Harassment in Indie Games: Part 2 – What

Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing

Harassment in Indie Games: Part 2 – What

This is the second post (post one) in a series about sexual harassment and assault in indie RPGs, larps, and spaces. I put out a survey to ask people about their experiences. This post is going to cover What (what is being done as a harmful act, what the result of the harm is, and what we are doing right now).

As I said before, this has not been an easy task for me or, especially, for the people who shared their stories. I am incredibly grateful to the people who responded. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.
Follow the cut for the post.

WHAT

What is being done to harm people?

There are actually a ton of things that are happening. Sometimes, reading through these was really hard because of the things people have done. To protect the emotional safety of my readers, I’m going to be vague with some of these things, and other things may be paraphrased to protect the respondents. Others I may have to discuss in more detail, so I will try to provide adequate warnings.

It is important to note that some of the responses features things that were done to players’ characters either by someone exercising power, trying to break the in-character/out-of-character boundary and violate the responding player, or out of general disregard for agency and autonomy. Even in more casual games, our characters can be an avatar for us, and insisting that our characters are raped, sexually objectified, violated, or otherwise often appears to be just a way to mimic doing that to us as players. Responses included people openly hitting on them, pursuing relationships after they were turned down, and so on, even beyond fictional scenarios.

One respondent spoke about an experience in a group of queer women,

I played in a group limited to queer women, because they claimed men were toxic and dangerous, and it ended up being the worst experience of my life. One player was forced against her wishes to roleplay naked mud wrestling. Tons of sexual comments were made in and out of game, despite me making it clear that I was uncomfortable, especially because I am a sex-averse asexual. We had a female character who slept with anything that moved and had a bra of holding… exactly the sort of character the DM claimed was offensive when men played it, but somehow it was ok for a woman?

People being inappropriate at the table is a pretty common issue, and players, even from marginalized groups, ignoring intersectional identities while pursuing their own enjoyment isn’t acceptable or okay.

Most of the responses for both fictional and real life interaction included some variety of verbal violation. Some of this was unwanted flirting, some of it was derogatory language or categorical dismissal (women aren’t “real developers” language by Mike Mearls on Twitter, regarding a panel at Gen Con 2016 – reported by two of my survey respondents), or threats of rape or violence through verbal means. Beyond these verbal violations, others went farther into groping and physical threats.

— Content warning for sexual harassment and assault —

A respondent spoke about going on a radio show that was held at a con while wearing a dress. When they went in, they said “…the DJ groped my breast and laughed about it on the air. … There were several people, mostly men, in the room. They laughed, especially when I got upset and left. They should not have laughed.

— End content warning for sexual harassment and assault —

A respondent talked about how a man they knew offered a comfortable space in a hotel room at a con, knowing the respondent had back problems.

— Content warning for physical threat but not rape or invasive assault —

The issue was, however:

What I didn’t find out until I got there was that the bed that was available was his bed. A double sofa bed. I should have left, but felt too awkward. From there, things escalated way past what I was comfortable with. He didn’t rape me, but I don’t know how many hours I spent trapped with his arm wrapped around me while he spooned me from behind and I prayed that nothing more would happen.

— End content warning for physical threat but not rape or invasive assault —

Physical threats like these are a serious issue, and this is not the only instance of deception for unwanted physical intimacy I saw. This is about control in so many ways, and one of the ways it appears is in where these things happen. I will note that I also received response outside of the survey (for greater privacy) about instances of domestic violence, and how it impacted the individual’s ability to participate in the gaming community. One thing abusers can do is try to groom others into being their victim, and as someone who was a target for this in the gaming community, I can tell you that domestic abuse doesn’t stop with their partner.

What is the result of this harm?

The immediate harm done in these situations is enough reason to make changes. However, it goes even further than that. It is rare that harm from sexual harassment and assault ends with the initial incident, something I am aware of as a survivor who has to be treated for PTSD from sexual assault piled onto childhood trauma. Below are some of the responses to the question of what has happened as a result of the harm.

— Content warning for discussion of results of trauma after sexual assault and harassment. —

– I had to have a year of therapy to stop having panic attacks, and even now I don’t fucking trust men who are too nice to me at cons.

– I fear my career in this industry may suddenly end without warning if it hasn’t already due to the level of influence this small abusive group has within the industry. [referring to coordinated online harassment]

– I never again felt safe at a con, and as soon as I could, I made sure I never went to one again.

– …I have been diagnosed with panic disorder. I cannot see a [person who resembles the bad actor] without becoming hyper vigilant. I cannot see the type of car he drove or smell coffee (something he brewed all the time at his house) without getting anxious. I have managed to only be able visit conventions he might be at twice in the past 10+ years and both times I rushed around and never felt comfortable.

– This happened very early on after I came out, it had a very serious impact on how I perceived my body and my sexuality at the time. The fact that he was never questioned on this made it feel like maybe I was wrong for not feeling fine with this, that I should have been fine with this kind of attention. The fact that he was very clear about his sexuality also caused a lot of trauma for me about people only being able to see me as a man in sexual situations which I am still having trouble with 2 years after this all happened. [The respondent here is a trans woman talking about an openly gay man who harassed her in and out of character. Transmisogyny is a significant issue!]

– …For me, personally, it made me less trusting of a community that I thought was better. It made me not able to participate in a live-action game the next day, because I was hyper sensitive to people swinging boffer swords near me. It solidified my feeling that I would never be able to participate in boffer combat, an opinion I have formed due to many such incidents in the gaming community. It distanced me, once again, from a community that I feel I could contribute positively to. [referencing threats of real-life violence related to participation in a boffer larp, including the bad actor negging the respondent.]

– I’m more cautious about where I go at parties in general, but especially at cons. I don’t leave younger friends to wander around on their own– I look out for them, whether it’s at a convention or a work event.

— Content warning for discussion of results of trauma after sexual assault and harassment. —

A number of respondents explained that the events they experienced made them uncomfortable attending events, playing games, or being around people who were involved in this community. Many, as these quotes show, have experienced panic, anxiety, fear, and the mental and physical impacts of those experiences. It is clear that these traumatic experiences are significantly impacting people in games.

What are we doing right now?

