Directing Anarchy: Guest Post by Paul Stefko

Hi all! Paul Stefko (Patreon) from Nothing Ventured Games is a good friend of mine, a fantastic designer, and a fellow blogger! He also is a bangin’ GM and ran Shadowrun: Anarchy for +John W. Sheldon and me a little while ago. I had a great time! Since I don’t typically run games, and Paul knows a lot about being a GM and how GM mechanics worked, I asked him to do a brief guest blog. I hope you enjoy it!

This pic is so wonderfully Paul, I can’t even.

I picked up the Prototype edition of Shadowrun Anarchy on the last day of Gen Con 2016. I was intrigued by the idea of a slimmed down, narrative-focused take on the Shadowrun setting. And the price was certainly right at $5. (In fact, it was the last $5 of my discretionary “ooh, shiny” money.)

I had chosen to pass on Shadowrun 5th Edition because it wasn’t really different enough from the 4th Edition I had already invested a lot in. Anarchy certainly was different, but not so much that it felt like a complete disconnect from Shadowrun’s past. It had familiar features like dice pools, Edge, and karma, and of course all the orcs and trolls and magic of the Sixth World.

But at its core, Shadowrun Anarchy is still an implementation of Catalyst’s Cue system, which is far more narrative than the stalwartly traditional mainline Shadowrun. What would it be like at the table? The Cue system features round-robin narration, a currency of plot points to let players shift outcomes in their favor, and a pared down adventure set-up called Contract Briefs.

I got a chance to put Anarchy through its paces late last year. I met with a couple friends, and over Chinese food, we made their characters and played through a complete adventure — the Street Sweeper brief from the Anarchy rulebook — in about three and a half hours. I certainly couldn’t complain about speed!

The session was fun, and the rules acquitted themselves well enough, but there were a few places where I felt the system rub up against its own rough edges. By default, Anarchy plays out as a series of “narrations” — each player has a chance to describe how the scene progresses until their character performs some action that requires a roll. All the GM does is set the scene’s initial conditions and play NPCs (including rolling for them in opposition to the player’s action, when appropriate).

This style of narration requires the players to be both comfortable with and adept at framing their own scenes and setting themselves up for interesting opposition. My players were fairly comfortable with this paradigm, but I still noted they were not really pushing the scenes very far or very hard. At the time, I chalked this up to being unfamiliar with the mechanics beyond just the narration system, but I think now that I was relying too much on the back-and-forth of a traditional GM role. They were asking questions and looking to me for the answers rather than just declaring what happened next, and I was too quick to jump in with additional scene details.

This is probably going to be the biggest source of friction for most gamers, as the rest of Anarchy is actually a pretty standard set of action resolution rules. Once you get to a point in the scene where the outcome of an interesting action is in doubt, the way you roll the dice and count successes is going to feel familiar to most gamers. But getting to that point is the more interesting and less obvious part, and unfortunately, even the full Anarchy rules don’t give a lot of advice on how to manage your narrations.

Still, I had a lot of fun running, the players had fun playing, and we decided to give it another try. The second session went just as well, but again, I felt like I was running it too “trad” precisely because the rules didn’t provide enough direction to run it any other way. When I get Anarchy back to the table again, I definitely plan to push harder in the direction of player narration, encouraging the players to drive the scenes ahead even farther before with get down to resolving an action.

I think the key to Anarchy is in its name: it wants a little less authority and a little more freedom to push boundaries. I’m looking forward to finding out what that feels like.

Thanks so much Paul for sharing your thoughts and experiences with Shadowrun: Anarchy as a GM! Check out Paul’s blog and Patreon for games, design talk, and more!

Patreon proceeds for this post will be distributed to Paul for his contribution to the blog. Thanks for your support!


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

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

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

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

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

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


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

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

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

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

What inspired you to combine hip hop and classic cyberpunk?

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

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

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

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

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

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

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


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Cortex Prime Featurette with Cam Banks on Cortex Prime

This interview is part of a series of interviews sponsored by Magic Vacuum Design Studio.

