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Tag: RPG
Five or So Questions on Spaceships and Starwyrms
Hey all, today I have an interview with Benjamin Quiggins (he/him) and Audrey Stolze (she/her), the creators of Spaceships and Starwyrms (Tumblr, Twitter, Facebook). Spaceships and Starwyrms is a Dungeons & Dragons 5th Edition supplement “that brings science fiction to the gaming table in a system that is familiar to many seasoned players and very accessible to new players. The supplement is nearly 400 pages long, with new species, classes, backgrounds, equipment, and combat rules, including rules for spaceship combat and travel.” It seemed different and cool, so I asked a few questions – here’s what Benjamin and Audrey had to say!
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We’re excited to share the system and its setting with the gaming community. Neither of us have ever published something of this magnitude before, and it’s been a great learning experience. In particular, we’re really proud of all the work we put into creating unique spaceships and combat rules for spaceships. Plus, the setting (the Nacora Galaxy) really took on a life of its own during the creation process. It’s awesome to be able to put something out there that we’ve really poured our hearts and souls into. S&S is going to bring a lot of new opportunities and subtle changes to the d20 system everyone knows and loves, and we hope it has a broad appeal.
The main rules changes involve cover and a new action, the Hack action. In addition, there is a whole chapter on spaceship combat that should be a new experience for every table.
One of the things we’re most excited about is the adaptability of the Nacora setting. We blended fantasy and sci-fi together to leave room for a slew of different genres of play. This came into play a lot in our spaceship-building section. We have options to create your traditional, tech-based spaceship, spaceships that run on magic, or a mix of both!
Plus, with a galaxy this big, there’s a lot of creative freedom for GMs and players to adapt to their preferences. In particular, we tried to turn some sci-fi tropes on their head to give the galaxy a vivid, fresh atmosphere. One of the best examples of this are the Ix, a playable species of humanoid insects. We wanted to counter the stereotypical monstrous attributes and attitudes given to bug species. The Ix of Nacora are a people who believe in community, friendship, and peace. They are inventors of the universal translator used across the Nacora and founders of the Galactic Coalition for galactic peace.
With each of our species, we tried to consider the environment and evolution of the species first and foremost. That process involved a lot of research of biology. For example, we consulted with a botanist for one of our plant species, and we read articles about the effects of living without sunlight for another. Ultimately, we didn’t let the research hold us back too much – this is still a realm of fiction, after all.
As far as the cultures go, we tried to avoid direct parallels between our aliens and past and current cultures on Earth. We’re only human, however, which means that each species inevitably has some bits of our human experiences and knowledge in their cultures, no matter how much we tried to avoid that. The big exceptions to that rule are the Kygorans, who live in an extremely capitalist society, and the two cultures of Humanity in the setting, which both take aspects of real world humanity.
One of the most enjoyable aspects of science fiction for us is asking the big questions about how a species advances to the point of being a galactic power. We spent a lot of time asking ourselves about their belief systems and motives, their governments and economy, and what day-to-day life on their planets might be like. The Nacora Galaxy is a melting pot filled with pockets of deep cultural roots as well as areas where those cultures overlap and blend. Finding a way to have a variety of cultural experiences was very important to us.
The Core Sourcebook contains all the base information you need for planets, species, and cultures, but it does have a pretty broad focus on the history and cultural identities of the galaxy. We are already discussing plans for splat books that will dig into the individual cultures on a deeper basis.
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Thanks so much to Audrey and Benjamin! I hope you enjoyed the interview and that you’ll check out Spaceships and Starwyrms, releasing today! Find more at their Tumblr, Twitter, and Facebook, or email directly with any questions at spaceshipsandstarwyrms@gmail.com!
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Five or So Questions on Erotia
I interviewed Ray Cox about Erotia, a game about sex, gods, and communication. It’s currently available on itch.io, and is a super lightweight game materials-wise. Check it out!
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I’ve wanted to include more sex in my games for a really long time. I’m a professional GM, but the people I play with have never been super into it. Which is fine. Recently though I started Designing my own RPGs and LARPs. And I realised I wanted to make a game about sex, where you can have sex as part of that game. And after a lot of failed ideas, we have Erotia.