Frankly, in a lot of cases we’re doing shit diddly. By which I mean: many people responded with statements that no one helped them. When I asked “What did those involved do to help with the situation or protect you, as a victim?” I heard a lot of variations on that theme:

Not a damn thing. [from two different respondents! One was in regard to online harassment, which is a significant trend – the lack of action for online harassment was well-noted as at times being worse than face-to-face.]

– The groper in question was with other people helping him. I was too shocked to do anything at the time. Afterwards I didn’t bother. It was Gencon. Gencon doesn’t give a shit.

One respondent explained that they were told the offender was “mostly harmless” when the respondent asked for someone to be removed from a group for repeatedly pursuing underaged people. The responses continue:

– My attacker tried to come to dinner with me and some friends. I panicked and told a second make friend he had to tell my attacker he couldn’t come. A third male friend showed me pictures of his kid and chatted about inconsequential shit while I cried while second male friend talked to attacker to tell him to fuck off. We went to dinner and I pretended to be normal and failed. At some point I told second male friend what happened, and he told me what happened was sexual and not okay, which I hadn’t realized before that.

– I questioned this at the time and was ignored. [in response to a GM allowing players to “roll for sex” after declaring a player’s cleric PC was part of a faith that practiced “ritual prostitution.”]

– Nothing. They blamed me for being a girl, saying I shouldn’t have acted/dressed/been that way if I didn’t want the attention. I stopped turning them in after a while because it brought up all of my shame from earlier assaults. [when the respondent raised questions over adult men pressuring younger women (including the respondent) for nudes and oral sex.]

— Content note for mention of statutory rape –

– …No one cared that a 25 year old was sleeping with a 15 year old. The two people I told he had forced me (I told them I had been uncomfortable with continuing to do stuff) within a week or so of it happening (two members of the gaming group we were in) did not care.
— End content note for mention of statutory rape –

– The other people in this community didn’t really do anything, a few times one person was like “Oh he seems to be going a little far” but never did anything about it. [in response to an adult gay man harassing an underage trans girl.]

– Nothing. I was seated with a large group of people, of mixed gender. But they were the employees of the person harassing me. He is an indie game publisher. I’m sure they felt pressure to assume that nothing was wrong, or, if they could see what was happening, to ignore it. Although I know some of them casually (online), none of them has ever said anything to me about this incident afterwards.

Finally,

– Absolutely nothing.

US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

 

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

 


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12 RPGs for the 12th Month – Day 2

These are actually questions not days but I like day so whatever.

(Image includes a list of 12 questions for 12 RPGs for the 12th month.)

Following my previous post about the meme where I answered question 1, here’s my response to question 2.

“Which genre tropes that come up in an RPG of your choice do you love, and never get tired of? Why do you love them?”

One of my favorite RPGs is Shadowrun (3rd Edition), and a few of the tropes that happen in SR3 that I love are the dramatic hyper-action scenes, the shifting of perspectives between a focused decker or rigger and the combat- and magic-aligned characters, and the resistance.

The first is just fun as hell. I have played a few characters who were into hyper-action, hyper-violent style play and they were fun as hell. One was an elf archer who had some body mods to inject combat drugs into his system (He was modeled on Iggy Pop for looks, and named after a coworker, Sorin). He survived a force 6 fireball without even using all of his drugs (though just barely), jumped between two skyscrapers to grab on with his gecko grip and continue fighting, blew up an entire compound (and the plot) with the grenade gun the GM unwisely allowed him to obtain, and avoided death somehow – in part because I forgot to calculate in his armor, and then we realized he had survived. 🙂 I also had a phys adept satyr who had a gaes of dancing to use her adept powers, and she dual wielded Dikote vibro swords. She jumped through a window before every fight. I’m serious. She also had a tendency to decapitate people… a lot.

The second sometimes requires a specific set of people, but I love when the GM and table can do shifted perspectives between a decker or rigger who’s plugged into the matrix doing combat or hacking or whatever, then swap out into the hallway or the courtyard where there’s like a fucking armored troll shooting a machine gun at guards and a dwarf shooting fireballs at everyone else and everyone’s freaking out about timing because they gotta get out of here to make the drop.

And the last is the general theme of resistance. Not all SR3 games I’ve seen go towards actually fighting the good fight, but I love when they do. My satyr character up there, she actually ended up setting up an underground railroad-like situation to protect ghouls who were being rounded up and killed by local megacorp police. We helped recover a church that had been attacked and protect the parishioners. We took down a bunch of corrupt police, corp, and government people in various games, too – always fighting to protect the ones who needed it. That’s something that matters to me.

Thanks for reading!


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12 RPGs for the 12th Month – Day 1

(Image includes a list of  questions for 12 RPGs for the 12th Month)

These questions set up by Paul Mitchener (sourced from a private post) are pretty cool and I’m hoping I can keep up with them over the next few weeks.

The first question is:

“You’re running an RPG to introduce new players to the RPG hobby this month. Which game and genre do you choose, and why?”

To be honest, I’d poll the players for their preference in genre and level of complexity. If you have someone who prefers Shadowrun level of complexity in rules to Archipelago, they might be super bored, and the opposite might be super frustrated. My go to intro games, though, were I to GM:

Personal favorite:
Turn because the rules aren’t super complicated, it’s mostly real life stuff, and it’s also shown to be very fun. http://www.briecs.com/2017/06/turn-rpg-beta-playtest.html

Storytelling:
The Quiet Year because it is easily understood and manages to produce a rich experience every time. https://buriedwithoutceremony.com/the-quiet-year

Cyberpunk:
Shadowrun: Anarchy would be my top option here, but with my personal house rules. I’d have to brush up on the rules but it’s got some great shadowruns included, the rules aren’t wildly confusing, and it’s super thematic with a fun setting. http://www.drivethrurpg.com/product/194759/Shadowrun-Anarchy

(My reviews: http://www.briecs.com/2016/08/shadowrun-anarchy-gen-con-prototype-review.html & http://www.briecs.com/2016/10/shadowrun-anarchy-review.html

Cosmic Horror:
Lovecraftesque has a really interesting storytelling/roleplaying structure with the way you tell one character’s story, and it can be super spooky. http://blackarmada.com/lovecraftesque/

(My interview: http://www.briecs.com/2015/09/five-or-so-questions-with-annison-and-fox-lovecraftesque.html)