Hi all! Today I have an interview with Cam Banks on the current Cortex Prime project! Cam shares about the stretch-goal selection process, setting up the Kickstarter, and why he is choosing to make Cortex Prime! (Note: there’s a disclosure at the bottom of this post.)

Tell me a little about Cortex Prime. What excites you about it?

Cortex Plus was my first ground-up system build for any published game. I’d messed around with rules from other games before, but when I went to develop Leverage and Smallville for MWP with the two design teams on those projects, I came with a desire to create the games I really wanted to play. So I stripped the Cortex System down to the bare bones and rebuilt it. Each time we designed a new Cortex Plus game, we took that same approach, trying to capture what was great about the license and adapt these rules to it. Now that the rights are back with me thanks to my MWP agreement, and I’m looking ahead to new games and the community creator program, I’m really keen to take what I’ve learned in the past ten years and incorporate all of those lessons into a singular, modular set of rules that anyone can tinker with.

It has all the things I like most: lots of dice of different sizes, descriptive and thematic traits, a game currency of points to spend to make things interesting, and a focus on letting the player choose when and how to screw up or to look awesome.


What are you bringing into Cortex Prime that’s different than Cortex Plus?

Cortex Plus was really something like four or even five different games all under the same system umbrella. Smallville, Leverage, Marvel Heroic, Firefly, and Dragon Brigade were different games even if some of the mechanics were common among them all. With Cortex Prime, there’s now just one game system but with a bunch of options. I want to make it a single unified toolkit, which it hasn’t been before, even with the Cortex Plus Hacker’s Guide.

How did you determine what content you’ll be focusing on in the main book, and what to include as stretch goals?
The stretch goals were where I was hoping a lot of settings and genre mashups would go, with expanded rules and developed archetypes or pathways mechanics or even just their own traits specific to the settings. In the Cortex Prime Game Handbook there’s a lot of advice and guidance for implementing genres using Cortex Prime, but I don’t have the space to do every possible combination of ideas. I want to see cool worlds by creators who aren’t me, and make those as integral to the experience of this game as anything else I do.

A more business-related question – how did you plan the Kickstarter backer levels, rewards, and so on?
I used a Kickstarter budget spreadsheet shared by my colleague Jeff Tidball (http://www.jefftidball.com/posts/budget-game-projects-well) and my own past experience managing Kickstarters and producing games at Atlas and MWP. I knew what I wanted to offer and kept it relatively simple. No dice, no T-shirts, nothing that I couldn’t put into a box and ship out at an affordable rate. I wanted to pay additional creators (and myself) a top standard rate, and fairly compensate artists and layout. In the end I found that I could manage the whole thing for $30K and that stretch goals were roughly $10K each, so that helped me come up with the various pledge levels and stretch goal numbers.

Where do you find inspiration for a genre-flexible game? How do you keep it rich without tying it to just one setting?

So much depends on trusting that players are able to put down some fairly straightforward and essential ideas for their character. Cortex has always used narrative and descriptive terms for things, and that’s where a lot of the flavor of a genre lives. The rest comes from knowing what rules best suit a genre and making sure those are part of the toolkit available to players and GMs.

What is your biggest hope for Cortex Prime and the Kickstarter itself, beyond funding and sales?

I hope that the creator community takes off, now that there’s going to be a definitive and straightforward set of rules to use in making new games. I’m hoping that Cortex Prime games scratch an itch for somebody, either a gamer or a designer, who then feels encouraged to use it. I also hope that lots of designers get the chance to create their own stuff who wouldn’t otherwise have that opportunity or a community that includes them.

Thanks so much to Cam for the interview! It’s great to hear more about Cortex Prime, and I hope you will all check out the Kickstarter that’s running now!

Full disclosure: I’m a stretch goal for Cortex Prime (my Solarpunk setting I discussed in Episode 4 of Designer & Devourer!) and hope to do a continued series with my fellow designers. The interviews are funded, but still include my full dedication to getting good information about the projects for my readers!


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Five or So Questions on The Quick

Today I have a great interview with the creators of The Quick, a Nordic noir ghost story RPG! It sounded really cool to me when I found it scrolling through Kickstarter, where it’s currently up, so I had to ask them some questions. Ville Takanen, Petri Leinonen, and Teemu Rantanen were a joy to interview. Check out the answers below!