Ray Cox, the designer. |
What is the narrative of Erotia like? What do you play out and do as characters in the game?
The game lasts as long as there are people still in the play space. The game also ends for all players if the safeword is used. This is so that we can focus on giving proper aftercare to the person that needed play to stop.
But if you’re reading this interview, and you’ve played Erotia, I’d love to hear what you thought?
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Thanks so much Ray for the interview! I hope you all enjoyed it, and that you’ll check out Erotia on itch.io today!
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Turn in Final Days
Turn is in its final days on Kickstarter!
The project ends near midnight on November 30th. As I look at it now, I wish I had left in an extra day or two, because we may be coming up short of some of the stretch goals. But, I’m glad that we’ve come so far!
Right now we are looking at Meguey Baker’s Smeed Hill stretch goal,
Smeed Hill will explore a town cut in half by closing mills, then closing schools, and now empty storefronts on Main Street and overgrown houses in the hills. There are still opportunities, but also needs that have yet to be met. Meguey has proposed adding a squirrel and a skunk to the available beast archetypes, wonderful new additions to a small town!
Like the other stretch goals, Smeed Hill will introduce some local NPCs to help your story along, a new town type, new beast archetypes, and a new or altered human role.
It sounds like a wonderful town!
We’re also in the running for the 525 backers challenge I issued last night! If we reach 525 backers, I’ll release The Confidante,
You don’t ask for much in life, just for some peace and quiet, and for people to listen to you once in a while. Well, nobody seems in on that plan, so you spend most of your days hearing pieces of everybody’s secrets, even through walls. And yet, no one listens when you cry “wolf!” Though, maybe that’s a good thing.
Just a sneak peek!
For the stretch goals that we don’t reach, I still hope to pursue them in the future, it just depends on whether I can get the funds together, because I still want to pay people fairly! I want to release Gerrit’s Halver, Germany ($18k) and Jaye Foster’s Harmouth, South Devon ($20k), and my own work-in-progress, a Moose, which has been a secret goal for $20k for a while. What it means if we don’t reach them is that they will take more time, and be dependent on things like future sales and success.
Much like the Overachiever, I’ll be juggling a lot trying to make it happen. |
However, hope ain’t just a theme for way stations! We still have over 50 hours to make every bit of this happen that we can. So share, support as you can, and continue to have enthusiasm for Turn! If you can back, that’s just swell. If not, raising awareness – especially on different social media and sites – makes a huge difference to Turn’s success!
Thank you SO much for any support you have given and any you continue to give!
Check out Turn on Kickstarter today!
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Five or So Questions on FlipTales
Hi all! Today I have an interview with Ryan Mather on the game FlipTales, which is currently on Kickstarter! It sounds like a fun experience, so check out what Ryan had to say below!
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I’ve seen some results in playtesting that I’m really excited about. Kids and grownups are able to play on equal footing because the mechanics are simple and story-focused. I’ve obsessively redesigned the rules so that people who have never played an RPG before can learn the basics in as little as 5 minutes (depending on how fast they read). I’ve watched players play their first game in one session, then write their own adventure in the next. I love the idea that we can enable all players to be not just consumers but also creators of games and settings.
Lastly, I’m excited about the beautiful art that Caroline Brewer has made for the game. It’s gender-neutral and age-agnostic, so all players can find something they connect to.
One more thing! Thanks to some generous backers, I’m able to use funds from the campaign to pay creators from underrepresented backgrounds to make stories for FlipTales. These stories already look like they are going to be a ton of fun to play. It makes me really excited to see what other stories people will come up with
So from that background, there are a number of things I’ve baked into the game so that all players can have a good time. Zero industry jargon. Straightforward instructions, with lots of visuals. Simple coins, simple character cards. Abilities and characters that are designed to appeal to players of all backgrounds. A format that requires zero preparation so that you don’t need experience or bountiful free time to have a game—and adventures that are as easy to write as they are to play!
My hope is that all these features combine to make an experience that feels straightforward to everyone. Of course, no game is ever finished, so I’m constantly playtesting and gathering feedback. Players’ feedback has driven design changes in every element of the game from the creatures and abilities, to how many stats the characters have, the colors of the coins, and how characters level up. I’ve deleted 75% of the game’s content over the course of development in order to hit a level of simplicity that worked consistently. I’m particularly interested in working with sensitivity readers to uncover mismatches that I can’t see on my own.