Horror:
Bluebeard’s Bride is one of the scariest, most fascinating games I’ve ever played. Feminine horror is not only interesting but a learning experience for everyone at the table. This would be the “heavy” option for a safe game group. http://www.drivethrurpg.com/product/224782/Bluebeards-Bride

(My interview: http://www.briecs.com/2016/11/five-or-so-questions-with-marissa-kelly-on-bluebeards-bride.html)

Dread would be the option for people I’m less familiar with, or for a lighter game. It always has a good record of fun and startling for me, and there’s such suspense! http://www.drivethrurpg.com/product/83854/Dread

Urban Fantasy:
Urban Shadows is fun, and it has a lot of interesting bits and pieces in it. It’s one of my favorite games to play with new people because while you can go deep and dark with it, you can also stay in a safe place and still have a great time. http://www.drivethrurpg.com/product/153464/Urban-Shadows

My interview: http://www.briecs.com/2014/06/five-or-so-questions-with-andrew.html

Fantasy:
Companion’s Tale is a really lovely game telling experiences of the companions of a hero. I honestly don’t think I’ve played through a game but I know it’s mechanics are easily understood enough that it would be a gorgeous way to learn a new game together! https://companions-tale.backerkit.com/hosted_preorders (preorders)

My interview: https://www.youtube.com/watch?v=Gk15TWXQOTc

High-RP:
Archipelago in any of its forms would be an awesome way to just let people have a low-mechanics, high-roleplay experience and go all out with whatever setting we want. Definitely a good option. http://www.drivethrurpg.com/product/147623/Archipelago

So that’s my options! 🙂 Feel free to join in responding on your blog or social media or respond in the comments!


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Harassment in Indie Games: Who, What, Where, Why, and HOW Part 1

Harassment in Indie Games: Who, What, Where, Why, and HOW
Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing

Part 2, Part 3, and Part 4.

Part 1 – Introduction, and Who

Recently I put out a survey to ask people about their experiences with harassment and assault in indie rpgs and larps, as well as spaces around them like conventions. I wanted to gain some context to talk about it.

The purpose of this blog series is to talk about:

  • Who: who is being impacted, who is taking harmful action,
  • What: what is being done as a harmful act, what the result of the harm is, and what we are doing right now,
  • Where: where the events are happening,
  • Why: why is this happening right now, why do people do this, why it’s happening where it is, and,
  • How: How we can respond to it, how to avoid it in the future.

This has not been an easy task for me or, especially, for the people who shared their stories. I am incredibly grateful to the people who responded. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.

The first thing about this, which I knew beforehand would happen, is that I didn’t receive piles of responses. While people are fine with speaking about their experiences in closed spaces, or in places where they could easily delete their posts, etc. I am not sharing the exact numbers of people publicly because I don’t want to increase any risk to people who have shared. I also want to point out that what I’m sharing here is pieces of the responses. I had to select carefully because it was, even with the responses I got, a ton of dense and very important information.

Edit for definition: I was asked to give a definition to indie games by a reader. The definition I offer here is just mine and what I used.

I allowed respondents to define it by their own awareness since it is a flexible term, but what I was looking for is primarily independent and small publishers (so as small as a single person, but not really bigger than Margaret Weis Productions) focused on tabletop RPGs and larp, and the spaces where those games are played and promoted (even within larger events, like Gen Con and Origins).

I was made very aware of my own circle of influence during this project, and I know that I actually ended up having to play the dodging game with people who I know have done harmful things.

Full Disclosure

Three of these posts are paid posts on my Patreon (Patreon.com/briecs), and I’m accepting support and donations through PayPal (PayPal.me/briecs) as I normally do. The final post proceeds will go to RAINN (Rape, Abuse and Incest Network).
 
Additionally, I want to give full disclosure for my perspective. I have been:

— Content warning for list of traumatic experiences related to sexual violence —

  • assaulted,
  • drugged and assaulted (to what degree, I actually am not sure…because I was drugged),
  • harassed, stalked, groped, and negged*,
  • recipient of erotic fanfiction about myself and the person in my inbox without permission and also when I was too afraid to say no because the person might kill themselves,
  • hit on and solicited by men at least 5 years my senior up to 40 years even when I was underage, from known ages,
  • recipient of rape (including explicit description) and death threats (of the “raped-to-death” variety) by strangers and by people I knew,
  • emotionally manipulated into sex, and,
  • body shamed in the context of a sexual relationship.

[*Negging is when someone insults you to lower your self esteem so they can give compliments and influence the individual towards them. It is popular with pick-up artists and it’s bullshit.]

— End content warning for list of traumatic experiences related to sexual violence —

A fair amount of this stuff occurred in game communities, others in adjacent geek communities. I have been sexualized by older people since I was at least 5 (yes, I’m sure of that), online and face-to-face active verbal and physical harassment started in my teens, and so on. I also know personally of two domestic abusers in the community, a few men who have harassed or assaulted people, and multiple people who I wouldn’t want to be alone with because of their behavior, and not all of these identities are known or public.

This context is so people understand, yes, I am biased. I am biased against people doing bad acts. I don’t think bad acts only happen to women or that only men commit it, or anything like that, and I do fully believe that in most cases people can change and stop doing bad things, and try to do better things. That takes work, though, so with no apologies and no change, people remain in a bad spot with me.

I also believe victims. If it turns out someone has been falsifying things, that’s pretty shitty, yes. Most of the time, though, victims are more likely to keep the secret forever than risk the stigma and vilification that most victims experience. Victims are not treated with respect in most situations, and it can be downright dangerous to speak out against people who hurt them.

SO, with that in mind, let’s get started. Follow the cut!

Note: Quotes from the survey may be cropped or have sections excluded to remove names of individuals involved in the situation or to reduce the length of the post – I am doing everything I can to maintain the voice of the respondents and this post is reviewed by the respondents for their approval.

WHO

Who is being impacted?


The survey was open to basically any gender, and I received a majority of responses from cis women (less than 50%, but the whole of theirs was larger than any other category), but also from trans women, nonbinary people, genderfluid people, and men. It is pretty well known that cis women are often recipients of sexual harassment and violence, but it is important to me to note that people were being impacted across the gender spectrum. This is not only a “[cis] women’s issue” – it’s an everyone issue.