Tell me a little about The Quick. What excites you about it?
Ville: The Quick started as a twisted lovechild of the Girl with a Dragon Tattoo, True Detective and my earlier experiments with the New Weird. It was supposed to be a quick one-off experiment with those building blocks without any greater plans, but the first demo game we had turned out to be a massive success. The Quick let us combine the low-key – or almost magic realism like – touch on the supernatural seen on some of the newer Scandinavian new weird and the brutal storytelling of the new wave of Nordic detective stories.

Teemu: To me, the atmosphere of Nordic Noir has always held a feeling of unseen forces and threats under the surface. What we are doing is manifesting these originally psychological themes in both more concrete and at the same time more symbolic form to the setting. In this way Nordic Noir and Ghost Stories are a perfect match, and I’m loving working to combine them into this cool setting.
(Yeah, when I watched the Millenium-trilogy, I was just waiting for it to turn into a supernatural horror movie)

Petri: I’m a game mechanics kind of guy, so I’m really excited to be creating something like this that takes these Story Game elements and combines them with a more traditional kind of a system. The end result, that I’m really excited about, is the nice coherent engine that drives the character stories forward in a way that fits our genre mashup extremely well.

What mechanics will we see in play the most often? 
Petri: Our base mechanic is pretty simple and revolves around the players having their characters accomplish what they set out to do if they really want to do it, the question always being more about what price they’re willing to pay for it. This base is supplemented by player moves (we’ve dipped a bit into the Powered by the Apocalypse pool, even if we’re not doing a PbtA game) that enforce the genre expectations -by making things like violence always a messy option or the closing a gate to a major Echo a very dangerous thing to do.

On the GM side, the most prominent mechanic probably is the Threat Track, which creates mechanical momentum to the story elements the players spend their effort investigating, pushing the story always forward. 

How have you developed the setting for The Quick? What have you done to make it rich?

Teemu: I think that the genre-aware approach has worked well on for us: The starting point has been a sort of mix between urban horror and magical realism. From that point, we started to think ‘Ok, so what central themes of Nordic Noir does this embody?’. And then begun building the game around these things. We feel we ended up with something cool, clearly matching the distinct feeling we want the setting to have. This genre-aim has also enriched the material, often taking it to complete new directions from where we have started.

What are the character types in the game? How do they integrate with the base mechanics?

Petri: We drew the character concepts or types from the stereotypes of Nordic Noir fiction and then gave them a spin so that they fit the ghost-hunter stories we’re creating. The seven concepts vary from the very mundane ones that can still play a bit of a Scully to our Mulders, to those concepts that make it clear from the start that there’s something strange happening. The concepts, ordered by their strangeness, are called Spook, Seeker, Old Soul, Bloodbound, Touched, Channel and Rogue Ops.

The concepts provide another layer for the character, giving them a perspective on the world. The system doesn’t have stats or skills, so instead of giving the character something like +1 to shooting or +5 to agility, each concept gives the character a power that will make things easier, and a flaw that pushes the characters to work as one of the Quick.

How has working on English and Finnish texts alike influenced your experience as designers and gamers? Do you find that it influences your design at all?

Ville: I actually find it easier to write in English. The Role-playing and Story Games lingo has in many cases originated from the American gaming community: being able to use the original terms instead of bickering on how it should be translated to Finnish helps us a lot when it comes to writing the game text. 
What is (for each of you) your favorite thing you’ve worked on in The Quick?
Petri: The Touched character concept is something I’ve really enjoyed working on. Probably because it’s been a long road to get to this point. We knew from the start it was something we needed to have it in the game, but it’s taken numerous iterations to get to this stage where it sings with both the mundane and the supernatural side of things (they can detect things from the Echoes others can’t). And still, represent a very classic archetype from the Scandinavian Noir stories (the person who is trying to get in touch of something they’ve lost by immersing themselves in the mystery).