The stories all invite players to world-build and flesh out their character according to what they care about. Since FlipTales stories are all one-shots, the depth of the characters isn’t going to be anywhere near an episodic game. The richness in the storytelling happens as players try different combinations of creatures and abilities and hopefully get their feet wet writing their own adventures.
As a side note, if anyone reading this is interested in writing a FlipTales adventure, or would like to nominate a creator to write a story, feel free to reach out! As a part of the kickstarter, I’m providing funds for creators from under-represented backgrounds to make stories. You can also always submit a story through the website, which I’ll playtest for free and help refine if you need.
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Thanks so much to Ryan for the interview! I hope you all enjoyed it and that you’ll check out FlipTales on Kickstarter!
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Five or So Questions on Thousand Arrows
Hello all! Today I have James Mendez Hodes back to talk about Thousand Arrows, which is currently on Kickstarter! James has written on his own blog quite a bit about Thousand Arrows, but I wanted to ask a few questions here, too. Check out his responses below!
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Art by Rachel Quinlan. |
- As usual, I read a lot of Japanese primary sources, history books, and religious texts. If you’ve heard about my research processes for Scion 2nd Edition or 7th Sea, you know what I’m talking about. Brennan and I also watched a lot of Kurosawa Akira’s period films, as well as their modern derivatives like Samurai Fiction.
- In 2013 I graduated from St John’s College in Santa Fé, New Mexico with a master’s degree in Eastern classics. I learned classical Chinese and read and wrote about a literary tradition that traveled from India through China and into Japan. My undergraduate work focused mostly on African topics, but I had always wanted to study Asian history and religion in more rigorous detail. Reading the Tale of the Heike, the Tale of Genji, and the Pillow Book established the narrative and behavioral conventions underlying the game’s moves. Reading the Buddhist canon inspired Thousand Arrows’s tragic tone and attachment mechanisms. I think an accurate, respectful portrayal of Asia and Asians, whether fantastical or historical, requires understanding where continuities do and don’t exist between different Asian cultures. It makes the difference between cultural exchange and cultural conflation.
- In 2006 I took up a Japanese martial art called Bujinkan budō taijutsu, which teaches traditional Japanese battlefield and espionage techniques. The Bujinkan’s oral and written history begins in the tenth century CE and, like most martial arts’ histories, combines historical fact with fanciful myth—both of which influence Thousand Arrows’s historical fiction. Thousand Arrows weapon masters’ special moves come from my own experience with medieval and early modern Japanese arms and armor. The Kuki Spirit and Cloud-Hidden fighting styles, available respectively to characters from the Kuki Clan and the Iga Provincial League, come from the Bujinkan’s curriculum. But rather than presenting specific techniques and movements which would confuse and bore unfamiliar players, Thousand Arrows models fighting styles in terms of the narrative situations in which they offer special advantages. For example, since the Kuki Clan controlled the Kumano Navy, Kuki Spirit stylists get an advantage when fighting on the rocking deck of a ship, making them effective marines and pirates. Thick forest covered the Iga region during the Warring States Period, so Cloud-Hidden stylists from Iga gain a preternatural ability to leap and swing through a forest canopy, making them excellent rangers and scouts.
Cover art by Yoshi Yoshitani. |
Art of the Fox by Rachel Quinlan. |
Awesome, thanks so much for the interview, James! I hope you all enjoyed the interview and that you’ll check out Thousand Arrows on Kickstarter today!
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Five or So Questions on METAL WORLD
Hi all, today I have an interview with Nick Zachariasen on METAL WORLD! It’s currently on DriveThru! I normally don’t include game pitches here, but the METAL WORLD pitch is so rad, I had to!
METAL WORLD takes the breadth of the heavy metal genre and throws it all into one game world. It doesn’t care how much sense something makes as long as it’s awesome. It has a demon-possessed lawman who rides a rocket-powered robot horse and carries a pair of 666-shooters. It has an undead ship made of the bones, sinews, and skin of the sailors it kills. Hell is a continent you can get guided tours of from the MegaDevil himself. The cherry on top? It has a volcano made of dragons, which shoots lava and more dragons when it erupts. The game system— including character building— are as loose as possible to allow your group to play the way you want.