Keeping in mind that cis men, trans men, and masc people overall are even more unlikely to report their abuse because of the stigma that comes with it, I’m not surprised that I received few reports from those individuals – less than ⅕ of the responses were from them, in part because a couple who responded are being counted as responses from women because some men reported on behalf of their partners. Still, it’s important to note that men did respond – in part because of a comment I got that stuck out to me.

When I asked what could be done to support victims, they responded “I have no idea. Criminalize men?”

Men are significantly noted as the bad actors here, but cis and trans men are impacted by harassment from women as well as others, and this kind of commentary discourages them from being able to acknowledge the harm done to them (by any gender, including other men). I want to make sure we don’t ignore other individuals who are causing harm (including women against women, and so on), and ensure we’re listening to all survivors.

I didn’t ask for participant ages, which I may change if I revisit this, but about a third of the people who responded talked directly about underage people (themselves or others) being harmed by sexually-charged behaviors, whether it was sexual assault or harassment, or manipulation and controlling behavior. Emotional abuse is a factor here across the board, and it really impacts younger people.

One person who responded said that they received a lot more harassment when they were younger, but now nearing age 50, they receive less – but it hasn’t stopped.

I did not include race or disability on the survey, which may be considered if I ever pursue a future survey. I left those out to ease people’s entry into responding and reduce the risk of identification by outsiders who read my article. I hope that’s understandable!

Who is causing harm?

It is unfortunate here that many of the respondents did note that the person who harmed them was a man. However, not everyone mentioned the gender of the person (I didn’t ask in case people wanted to share multiple experiences, which they did), and there were women reported as being the bad actor. People of all genders were noted as bystanders, as well, which was disappointing.

The bad actors skewed adult – almost all of the responses were grown adults, but teenagers were mentioned as some of the offenders, as well. This is important to note because of the age power differential, as well as the spaces where these things happen.

Importantly, not all of these were heterosexual interactions, or done by straight people. One instance has a confluence of issues:

I had a game master/member of a community that I was a part of harass me multiple times over the 2 years I was around in said community. The individual was a cis man who identified as gay, even though I am a woman and was identifying as a lesbian at that time he would constantly make sexual jokes about me. He pretty constantly made these jokes and also would offhandedly talk about wanting to have sex with me/wanting to see me nude even though I identify as a woman AND I was underage at this point (He was in his late 20s). [from a trans woman]

This includes the underage issue, the gender issue, tacks on transmisogyny, and also frames this as within a community. More on spaces soon, but in the next post, I want to talk about what’s being done.


US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

edited 12/1/2017 correcting language re: cis women/women/trans women in paragraph after figure, ditto for cis men/men/trans men. Sorry for the errors!


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Five or So Questions with Jaye Foster on Poor Amongst The Stars

Jaye Foster has out a new space-based setting for Malandros that’s got billions of possibilities – literally. And I got to ask questions about it! Learn about Poor Amongst the Stars, currently available on DriveThruRPG, in the interview below!

Stars by Ethan R (https://www.flickr.com/photos/etharooni/3884801617/) CC-BY-ND-2.0 

Tell me a little about Poor Amongst the Stars. What excites you about it?

The possibilities. There are twentyish questions asked during creation of the generational ship and at least three suggested answers for each question. Not taking into account player creativity, that’s 3486784401 possible ships, each subtly but importantly different.

So while the book does encourage you to select from a limited list of answers the players are not actually that restricted in the scenario creation. I’m pleased that I was able to find so many options for ways to describe how the characters are trapped aboard ship and what that cage feels like.

How did you figure out the questions?

I originally started with a more technical approach, describing the ship in mechanical/physical way; how long is it in meters, how big are the cabins, what scientific instruments does it carry. I quickly realised that this approach was not compatible with Malandros. What matters more is how the ship feels and how it influences play. So I started from the point of view of an unimportant person on this ship and built the questions to give context to their life rather than just measurements. For example, I don’t ask you how big the ship is, I ask you how does its size feel to the characters; is it cramped, cozy, spacious or nearly empty?
ISS by Daniel Lombraña González (https://www.flickr.com/photos/teleyinex/6977215423/) CC-BY-SA-2.0
What about the questions makes the creations interesting? How do they spur creativity?
The questions and prompted answers themselves don’t make the creations interesting. That comes from players and their creativity is spurred from a lack explanation. The prompted answers never tell you why the ship is as chosen. In selecting an option, the players are partially forced to consider why they are picking that option and to consider what history the ship has that resulted in this current condition. For example, if the players decide that the ship’s crew are segregated from the passengers a lot of the story detail will come from expanding the reasons why. In my test game, the players decided that the crew slept in a virtual reality to keep them in a pseudo-stasis to preserve their precious skills and knowledge.

Where did you get your inspirations for the Poor Amongst the Stars?

I was thinking about writing a setting for Malandros and had the thought that a science fiction would be an interesting diversion from the original Imperial Brazil setting. Another author had already tackled a colony style setting so when the idea of a generational ship fell out of my brain it interested me. Fiction that influenced me during writing included: Macross Frontier, Cities in Flight, WALL-E, Dark Star and Red Dwarf.

What are a few examples of scenarios for the setting?

I wouldn’t say the book has any pre-generated scenarios. With Malandros, the scenarios are created by the characters relationships with themselves and the constraints the ship puts on a person’s ability to improve their standard of living. The book does have a short section on episode themes for the game master to apply if they feel the need to inject an external stimulus.
Crab Nebula by NASA GSFC (https://www.flickr.com/photos/gsfc/33735105264) CC-BY-2.0
Thanks, Jaye, for a fun interview! I hope you all enjoyed reading what Jaye had to say and that you’ll check out Poor Amongst the Stars on DriveThruRPG!

All images CC-BY-ND-2.0 sourced by Jaye Foster.


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Five or So Questions on Kids on Bikes

Hi all,


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

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

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

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

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

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

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



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

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



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

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


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Five or So Questions with James Mendez Hodez on 7th Sea: Khitai

Hi all! Today’s interview is with James Mendez Hodez on 7th Sea: Khitai, which is currently on Kickstarter. Khitai is a standalone RPG and is exploring beyond the boundaries of 7th Sea’s core setting, Théah. There is currently a free, 36-page quick-start on DriveThruRPG. Check out what James had to say below!

This is so damn pretty regardless of anything else. Dang. By Shen Fei.

Tell me a little about 7th Sea: Khitai. What excites you about it?