Ville: Aside from the whole book? The track tech we are developing must be my favorite part. I was introduced to the ideas behind the tech by Petri’s PtbA hack “New Horizons/H+,” and I instantly knew they were the missing part we needed to have for the Quick. The threat tracks create an elegant mechanics for the storyteller to run mystery games, the way I had tried to run White Wolf games as a teenager. And the Harm track which puts the player in control of the character’s downward spiral, giving us a neat way to model the character’s kinda anti-“hero’s journey” found in many of Nordic Noir stories.

Teemu: The favorite thing I have worked on would probably be the Rogue Ops character concept. One thing that has really worked well in this project has been the way we have taken turns in writing items, each writer bringing their own perspective and ideas to the text and then passing it on. The Rogue Ops sort of started as an outside-the-box character idea I played in one of the early playtests. Since then every time someone developed it further, it was enriched in the process, so that when I returned to work on it there was so much better and versatile foundations to build on than there would have been if it would have just stayed with one writer.

And of course, I do find the idea of company men sneaking to save the world behind the backs of their corporate employers charming. It’s sort of like an environmental activist with the day job in the oil industry.

When it comes to the stories that will be told, what elements of the game do you hope will resonate with players?

Ville: The combination of Nordic detective story and new weird is a new and fresh take on the urban fantasy genre. The harsh and realistic take on violence, the bleak view of society and the low-fi supernatural create a unique platform to tell player stories.

We feel the way we have modeled the genre limitations, and possibilities to the game engine will help players to bring the things we love about the game to life.

For me, I hope that the main themes of the game, and way the Quick focuses around this with the player concepts and the moves provided by the engine, will resonate with players and let them create new and exciting stories of complex characters and scary ghost stories.



Thanks to Ville, Petri, and Teemu for their responses! I hope y’all enjoyed the interview and that you’ll check out The Quick on Kickstarter, and share with your fellows! 


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Laying Bare Identity – Exposure in Turn

This is a post about my current project, Turn, which is a game about shapeshifters in small towns. See more posts about Turn on the Thoughty Turn tag.


There are a number of mechanics I’ve been working with to make Turn the game I want it to be, but one of the most vital components of the game is a mechanic called exposure. Exposure is what happens when a shapeshifter’s identity is made evident to an NPC or the town itself. It is, in essence, more dangerous than any physical damage a shifter could take (which is why damage isn’t really A Thing in Turn), but also potentially very fruitful.

You start off with a character that people know, that people have impressions of. Everyone knows everyone in small towns. When you act unusual? People notice, especially the closer they are to you.

Who are you? Who do people think you are?

Exposure isn’t necessarily bad. There are risks – if the whole town finds out you’re a shapeshifter and doesn’t like you or you’ve hurt someone, admittedly torches and pitchforks may be in your future. However, if someone you love slowly discovers you’re secretly an otter part-time, they might be willing to accept you.

Shifters mark their exposure track when they use their abilities outside of their current form – like when someone who is in human form uses their beast abilities, or when someone in beast form uses their human abilities. Some beasts have flexibility in this, like trash pandas raccoons who can casually escape exposure:

In Plain Sight – You never generate exposure for being seen in beast form if there are no witnesses to your transformation.

…or those who have animal groups (herds, romps, flocks) who can avoid exposure to humans while in animal form – but risk exposure to their group:

Otters have romps!

Each instance of exposure is either marked positive or negative. Each space on the track has room for a + or -, and when the exposure is assigned, the players will mark appropriate to the experience. Eventually, they’ll reach the end of the track, and add up their positives and negatives – and from that, determine the path they’ll take when they resolve the exposure.

If they ignore resolving NPC exposure for too long, it can overflow into the town – gossip is a bitch – and lead to further complications. Every town has themes and bloodlines that interconnect, and events that can be dark, or happy, or simply mysterious. What rumors led to those events? Did someone get hurt because a shifter just didn’t “act right” and someone saw them slip-up? In small towns, deviance is always noticed.

“We don’t talk about that.” – 13 deaths.

The exposure mechanic is really important to the experience in Turn and I’m hoping that, as play happens, it will be as fruitful as I want it to be. Fingers crossed that when it’s revealed to more players, I get a positive result!