With that in mind, check out Nick’s responses below!
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Boris Vallejo’s Kalevanpojat. |
Tell me a little about METAL WORLD. What excites you about it?
METAL WORLD, then, takes every kind of metal— whether basic, “classic” metal like Black Sabbath and Judas Priest or just about any subgenre you can think of like doom, black, pirate, or whatever— and throws it all into a blender so that you can have situations like a barbarian riding a nightmare steed charge a tank crewed by cyborgs and actually have a chance at winning! It’s everything Ronnie James Dio ever sang about. It’s anything you might see in a Dethklok video. It’s everything power metal sings about, with valiant heroes, fire, dragons, The Gods™, and all that. In short, METAL WORLD tries to bring everything awesome into one place without regard to piddly details like “Wait a minute, how does a region with this ecology sustain a tribe of human-hunting giants? They’d strip the population bare in months and then have no food source!”
METAL WORLD ignores pesky things like so-called “continuity” or “travel time” unless it’s important for the overall story you’re telling with your group, and I think that’s what excites me most about METAL WORLD. I’m not aware of anything quite like it, where any play style your group could want is not just possible but encouraged so long as everyone’s on board, and the game actually mechanically encourages it with a rule set that’s just vague enough to be accommodating but specific enough to be playable while also having fun with its readers to keep from taking itself too seriously.
What are the mechanics of METAL WORLD like and how do they relate to the theme?
The mechanics try to be simple and stripped-down. You have five main stats, each named for a subgenre of heavy metal: Death (your health), Power (strength and “persuasion”), Prog (intelligence, perceptiveness, and actual persuasion), Speed (agility, reflexes, and overall coordination), and Thrash (combat ability). I kept it that simple because A) it keeps creation easy and B) on the eventual character sheet I can put each one at the point of a pentagram.
The design philosophy is that instead of worrying about how far you can move in a round, exactly how long a round is, and that sort of thing you see some other games get bogged down with, METAL WORLD tries to focus in the in-game exploits of the characters and what they bring about in the world around them. It didn’t grow out of a wargame and god-of-your-choice help me if it grows into one. METAL WORLD’s main concern is giving people a setting that facilitates telling an interactive story with evocative imagery. That’s one reason I don’t have classes; they pigeon-hole characters into a predefined type without allowing for a player’s creativity to show through.
You can have a band (METAL WORLD’s term for an adventuring party) containing traditional sword-and-sorcery fantasy characters like elves, humans, dwarves, and so forth alongside robots, cyborgs, Atlanteans, and METAL WORLD’s gnomes, which are a race of mad geneticists called ge-nomes— essentially, they’re a race of Bioshock-style Splicers. The environment contains everything from fantasy’s quasi-medieval environment to near-ish future tech and references galore to metal, its inspirations, and occasional random other things. You need complete freedom to be able to have that kind of spread in characters and environment, so METAL WORLD focuses a lot on group consensus as to the tone of the game, which means the Metal Lord (the GM) has very wide latitude of what to allow or to rein in if it proves unbalancing.
Another important thing I think bears mentioning about that latitude is that the guiding metric of METAL WORLD is “as ______ as it needs to be.” Because everything worries more about the story than thinking about ensuring you have enough provisions for the trip or how much you can carry, let’s say an invading army approaches. Your story is about the epic battle that ensues like the battle of Helm’s Deep, so the band and NPCs have plenty of time to prepare defenses and have a grand old siege ahead of them. Now say you have a story in mind where the focus is more on evacuating those who can’t fight and making a stand to buy time. That same army leaving from the same place will take less time to get to the same destination. In METAL WORLD, space actually dilates or contracts depending on the needs of the narrative, though no character is ever aware of this— it’s just a cognitive blind spot created by reality itself. Similarly, a character can carry as much as (s)he reasonably could.
Then you also have Metal points, which reflect the favor of The Gods™ like Fate Points in d6 Star Wars or bennies in Savage Worlds. They serve two purposes. First, they fuel magic use for those who know how to do that that as well as other effects, like maybe the powers of a magical item. More generally, though, they serve to allow characters to (usually) unconsciously generate special game effects depending on what they want to accomplish. You get them by doing particularly impressive things or just because the Metal Lord feels like it.