The Khitai setting expands 7th Sea’s 17th-century swashbuckling fantasy to Asian, Oceanian, and Pacific settings. I’m excited to represent times, places, and legends close to my heart and my real-life ancestry, many of which have never appeared before in tabletop role-play. Khitai also ups the scale of the game’s heroism: one Hero can lead an outlaw gang in the marshes of Shenzhou, a slave revolt on the peninsula of Han, a pirate fleet in the islands of Tawalisi, or a samurai clan governing a warring state in Fuso. We get to stretch the boundaries of what a Hero looks like and how they can change the world.

I know in previous interviews we’ve spoken about your academic and personal expertise, but I’m curious what new you may have studied, played, or what kind of media you looked at to work on Khitai. What were some specific things you enjoyed reviewing as you’ve worked on the project? Tell me how they’re reflected, at least a little, in the game.

Khitai has brought a great deal of new media into my life. Here are a few inspirations that really stand out.

The Water Margin Classic, also known as Outlaws of the Marsh, is probably the single most significant influence on Asian swashbuckling adventure in general, and my vision of Khitai in particular. It’s one of Chinese literature’s Four Great Classical Novels alongside the Romance of the Three Kingdoms, Journey to the West, and Dream of the Red Chamber. It’s about 108 martial heroes whose … eventful … lives drive them to join a bandit gang in the Chinese swamps, where they make trouble, rebel against the unjust government, and then ascend to positions of responsibility and authority in a new government.

I based indigenous Fusoese religion on The Song the Owl God Sang, a book of folk songs and stories compiled by a young woman of indigenous Japanese ancestry who mysteriously and tragically died hours after she completed it. Fusoese Kamuyru will reflect the sometimes-playful, sometimes-deadly kamuy who rule the land, animals, and humans’ relationships with the foregoing in Ainu thought.

To research Han, I started watching a K-drama called Slave Hunter because it’s set in seventeenth-century Joseon Korea, where somewhere from 10% to 33% of the population were slaves or serfs of some kind. I think I might have gotten more than I bargained for, because it’s sexy swashbuckling pseudo-historical nonsense in exactly the same genre as 7th Sea. I highly recommend it. Things I have learned so far about historical Korea:

  • only NPCs wear shirts
  • disguising yourself as a member of a completely different social class is trivially easy
  • all combat involves super jumps and/or backflips
  • hip hop is the most traditional Korean musical genre
  • the more complicated someone’s hat, the more likely they are to be evil.


Han sourcebook cover! By Shen Fei.

[Brie’s Note: As someone who is a big fan of some major K-pop/Korean hip-hop style bands, this amused me a lot actually.]

What are some challenging aspects of creating adventuring type games that travel over sea and in non-Western/Western-assumed settings, in regards to fictionally aiming it towards players and gathering interest?

Tropes define a great deal of Western popular media’s relationship with Asian material. Navigating and integrating those tropes into new stuff is tough because so many people have such different assumptions and feelings attached to those tropes. Let’s look at martial arts as an example. If we’re telling a swashbuckling story about Asia, we should of course include martial arts action. But gamers have different priorities about these topics: some players get really excited about fidelity to their understanding of realistic combat, others want to do unrealistic things on purpose, and many gamers are just tired of martial arts storylines because all too often, that’s all there is when it comes to Asian content. 
Still, Asians developing and excelling at martial arts has a strong basis in both military history and fiction, with characters like Preceptor Droṇa from the Indian epic Mahābhārata or places like the Shàolín Monastery. So we’re going to feature both realistic and unrealistic (but still well-sourced) martial arts action in Khitai; but what we can’t do is perpetuate the stereotype that martial arts are either a) peculiar to Asia and Khitai and not other continents, or b) assumed to be known by every individual Asian or Khitan you meet. Nearly every culture in history (and every culture in 7th Sea without exception) has practiced martial arts; fewer, but still many, have traditions of martial fiction as robust as China’s. Martial arts figure prominently in The Three Musketeers, Things Fall Apart, and The Summer Prince. America’s 52 hand blocks and Nigeria’s dambe are no less effective boxing systems than wing chun or karate. It’s okay for tropes (though not stereotypes) to inform and expand our storytelling. It’s not okay for them to limit us.
Naoko, a young Hero whose home was destroyed by bandits. By Charlie Creber.
What are heroes like in Khitai?
They’re complicated! To answer that question I want to revisit the Water Margin Classic’s 108 Stars of Destiny, the rebellious outlaws of Liángshān Marsh, because they represent a lot of the internal contradictions I hope to see in Khitan storytelling. They prize honor and loyalty, but they spend most of the story getting drunk and committing crimes for reasons ranging from revenge to boredom. They rebel against the corrupt government, but wind up in positions of authority in that government. This theme comes back again and again in Asian heroic literature: very often the individual who winds up with the job of “hero” isn’t very good at their job, and the one who winds up with the job of “villain” seems way better in comparison. 
Similarly, the arch-villain of the Mahābhārata, Prince Duryodhana, is a pretty bad guy; but his best friend, King Karṇa of Anga, is the most badass, loyal, and honorable warrior in the entire epic—he just winds up on the wrong side because he’s of mixed-caste parentage, and only Duryodhana is willing to look past it. In the final Battle of Kurukshetra, Karṇa’s chariot wheel gets stuck in a rut and he gets out to fix it, reminding the hero Prince Arjuna that attacking him while he’s coping with technical difficulties would violate the laws of honorable warfare. But Arjuna’s charioteer, Lord Kṛṣṇa—who is an avatar of Viṣṇu!—tells Arjuna to shoot Karṇa now because Karṇa’s harder than Arjuna and it’s the only way they’ll ever beat him. So the shining hero shoots the villain in the back, his head goes flying, and that’s how you win a land war in Asia. These are the kinds of problems the players will have to sort out. Or cause.
Agnivarsa sourcebook cover. Such drama! By Cassandre Bolan.
What has been your favorite part of working on Khitai, in any aspect of the project? 
The most exciting part of this project has been watching the creative team and the players—myself included—go from knowing nothing whatsoever about certain places and times in history to champing at the bit to play characters from there. John Wick has gone from doubting we could do Korea justice to posting excited links about Admiral I Sunsin on Facebook. I never knew about the Sultanate of Sulu and the Moro pirates until I started reading about them for background on the Kiwa Islands, and now I’m plotting what might be my first ever Renaissance faire costume. A little while ago, a fan posted a sea shanty she’d composed herself with reference to Théans sailing to Nagaja and seeing the elephants there. I get to watch 7th Sea‘s world grow larger and more colorful one player at a time.