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Designer & Devourer Episode 4, Upcoming Interviews, Cortex, and Sun Tea

This week we cover upcoming interviews about The Quick and Cortex Prime, and my past and current work with Cortex products, as well as how to make sun tea!

My stretch goal at $45k – Solarpunk! A post-scarcity setting where powerful corporate interests seek to destabilize the fruits of progress and the heroes try to stop them – it’s not about what you don’t have, it’s about keeping what you do.
Sun Tea

Put 4 to 8 tea bags into a clean 2 quart or gallon glass container (4 teabags for a 2 quart container, 8 tea bags for a gallon container). Fill with water and cap. Place outside where the sunlight can strike the container for about 3 to 5 hours. Move the container if necessary to keep it in the sun. When the tea has reached its desired strength, remove from sun and put it in the refrigerator.

I add sugar and lemons, too! Lemons you add while it’s in the sun, and sugar you mix in while it’s still warm before refrigeration so it dissolves. Sugar is mostly to preference, anywhere from a half cup to a whole cup, in my experience. (Some people who LOVE sweet tea put in two cups!)


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Designer & Devourer Episode 3 – Upcoming interviews, Off Target, and Cocoa Cookie Sticks

This week we talk about upcoming interviews, my little game Off Target, and one of my dad’s favorite cookie recipes. The kind of annotated read of the game starts at 6:08 and the recipe section begins at 12:30. 

Designer & Devourer Episode 3 on Patreon

Kevin Allen, Jr. on Trouble for Hire (not on KS yet)

Jeff Tidball on The White Box

Off Target (Some info on dissociation)

Cocoa Cookie Sticks

1 cup Crisco (vegetable-based shortening)*

2 cups sugar

3 eggs

4 cups flour

5 tablespoons milk

6 tablespoons cocoa

1/4 teaspoon salt

1/2 teaspoon baking soda

1 teaspoon vanilla

Bake in oven at 350 ° F for 10 minutes. Roll in sugar. Serve warm with milk or coffee!

*I had to retype this like 3 times because I spell it “shortning.”

————————

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Off Target


An experience


Needed
8 people
Random props, 10 per player (smaller is good)
Prewritten lists of items.
Playlist of muzak, played in the background with random control of the volume. Include at least one song played twice in a row (“Call Me Maybe” is great for this).


Roles
Four players are the cognizant, and control the mind.
Four players are the present, and control the body.


Setting
Players are people shopping at a Target [or equivalent shopping venue] for five things on their list. Each character will experience the dissociation of their mind from their body. When the parts of the character separate, the players will risk failure.


Play
There are ten things in the store as options to buy, and only five of them are on the characters’ lists. Characters must buy exactly those five items. When they enter the store, cognizant players flip a coin. On a heads, the character buys the first item on their list. On a tails, they miss it. After flipping, the cognizant steps one step back, away from the present. They must verbally communicate to the present no matter how far away they are, or how many people are shouting.


As they travel through the store, the players should converse about their day (in character or out). As each character finds an item, the cognizant will flip the coin to see if they buy it and take a step back. The present will pick up the item if appropriate. If the coin is ever dropped, the present will drop an item at random.


Play continues for no more than 15 flips. At the end, the cognizant tears up the list entirely and throws it away. The cognizant and the present come together and look at the items, to see if they matched their list to their remembrance.


Even if they did, they have no means to confirm.


– end –
It’s recommended to use the Script Change tools to ensure all players enjoy the game. It’s highly recommended to have a Wrap Meeting to go over the events of the game and decompress.


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Five or So Questions with Oscar Biffi on Crescendo Giocoso

My interview today is with Oscar Biffi on Crescendo Giocoso, which I mentioned on a recent Designer & Devourer podcast. Cresdendo Giocoso is currently on Kickstarter and is a 12 scenario larp collection. The development of the game is really interesting, so I hope you enjoy the interview!

Tell me a little bit about Crescendo Giocoso. What excites you about it?

I like to think of Crescendo Giocoso as a my declaration of love to larp.