What kind of player characters exist in the game, and what are they like?
As I said before, you can make pretty much anything you can think of within reason and even perhaps a bit beyond. Your band can have an axe-wielding barbarian who rides a nightmare steed, a mad scientist who raises and otherwise experiments on the dead, a lizard man martial artist, a shroom-addled shaman who drives a wicked van with amazing scenery painted on its side, and a dwarf who’s replaced both of his hands with chainsaws. Mind you, all of these are among the sample characters I’ve created— the dwarf is named Angus Mac Chainsaw Hands. You truly are bounded only by your imagination and what the Metal Lord will allow. I haven’t statted minotaurs for use as PCs, for example, but if you want to play one, work with your group’s Metal Lord and figure out how to run one so it’s balanced with the rest of your group’s characters. Maybe you want to play something I haven’t even provided for yet at all. Make it up and work it out! Again, I want people to be able to create the most awesome things they can imagine so everyone can have fun with it.
How do you handle topics like violence, sexual content, and so on in a game themed so wildly and intensely?
bviously, violence is going to be present given that heavy metal isn’t exactly known for diplomacy over tea and crumpets. I mean, Hell is a continent you can physically go to and get a guided tour of, possibly by the MegaDevil himself. As far as sexual content, I do make a note about that in the introduction when I mention the traditional scantily-clad women you’d see in the artwork of Frank Frazetta, Boris Vallejo & Julie Bell, and other fantasy staples who inspired much of METAL WORLD’s aesthetic. I tell people to play it up to their group’s taste. This game tries to encompass the breadth of metal in its entirety. Some of that will involve mature-audience content and if you end up playing those kind of things up to the point where they become ridiculous, that’s totally fine if you’re enjoying yourselves.
As you say, METAL WORLD is indeed wild and intense and I feel the form that takes should be subjective, determined by what you want out of it. It’s like how if you’re listening to metal and you want something dark and brooding you listen to doom metal while if you want something that fills you with a sort of positive energy, you’d listen to power metal. It’s clay in your hands. If you want to make that clay look like something you might not want your parents to see, what’s important is that it’s what you want, not what somebody else wants. When you get right down to it, that’s one of the classic themes of metal as a genre.
What is one of your favorite moments from playtesting or designing METAL WORLD so far, and why?
I honestly haven’t gotten to playtest METAL WORLD nearly as much as I’d like. I mean, having to work a full-time job will necessarily do that, especially when you have a family. That’s why I hope people run through some sessions on their own (via downloading METAL WORLD: The Rough Cut) and give me feedback so I know what makes sense to people who don’t already know what it’s supposed to mean.
That said, I guess I have a few— deviating from your question just a bit— favorite design moments. The first is when I was writing about skills. I mentioned meteorology and added a footnote (the work as a whole is peppered with them throughout as asides, whether for comedy or to clarify without disrupting flow) that the Meteorology skill also teaches you about space because that’s where meteors are. This game is at least 20% puns and that’s probably my worst/best. The one with the best result as far as the overall work is how I added a chapter between the world (the fourth) and the creatures (then the fifth) so that I could have Chapter 666: The Number of the Bestiary. That chapter lists some adventure hooks and an example of play, which I think it really needed. I think the ge-nomes are one of my most clever ideas, having come to me as one of those thoughts that pops into your head about 15 seconds or so after your head hits your pillow at night.
That said, though, I am aware of a moment from a friend of mine running a playtest session. Someone commented that METAL WORLD “reads like it was written by a madman with a law degree.” I don’t know what this person’s clue was, but apparently it caused “tear-inducing laughter” when my friend informed this person that it reads that way because it was written by a madman with a law degree!
The METAL WORLD logo concept rough. |
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Thanks so much to Nick for the interview! I hope you all enjoyed the interview and that you’ll check out METAL WORLD on DriveThruRPG pay-what-you-want!
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Five or So Questions on Nahual
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Tell me a little about Nahual. What excites you about it?
I’m mainly excited about being able to bring a Mexican game into existence, to be able to present my culture in this hobby that I am passionate about. I discovered role-playing games in 1994, and almost 25 years later I’m writing a game of my own. I wish I could go back and tell me from the past this is what I’ll be doing. That he doesn’t actually need to be american or work on TSR to make it happen.