This is so cool! By Shen Fei.

Thanks so much to James for the interview! Remember to check out 7th Sea: Khitai on Kickstarter, and download the quick start on DriveThruRPG!


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Boy Band: The Game

Hi All! Got an idea today, so I wrote it down. Check out Boy Band: The Game, which will get a fancier version at some point, but until then, get ya grabby hands on it.

Boy Band: The Game


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Big Bad Con 2017 – Sunday, Dialect, and Selfies

FYI, Some of my photos are a little shaky. I was in the middle of an allergic reaction for half of it, and honestly, no tripod when I’m not feeling well makes it lousy. I tried though!

This is, I think, the last installment about my experience at Big Bad Con 2017!

Gif of selfies and friends <3 (featuring Tanya DePass, Misha Bushyager, and Nathan Black

My experience on Sunday at Big Bad Con was really great. I had a lot of positive experiences, and some really good emotional ones. The morning was mostly socializing – Tanya picked up some Jack in the Box for me, I visited people and talked about all sorts of stuff, and in the afternoon, I got to play games! (I know, gaming at a gaming con, who would have thought?

The first game I played was from my upcoming collection, Let Me Take a Selfie. The game is called Who Made Me Smile? and I played with Tanya DePass, Nathan Black, and Misha Bushyager. It was so fun! The general play is that we each write some three-sentence stories with different mood themes, and then take selfies after we read a selection of them. 
Our stories and some selfies. 😀
After that, we talk about it, and take a “neutral” selfie. The most fun part for me is after that, when we look at other players’ selfies and the stories they read to guess which story was associated with which selfie. It’s fun to see how my friends express their emotions! 
Google made this.
After that, you match up who guessed which selfie right, and everyone gets the chance to take selfies or write more stories. We didn’t have any need to write more stories, which you do if anyone doesn’t match anything right with another player, so instead we just took selfies together! I loved it so much. 
It’s important to note that none of us see each other outside of the internet very much, so being able to share these stories and see the emotions people expressed in their selfies – including people who don’t normally take selfies – was such a great experience! I think everyone else had fun, and it’s something I really enjoyed. Also, it was so cool seeing people play my game!

LOTS more here, including Dialect!>>>

I got to play Dialect in the afternoon with Hakan Seyalioglu running, alongside Vivian Paul, Vera Vartanian, and Kristine Hassell. I honestly can’t get over how amazing this game was. Vera cried a hecka lot, in a positive feelsy way, so we must have been doing okay. 🙂 Dialect is a game about language, specifically the death of it, and to make that happen, you need to build it. It is fascinating to me how integrated the language is with the cultural and emotional development of the characters, honestly.

Dialect table setup.
We played a group of artificially intelligent robots left behind after humans departed from earth known as EIPS (Earth Inter-Planetary Surveillance, “eeps”). The general vibe ended up being that the planet was One Hot Mess and environmentally trash. So our job, we decided, was to do surveillance on the planet so that the humans could someday return. We were there a while, and as time passed, we got better at our jobs, so we ended up with idle time to do less rote things. One of the first words we made was a filler word – ona – that we often said while thinking, interrupting our own speech, and so on. We also developed friendship. These three things are the aspects in the game that we would go on to tie words and explanations to, as well as ourselves.
To me, Friendship was the most important aspect of the story. It came up constantly because our relationships were really deep. EIPS took friendship seriously, and were grateful for those they connected with. Initially, the connections were for maintenance – the EIPS bots would repair each other by linking to each other and doing updates and repairs. During that, they learned about each other, about compassion, and about caring. This is where they made friends – synckeeps. Their synckeeps were bots they really cared for – and our bots were all synckeeps.
I mean, seriously, just thinking about the game has me tearing up, jeez.

In Dialect, you have a character of your own which a card that guides the character’s identity. I was the Explorer, and I associated myself with Friendship – in the game, I tried to explore the breadth of human emotion with my limited artificial intelligence, and got quite far, I think. I played 244-L, known as Leon. Leon was a “life emulator” designed to replicate human existence with the safety of robotic structure. He looked …approximately human, and had human-like skin that could regenerate from pretty much any chemical or environmental exposure. He was the canary in the coal mine, so to speak. Leon’s creator had loved the idea of Ponce de León’s Fountain of Youth, and Leon was the realization of that – his body would keep regenerating, regardless of what happened. That was the plan, anyway.

Kristine played Jesse, the Jester, who was initially a data entry module. I think Jesse was associated with the surveillance of earth aspect. She was connected to data points all over the place until, as time passed, each one shut down and she was left alone with just us other models. While the settlement of bots was in the thousands, she was just herself. Because of this, she had learned sarcasm, which was her way of dealing with stress and isolation. She reviewed our daily reports for errors, and for so many years they had been static – eventually she started to copy and paste.

Next, there was the heart of our group – Spinner. AMZ013 was played by Vivian, who did a spectacular job making a lot of us feel really squishy. Spinner was a utility bot who had a broken wheel and so, obviously, Spinner spun and wobbled instead of going straight. Spinner was an incredibly interesting character who kept us on track, oddly enough, when the story got more challenging. Spinner was one of us who had a lot to do with how we spent our idle time (see later, “Uplink.”

Finally, Vera played IONI, ECR1147-C, a satellite who was never actually launched. IONI was our technical hub, kind of “in charge” of the situation – her archetype was the Ruler. She monitored all of the goings on, and made a lot of the big decisions. IONI, like Jesse, was pretty much the only one. We found out that IONI had been saying she received contact from the humans, but it turned out that for far too long she had been getting radio silence – what we knew as commfail, the word that described our sadness.

The first big event we had was that Jesse uncovered a discrepancy – a variance – in her reports. She couldn’t just copy and paste. She reported it to IONI, and IONI decided to investigate it with an expedition. As Leon was an explorer both emotionally and on the ground, he would go out on the expeditions with other EIPS units to test the environment. It beat him up pretty bad, and there was always a worry he wouldn’t come back. Because of this, we developed a way to say “good luck.”