This live action role-playlist, as we like to call it, is not just a book which collect me and my favorite Italian authors scenarios, enhanced by Maria’s stunning graphics. It’s the sum of the experiences by a community of players, now gathered around the website Laiv.it. Each scenario has a very strong history, made by playtests and discussion. A lot of people and memories are involved in this project and we just want to engage as many others as possible. Because I think the main strength of games towards narrative, my other great passion, is the ability to establish a direct and close contact between all parties involved.

Over the years I had the pleasure of contribute to keep alive the interest for “chamber” larp in Italy and now, with the Italian Chamber Orchestra, I would like to put to good use this experience.
So I develop a common approach to design for all the scenarios in Crescendo Giocoso, specifically to motivate me and my friends to reconsider our games in a new light. In order to make them accessible to everyone, to larpers with different background as well as to people who never played before. Without our supervision and without game masters or facilitators.

The group of players can read the instructions together and then begin to play, right here right now.

You say you developed a common approach. How did you do this? What did you use to make things work consistently?

We called our space Laiv.it, /laɪv/ as we pronounce it, because me and the other founders have a very hands-on approach: we’re most of all dedicated players and then authors. Once I decided to put the group of player at the heart of the project, I did my best to think from the standpoint of someone who tries to play a larp like ours for the first time.

First of all we have to choose one of the scenarios, so we need a technical data sheet (number of roles, time, replayability, leitmotiv), but also an effective preview. Since a scenario is a game about a story, it can benefit from something like a synopsis to charm readers and from a sneak peek to game mechanics, because they make the difference in the experience.

Once chosen the right scenario, we have to set it up and that’s where another important point for Crescendo Giocoso comes in: adaptability. We want to offer to players the opportunity to improvise out of nowhere, but at the same time we don’t want to discourage them to put a lot of efforts in costumes, props, soundtracks and so on. For this reason we wrote two possible staging for each scenario: Chamber staging, with only the bare essentials, and Symphony staging, with all the advices authors got from many runs.

Finally we come to actual instructions, specifically design bearing in mind the picture of a player reading them aloud to their peers. Without going even more into the details, I hope I made myself clear about my way of thinking, but on our Kickstarter page everyone can download and try a free scenario for 2 players, written by me and Alessandro Giovannucci and still in playtest: Letters not about love.

Luckily not everyone in the orchestra is such as pragmatic as me, so we can count on an interesting manifesto, written by Alessandro and his brother Andrea with the rest of their Chaos League collective. It’s called “Southern Way – New Italian Larp” and I think it’s fun they write this with their “blockbuster” games (with many players and which last days) in mind, but it perfectly fits the spirit in which we play, passionate and free.

Why did you make the games free of game masters and facilitators, and how does it benefit the players?

As an author of larp, I’ve never been really fond in performing NPC or in storytelling like a tabletop game master. I’ve always preferred to sit back and watch while the game itself lead the players to the epilogue. Just watching can be very useful for me, to improve and develop the scenario, but it would be very boring for anyone else.

I know our habit at the conventions has always been to explain the games ourselves to each group of players, but I thinks this is great if you’ve designed your scenario as a “travelling show”, an experience through which you guide the players. Crescendo Giocoso instead is a (e)book and its authors are not included in the shipping.

It’s more like a board game. Would you ever play a board game which say “Ok, set up everything for your friends, then step back, take a sit and just watch them?”. I hope this design choice can help to spread larp to a larger audience and we’ve already got encouraging results, within acting class and educational events.

“We” taking the place of “you” in the instructions is also a way to make it clear that a larp, as we mean it, it’s all about teamwork. No one can just wait for another player to save the day.

Years ago I helped with an anthology called “Dopocena da brivido” (“Thrilling after-dinner”), published by a mainstream Italian publisher. The idea behind this project was an host who offer an entertainment for their guests. Crescendo Giocoso is more like a jam session, where every piece must play its part.

What are some of the scenarios we encounter in Crescendo Giocoso?