I’m also excited about being able to base the game on Edgar Clements works. He’s a very talented artist and also a very generous creator. The ideas he came up with for his graphic novel capture perfectly this complicated culture that we are, heir to a cultural clash that to this day still has repercussions. We are neither Spanish, nor Indigenous… we are mestizo. And Clement’s way to represent that fusion of folklore and myths, is brilliant. The first time I read his work I felt joyous envy, and thought that it was perfect for a Mexican RPG. So here I am, making it happen. Couldn’t be more excited.
Players in Nahual play shapeshifting angel hunters. They inherited the power of the nahual, that allows them to transform into their totem animal and perform supernatural feats. But their knowledge is incomplete, because their ties to their ancestral indigenous culture were severed by the invading conquistadors and their armies of angels. So in present day struggle, they use this gifts to hunt down angels, to sell them as a commodity. They could be heroes or liberators, but instead all they manage to do is worry about putting food on the table, and live one day at a time.
You talk about being mestizo. How does that affect your design work in Nahual? How does it impact your role as a creator in regards to representing this story?
I’m not sure. All I know is that being mestizo, latino, gives me a certain point of view that has to do with the way I grew up. But it is not something I’m actively paying attention to, or trying to convey. I can see for example how I (and other Mexican players) connect to Edgar’s stories without much trouble, and how some English speaking audiences struggle to understand some aspects of those stories. There’s of course a cultural gap, it is just natural. So what I’m actually actively trying to do is build a bridge for those audiences, for them to cross that gap.
You ask how being mestizo impacts my role as creator, I don’t think it does in this particular case. Because these are our stories, I’m part of it and they are part of me. If I was writing a Euro-fantasy game, inspired by Tolkien and all its tropes, then I think me being mestizo would have an impact, I would be playing as the visitor team, a fish out of water. With Nahual I’m not, I’m the home team, I’m in my element.
I would love to hear more about the transformation, how it influences play, and the emotional context. How did you design a transformation that is progressive without becoming overpowered or confusing, and how do players react when they play this out in playtests?
The idea is that your character’s Totem Animal is really a reflection of your personality. So if you are bold and strong, and maybe violent, your animal will be a jaguar. If you’re sneaky, a bit of a trickster and a little carefree, your animal will be a possum. So, unlike in some classic shapeshifting tropes, when you transform in Nahual you are really becoming a heightened version of yourself, instead of something else.
The design process has been complicated, I had to find a way to convince players to transform—on my first iterations players were hesitant to do it, like they wanted to “save it” for the real moment, which may never comes. So I had to tweak my design and mechanics to not only enforce the transformation, but also tell characters this is something you’ll want to do, something cool, because the game is about that! However I still needed to represent this toll characters have to pay for not having complete knowledge of how this power works (that lost connection to their roots I’ve mentioned before), so I’ve tied the transformation to stress and traumas. To be honest though, I’m still playtesting this, looking for the right connection/combination between its parts to make it work best and be tied to the fiction.
About the progressive power of the transformation, it is inspired in Epyllion, functioning as the advancement system for the game. As with Epyllion ages, each stage of transformation has its own XP track and as you unlock advancements, you push thru to the next levels of transformation. So you get more powerful, but that only means the MC can now punch harder at you! Hahaha.
And as for player reactions, the transformation is my favorite part of the game, whenever each character transform for the first time I tell the player that for each person the feeling is different, and I ask them how for their character the perception of the world around them changes…and I always get awesome creative responses from players, and it helps them getting involved in the game. And what I love is that it is not really a mechanic is only players creating the fiction.
Tell me a little more about the changarro! How does it work, and how do players interact with it? Why do you feel it is important to Nahual?
When I first started working on the game I was trying to include almost everything Clement has on his comic books. And it was all over the place. So, when I got in touch with Mark Diaz Truman, from Magpie Games, he helped me realized I need to focus my design, to tighten it up and make it sharper. And it was a feeling I had already, he just put a name to it, and he called it “holding environment”. And what that means is, I need something to make the characters come together, and it is different for each game, depending on the type of fictions they tell. And for Nahual, it became clear to me I had to focus on the angelero trade, the hunting of angels, and the way to do it was to have the characters working together in a Changarro, were they team up to share the burdens of handling the business.