When an EIPS unit says goodbye to someone, they send a datapacket to them with silly pictures and cute animals (cute cats, otters, etc.). While EIPS don’t entirely understand the point of all of it, the humans who made them were cheered by them, and they learned to enjoy them over time. Along with this, however, we needed an indication of them doing it, so we came through with ❤. The bots with LED screens could simply flash the hearts, while those who were more anatomically human used their hands to make the heart (see picture). 

This pic is super old but it demonstrates the point, yo.
(This was actually inspired by RPG_Dante (Bryant Stone) who I met at CONlorado. He signals ❤ to me when we part ways. I may have made everyone tear up with this because of how cute and sweet it is, which is a rare thing for a Brie.)

After Leon came back, it was determined that there was nothing evident in the outside that would explain the variance. We moved forward an age. Each age, you take one aspect and move it into the next circle set up on the table that represents the ages in the game. We chose Idle Time, which was changed into Overtime – we were working past our limits, longer than we had planned with no response from the humans, and running out of glint (our fuel). We were working overtime.

Kristine broke my heart with her character’s story and how she dealt with the loneliness and commfail that the characters experienced, as well as how she brought levity to the table. She was the first of us to express worry – known to us as 404. Her 404 was often founded, as Leon and Spinner got into a mess. There was a holiday known as “Uplink” where we would all power down and just socialize and be calm during a big storm that passed over our compound, and it took a lot of time and energy to give this space to us.

After the Uplink, Leon found Spinner. They hid in a closet and – in one of the most dick moves I’ve ever done in a game – Leon suggested that they might save glint if they put some of the others… out of commission. “Not everyone is necessary all of the time” is I think what was said, and the interaction was so painful, but Spinner agreed that it wasn’t an unreasonable plan. They planned to keep it secret, and had hid out of the range of IONIs base sensors, but they couldn’t get away from Jesse.

Jesse showed up and asked what was up, and in the process of trying to hide their discussion, Leon offered Jesse a can of “Pork nnnn beeens?” (Spinner noted it’s only $2.49) while trying to demonstrate that they were just getting rid of old cans. It didn’t work, and they spilled the (not pork and) beans. Jesse demanded answers in her 404, and Leon and Spinner responded. One of the biggest issues was that they suggested powering IONI down, even though she was their synckeep, and things got very complicated. After getting support from other EIPS, they gathered their courage and reported their thoughts to IONI, presenting themselves as in favor of Eco-Mode (which was a label for their faction, including those who agreed with them). IONI wasn’t happy, but was eventually convinced.

The age turned, and they began putting people into Eco-Mode. The first versions – periods of time where they disabled groups and later reenabled them – went okay, but over a lot of time, they ran into an event that made it harder to move forward: The Wipe. A huge sector of EIPS units were powered down, but when they were meant to go back online, there was nothing there. Their AI had been fully wiped. Unrecoverable. The commfail was immense. Going forward, the synckeeps struggled to stay together and powered on, but as those who had pursued Eco-Mode, some of them felt obligated to version.

Spinner was the first to get boxed up – literally – but was so well loved that the entire community came to wish him ❤ as he went into Eco-Mode, heavy with 404 that he might not return, and experiencing commfail at not having him near. This hit Jesse especially hard. Still, as Spinner left, he repeated our unity saying, “We are still here.” 

Our aspect for Surveillance of Earth, in the last age, was changed to Survival.

Leon continued to do expeditions, and Jesse found another variance, so he pushed out one day to find out what was there. He was walking along with guidance and wishes of ❤ from Jesse and IONI because there were no other life emulators with him, just bots without AI doing utility tasks. There was a lot of interference, and he struggled to hear them while his vision was overwhelmed with environmental waste. His last messages repeated until it cut off – “404. 404. IONI? Jesse? 404. 404–“

IONI and Jesse struggled with the loss of their synckeeps, upset they couldn’t recover Leon because of the environment and their limited abilities. Eventually, they were the only ones powered on. In an act filled with commfail, IONI had Jesse power her down and send her last message out to the humans with the full archive. It was truly heartbeaking, honestly, I swear we were all near tears. Jesse, hugging her pork nnnn beeens, was alone.

After time, utility bots who had been surveying the landscape came across the body of Leon, who – after his skin had been burned away by sulfur waves – was now healed, but still deactivated. Jesse had him brought into IONI’s hangar, and then she brought in Spinner and set him up. She arranged little monitors for IONI, Leon, and Spinner, and played ❤ messages and videos. We faded to black.

In the dark, a message blinked on IONI’s status monitor.

“Archive received.”

Final table.
HOLY CENA MY FEELS, Y’ALL.

This is one of the best game sessions, and games, I have ever played in my entire life. I’m still crying just thinking about it. It was an amazing experience. Great players, great facilitator, great game. I would love to play Dialect like 8 billion more times. SO good. *dies*

Afterwards, I hung out with the aforementioned Dante and had dinner. I told him about being the messenger of ❤ in our game, which I think he liked. We also discussed my new mechanic for Script Change, frame-by-frame, and his own project that sounds like a lot of fun. After Dante left, I talked with Kristine, Tomer Gurantz, and a few other people about Brooklyn 99 and The Good Place and it was a great way to finish out. My flight was early and I stayed up late but it was well worth it.

I can’t wait to go back to Big Bad Con! I had such a good time and it was really amazing.


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Big Bad Con 2017 Saturday & Panels

I attended Big Bad Con 2017 in Walnut Creek, CA on a scholarship from the con. This is post two! Find post one here.
— 

I got room service to make sure I finished my homework. >.<

I woke up after like, real sleep for the first time in a while, and wrote a paper for school before messing about hanging around with people until my next panel. I was brought a handy towel by Dante so I didn’t ruin the hotel towels and, tbh, I couldn’t find the towel before I left Monday morning, so no idea what happened there.

The next panel I was on was Gaming and Emotional Safety, with Mickey and Misha. Everyone knows I’m a pretty woobie heart person so I get emotional a lot, and I also have had some trauma in my life that I struggle with and that can (sometimes nonsensically) come up in game. We reviewed many of the various safety tools (though not all), noting that they’re not one size fits all and that people should use what works for them.

