the medium give meaning to the art? 

DP: I want Mnemonic to be…hm, accessibility has its own connotations, and I have goals on that front as well but when it comes to the use of cards, what I’m aiming for is, “Can a person play this game with the things they already have”. And my family never played roleplaying games, but we did always have a deck of poker cards ready to go. And I know that a lot of general-purpose stores have decks available for less than $5, which means that if you don’t happen to have a deck at your home, you can probably find one even if you don’t have a “gaming store” near you. That was pretty important to me early on. That’s also why our dice are six-sided; I love polyhedral dice sets, but until very recently you couldn’t just go to Target and pick up a set.

The artwork is important here too, but for me it’s more about conveying the sense of “this is something that someone might have drawn or painted directly into their notebook while traveling.” Sin’s illustrations are wonderful and intimate, full of…I hesitate to tell people what they should be feeling when they look at these pieces, but I know that when I look at them I get a strong sense of “the person who painted this cares a lot about the subject.” And I hope that comes through.

We care a lot about the stories we’re telling. And I want players to care, too. About their stories, and about each other sitting around the table.

The rules pages for the Rain Die including the previous illustration of the arms coming out of the raincloud pouring down rain and the detailed roll rules for the die in play.
The Rain Die draft written by Dee Pennyway, layout by Dee Pennyway, illustration by Sinta Posadas.

As someone who has personally struggled with memory loss but also finds beauty in the ephemeral and has things they’d like to forget, I am genuinely curious how a session of Mnemonic plays out. What are an example or two of your experiences with the game and what did you take away – or leave behind?

DP: Mnemonic usually feels…weighted? I sometimes describe it as the feeling of holding your breath in anticipation, of choosing your words carefully in a space that allows you to do so.

We’ve been playing on the Actual Play twitch channel the past few weeks, and there are some things that I’ll hold onto forever, and at least one thing I wish I could take back (and probably would, if we were playing a longer-running series).

One thing I cherish is how readily everyone at the table takes ownership of the group’s well-being. Sean introduced his character, Warren, as a habitat for a community of rabbits, and after what was probably about a minute but what felt like only an instant, Synxiec announced that we were now, us, the storytellers, the players on stream, committed protectors of the bunnies. And like…yes, of course! Mnemonic, the game, is about being careful storytellers and recognizing when it’s your job as a player to look after the characters in your own story.

A thing I would change is that Misha introduced a piece of local folklore around a dragon living nearby, and it was super interesting–but then when I tied our first session together with my character’s closing scene, I used my own character’s backstory as a vehicle instead of connecting it to hers. It would have been a much more compelling story beat, and more personal to the entire group, and more meaningful to the town we were in, to make that moment about something someone else had introduced.

It was one of those things that I didn’t even think about until the next day, when it was already too late to go back and change. And the nice thing about Mnemonic is that if something like that happens in your home game, you can just…change it. You can go in next week with your group and say “Hey, this happened last time but I kinda want to retcon it to something else if that’s okay?” and then work out how the change might affect everybody, and the story you’re telling together.

The Mnemonic: A Weaver's Almanac logo which is the title in red text with three lines coming out of the word MNEMONIC on either side and coming to points.

Thank you so much to the whole team for the interview, including those unable to participate because of life – see you next time! I hope all you readers enjoyed the interview and that you’ll check out Mnemonic: A Weaver’s Almanac on Kickstarter today!