Crescendo Giocoso can count on scenarios with different settings and mechanics, each one for a different number of players, from 2 to 30. So we have an historic game like “First they came”, by Andrea & Alessandro Giovannucci, in which the players will be three opponents of the Third Reich and the high fantasy “The Age of Men”, by Lorenzo Martinelli, that looks like it’s stepped out of Dungeons & Dragons with an extra splash of drama. We have a scenario set in Florence, “Something abous us”, by Barbara Fini & Rafu, which is all about an apartment block meeting (very typical in Italy) and then “Sturm und drang”, by Andrea Rinaldi, which takes place in an American stop grocery, intended as a liminal space like the ones by Samuel Beckett. “The theatre of Major Arcana”, by Yuka Sato & Valerio Amadei, plays with the ideas of acting class and workshops, while “The last sunset”, by Francesco Rugerfred Sedda, is a pulp story which resembles visual novels with its multiple endings.

As for my scenarios, I love making literary references and mixing genres, so, for example, “Tell-tale hearts” is inspired from the title by Edgar Allan Poe and “Winds of change” tells a story not so far from the Balkan War with a fairytale atmosphere.

The leitmotifs of the anthology are wide variety of game mechanics and the special importance attached to the evocative power of writing. It applies to the many character sheets and handouts, but also to the instructions.

I’ve always admired texts where clarity and atmosphere go hand in hand, in order to bring out strong emotions. No wonder I’m a fan of “24 game poems” by Marc Majcher.

When playtesting and working across international borders, what do you think are the most important aspects of working with other designers, especially on a sizeable project and with live action games?

When I know, you’ll know. In all seriousness, so far I’ve cooperated mainly with Italian authors and players: only if our Kickstarter Campaign will succeed and reach some stretch goals, we’ll be able to work on Crescendo Giocoso – Volume II with our international guests, Mikolaj Wicher, Evan Torner, Luiz Prado, Ole Peder Giaever and Jason Morningstar, without forgetting Antonio Amato, another Italian game-designer from Sicily.

Over the years I’ve played a lot of international larp, but I’m not a traveller and a pioneer like Flavio Mortarino, our editorial consultant, or Lapo Luchini (who’s going to design an Android App for Crescendo Giocoso, if we reach the stretch goal), or Francesco Rugerfred Sedda (game design student at the It University of Copenaghen) or the Giovannucci brothers (theorists and keynote speakers).

They all suggested me many interesting games, I read them all and tried to pick up the ones most compatible with my design concept. Scenarios compatibile, but at the same time very different from ours, because the Volume II won’t be a more of the same at all.

Of course I’ve already speak with all these brilliant game designer and I’ve tried to communicate them a strong vision: we aren’t going to cut & paste their scenarios in our layout, we’ll work together for a “Crescendo giocoso edition” with all its peculiarities.

After all some of their games have always been and will continue to be available for free, just like all my scenarios are on Laiv.it (in Italian only). We don’t want to offer to readers only Maria Guarneri’s graphics, or Chiara Locatelli’s translations, or the editing by Jason Morningstar and me, but a brand new look on larp design.

For this reason we need the support of smart authors from all over the world, but above all the enthusiasm of all dedicated larpers out there.

Thank you to Oscar for allowing me to do this interview! Crescendo Giocoso sounds really fascinating, and I hope my readers will take a moment to check out the Kickstarter today!


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Five or So Questions with Todd Nicholas on The Sword, The Crown, and The Unspeakable Power

Hi all! Today I have an interview with Todd Nicholas on the new game The Sword, The Crown, and The Unspeakable Power (SCUP) which is currently on Kickstarter! It’s a Powered by the Apocalypse game of dark fantasy. Check out the answers below!

Todd!
Tell me a little bit about The Sword, The Crown, and The Unspeakable Power. What excites you about it?
Excellent and appropriately timed question! The Sword, The Crown, and The Unspeakable Power (SCUP, for short) is a dark fantasy tabletop role-playing game by myself, Todd Nicholas, and my friend Thomas J. It is a hack of Apocalypse World that uses the core mechanics of that game to explore the kinds of political intrigue you would see in something like A Song of Ice and Fire by George R.R. Martin, The First Law by Joe Abercrombie, Imperial Radch by Ann Leckie, and the TV show Vikings. We’re currently Kickstarting the game and it’s doing quite well, so we’re happy to finally get it into people’s hands. Tom and myself have been working on this game on and off for a number of years. We started because we had just played a game of Apocalypse World and we thought those mechanics might work well for a fantasy story about power, politics, and intrigue. We were never quite sure if we wanted to make SCUP a polished game that we put out into the world in physical form or just keep it something we passed around as a PDF, but there seemed to be enough interest in it that we decided to go ahead on it.