We discussed the importance of pregame discussion of content and tone, debriefs, and emotional safety as a whole. Games might not be everyone’s standard definition of “fun” but we aren’t there for abuse. It’s important to be on the same page, respect each other, and check in. I reminded people that even if they’ve had the same group for decades, they may make their games more fun for everyone by talking to their friends about their preferences. This included discussing racism, sexism, homophobia, mental illness, and so on.

more here>>>>

Games here that have risks in them: Misspent Youth, Lovecraftesque, Night Witches, Dread… that’s just a few. They are awesome games, but we gotta be safe. This is taken when I realized that games I worked on were for sale (Lovecraftesque), but handy for demonstrating games with inherent issues – like the racism and mental illness stigma in Lovecraft.
I also noted the difference between a squick and a trigger. Squicks are things that gross you out, make you a little uncomfortable, etc. They can stick with you, but are unlikely to have long term mental health impact. Treat these with respect – make sure people are okay with them, ensure they’re tonally appropriate, and be willing to alter content if it needs to be done. Triggers are typically tied directly to trauma and can result in panic attacks, nightmares, and activation of things like paranoia and mania (in my case). Don’t approach people’s triggers without checking in and getting their permission! And if you know about common triggers, ask your group before including them, but don’t require details. There’s also phobias, which I suggest treating much like triggers. Always check in.

There are some people comfortable with approaching their triggers and phobias on purpose, which Mickey and Misha discussed a bit. It’s not something I normally venture into, but they talked about how it can be helpful to work in that abstracted environment. Really loved that part of the panel!

Finally, we talked about inclusion, exclusion, and bad actors. The key points were 1) it is always okay to leave a game for any reason and especially if you don’t feel safe; 2) if you include people who hurt others with the content included in their play, you are excluding those who will be hurt, including excluding people of color in favor of racists, excluding women in favor of rapey men, etc.; and 3) you can always eject someone from the group. Always. If someone is hurtful, if they’re unsafe, don’t give them a space to be that way.

I was reminded later in the weekend how vile in-game violation of consent is. If you force a player or a character to do ANYTHING they don’t consent to, including ignoring at-the-moment objections, you are behaving inappropriately and you’re hurting people. Reconsider your role until you learn how to play games without hurting people.

I was lucky enough after the panel to meet up with Brian Vo, who made me a cocktail! It was nice to meet him and the drink was great. 😀

My nerding out in clothes for fandoms I’m not in.
The final panel I participated in was Adult Themes in Gaming: Adult versus “Adult” with Mickey Schulz, Clint “Ogre” Whiteside, and Jason Morningstar. It was a really great panel and I was excited for it because this is a topic that’s meaningful to me, specifically: what content is really mature content, how to present it, the tools we have to manage it, and adult content that isn’t just sex.

(It’s always funny when I run into Jason because we’re both typically busy, and we have these mini conferences like “what are you doing?” “what are YOU doing?” “I’m doing THIS!” “OMG tell me more about this!” and it sounds silly maybe but running into him like that is always awesome.)

We talked about the content we include in games – Mickey and Ogre include pretty much everything that their table is safe with, which is a lot (sex, romance, violence, and other stuff that needs to be approached with caution); I tend towards having lighter content, emotional interaction, some tougher topics, and I don’t approach sex very much; and while Jason covers a lot of more complicated stuff like grief and war, he doesn’t really touch the subject of sex at all in his games, though he discussed a recent experience playing a happy, healthy married couple and how transgressive it felt. It was so cool to see a variety of experiences at the table.

One note: Mickey commented on this and is making changes for future panels, but everyone at the table was white. This is something that is actually common to happen, but it wasn’t intended and it’s not a good trend, so more effort going forward will happen.

We talked about the difference between having content exist and be played out (which some people might consider more pornographic in regards to sex), and having content that fades to black or is glossed over. This is something I think really needs to be discussed in detail with players and GMs at the table, making sure everyone is comfortable.

Some people might want to push their own boundaries, too, which is dependent on a lot of factors. Specifically, I might be willing to address sexual content at a table full of close friends, but at a table with strangers it might not be okay. Likewise, there are non-sex topics that are challenging and mature. Violence is one of them! We use violence freely, but that’s not necessarily because it’s appropriate. We should be more considerate of this – Jason even said he’d like to explore more ways to resolve conflict without violence (my mini pacifist high fives this idea). Grief is another subject.

Before this con, and before last year’s Metatopia, I had a grandparent pass away (my grandmother first, then grandfather). I still went to the cons, and played in games where grief was relevant. At a lot of tables I might have stepped away or asked not to cover it, but both of these times I had people I trusted (last year was Jason, Amanda Valentine, and Roe Nix playing Storybox and this year was Hakan Seyalioglu, Kristine Hassell, Vera Vartanian, and Vivian Paul playing Dialect), and who I knew wouldn’t treat me badly if I cried a little or if I needed a break.

Honestly, the newest addition to Script Change, frame-by-frame, is here so that when people want to explore topics that are challenging, they can do so. It’s not always easy, but making a safe environment matters. Safety tools, discussion among players, developing a social contract – these things matter.

Useful tool (yes I’m reusing this picture) even at its base mechanics – using more of them can make games better.
One of the things we discussed was about deciding not to play or leaving groups. Just like in previous panels, we talked about ejecting harmful people and bad actors, but we also talked about self-selecting your group. Stepping away if the space isn’t safe, tapping out, or leaving groups: these are all okay. It’s okay to say no. We need to make it normal to leave games, to step away, and to take care of ourselves. That’s part of handling adult content.

After the panel, I had a bit of a breakdown. I was still processing grief (I still am!), I had done three panels without a panic attack which is amazing, and I’d been traveling and surrounded with people and writing a paper… I was exhausted. I burst into tears when I was alone by the elevator, fell to the floor, and just sobbed until Stephanie Bryant found me. Angel that she is, she made sure I was okay, took me up to my room, and reassured me it was okay to be upset. I’m so grateful for that!

I spent some time talking with Tanya and some Twitch and gaming friends of hers, & one of them who had attended the panel said the work I was doing was “so important, so valuable” and it really felt amazing to hear. I don’t often think of anything I do making a difference, but hearing other people say it is super awesome. It matters a lot to me. Thank you to anyone who thinks well of my work – I appreciate it so much.

I’ll have one more post covering Sunday with my games of Who Made Me Smile? and Dialect. Thanks for reading!

SNEAK PREVIEW! Dialect table!

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