Once I decided that will be the focus of the game, the holding environment, I started to work on mechanics for how the dynamics of the changarro will be. And something was clear from the beginning, I wanted players to feel what it is like to try to keep a small business afloat to make a living, despite harsh circumstances. So the changarro mechanics are about that grind. About needing to take care of the business in a day to day basis, running out of product…so they’ll need to go hunting, and having a bunch of problems—for players to choose from—that will come knocking at their door. At first it sounds repetitive, but on all the play testing I’ve have the problems characters face are completely different, because they’re also tied to the character’s backstory and relationships between them and the barrio they live in.
So the changarro is the glue that keeps players together and that jumpstarts the action, and also is the engine that will avoid things to stagnate, because there’s always going to be product you’ll need to restock, neighbors that’ll stick their noses in, rivals that will try to take you out of business, unhappy clients, or a big company that wants to either buy you out or crush you.
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Thanks so much to Miguel for the interview! I hope you all enjoyed it and that you’ll check out Nahual on Kickstarter today!
Thoughty is supported by the community on patreon.com/thoughty. Tell your friends!
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Identity Mechanics in Turn
I just wanted to do a brief post about Turn and identity, on this, our turning point to the second half of the Kickstarter. You can check out Turn’s Kickstarter at https://www.kickstarter.com/projects/briecs/turn-a-tabletop-roleplaying-game. Content warning for discussion of mental health, depression, and mentions of binge drinking/alcoholism and suicidal ideation.
I want to talk about what it means to be two (or more) things in one person. I come at this from a couple of different axes, and some people have more. Mine are really tied to people’s perception for some of these, but others are truly just inherently who I am.
Let me try to separate them a little.
It goes deeper, I say, in a Morpheus voice.
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Five or So Questions on My Jam
Today I have an interview with Eric Mersmann and Jeffrey Dieterle about My Jam, a live action game currently on Kickstarter! It’s very musical, and a unique kind of empowering. Check out their responses below!
This image, done by Lawrence Gullo, is so powerful! |
My Jam is a one-shot 4-hour larp where you embody high school aged musarchs—people who gain magic power from their relationship to music—during the biggest dance of the year. During the dance, your song will come on and you’ll be the deity of the dance floor for its duration. A whole lot excites me about this game! We’ve been working on it for over a year (our first playtest was at Metatopia 2017) and people seem to get a real rush out of it! The most surprising thing to us was people coming up to us after playing who HATED high school dances and told us that this really gave them the experience they wished they had! It kinda empowers players over something that might not have been such a positive thing at the time. At the same time, folks who LOVED high school dances also said they enjoyed this game so yeah! Music! Magic! Drama! What’s not to be excited about!?!?!
- 1) touching only with consent – this is especially important for dancing, and people have a lot of baggage around being explicit asking for consent so we try to cut through to say that touch should only happen with consent and consent is an ongoing process.
- 2) celebrate culture with respect – music and culture are intrinsically connected so we say explicitly no singing along with slurs and no adopting mannerisms or vocal inflections meant to imitate another culture
3) rivalry without hate – this game is meant to capture the feelings of highschool but we’re not interested in giving people an excuse to practice abusive or oppressive behaviors so we forbid role playing oppression-based bullying.
Your Kickstarter approach seems a little different from other Kickstarters. Why are you approaching the model differently, and what do you expect to see from it?
Then we started adding silly jokes. Sometimes we worry that the jokes make people think that we don’t take the game seriously, but it’s more like we take it SO SERIOUSLY we needed to fill our campaign with jokes just so we could breathe!!!
We’re hoping that our love for the game and for larp shines through and attracts other people who might feel similarly. So far, so good we guess!!!
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Thank you so much to Eric and Jeff for the interview! I hope you all enjoyed learning about My Jam and that you’ll check it out on Kickstarter today!
Thoughty is supported by the community on patreon.com/thoughty. Tell your friends!
To leave some cash in the tip jar, go to http://paypal.me/thoughty.
If you’d like to be interviewed for Thoughty, or have a project featured, follow the instructions on the Contact page.