What excites me about SCUP is that I love that we’ve given players particularly powerful moves to affect their fictional world. The thing Tom and I spent the greatest amount of time on in the design of SCUP was the moves for character classes. We wanted people to be able to do big, dramatic things. For example, one class is called “The Beloved.” They’re sort of a preacher or prophet type. One of their moves lets them see and confront the inner demons of NPCs, permanently changing them in some way. The first time we actually had someone use this move at the table, and they were literally having a duel of wits with the manifestation of another character’s worst fears in an effort to help the character conquer them, we were incredibly stoked to be able to give players that sort of narrative agency. So yeah, that’s my answer. I like being able to watch people do bold things in our game that let them get their hands nice and dirty.

What have you done with SCUP to take the PbtA mechanics and make them really mesh with the fiction and framing?

The PbtA system already does a nice job of focusing on close up character drama, but we have created a number of mechanics that really drive this home. In particular, we have focused on giving the MC moves to push social hierarchy in their toolbox of moves. They have a different set of moves to use against common PCs and noble PCs, for example. Additionally, characters may be in the employ of a Patron or may be called on by a Faction to fulfill a duty or obligation. We wanted to push the idea that this game is about reputation, information, hierarchy, and obligation using mechanics such as these. Mostly, though, we want people to have fun getting involved in intrigue between characters!

You mentioned “The Beloved.” Tell me about some of the playbooks – who are they? How do the moves help tell the story?

What we’ve really focused on in SCUP is playbook moves that really drive the narrative and give players a chance to do big things in the fiction. Because the game is about intrigue and power, many of the moves focus on things like getting and spreading information, or making big, dramatic things happen in the gameplay. For example, I played a game last night at Forge Midwest with some folks. There was an NPC named Faela that two PCs wanted alive, cause they needed information from her, and one PC was tasked to assassinate. That PC, playing the class The Black Hood, rolled her move Their Eyes Never Open, which allowed her to assassinate an NPC within her reach. She had already snuck into the Ziggurat where the NPC was, and succeeded at her roll, allowing her to kill the character. When the other two PCs reached her, they found her deceased, but one of them, playing the Bloodletter, took her body and rolled his move God Complex to attempt to bring her back to life, though she came back as something awful, barely able to provide the information he needed. Meanwhile, a player playing The Voice, an advisor to the high priestess who ruled the city, had been using her move An Ear at Each Door to have her network of spies to gather information on the Priestess’s enemies which she ultimately used to betray the Priestess and claim power for herself. These are the kinds of blood-opera moments we’re really hoping players use the moves to create in games of SCUP.

What elements of your fictional inspirations were the most important to your design? 

If you think about something like A Song of Ice and Fire, you think about the big things that George R.R. Martin makes happen in that world. Characters die, the world changes, relationships change, etc. As such, we wanted to make sure that the MC and players had a lot of power to affect the world in compelling ways. To give you an example, we have something we call “end of season moves,” which are triggered by the players when a campaign is nearing its conclusion. They give the players the ability to mechanize something like, say, the Red Wedding from A Storm of Swords. Most PCs wouldn’t just drop something that game changing on their players, but the end of season moves give them permission to, with the player’s input. 
Additionally, we thought very hard about the kinds of characters in the books we used as inspiration. The playbook of The Screw, for example, is very much based on Sand dan Glokta from The First Law while The Voice is modeled after Littlefinger from A Song of Ice and Fire and Wormtongue from Lord of the Rings. We wanted the players to feel like they had more options available to them than fighters, wizards, and rulers. We wanted them to have characters that were powerful in more subtle ways, more backroom ways, etc., which is often very important to political, dark fantasy.
What makes SCUP special to you, as a creator and gamer each?
SCUP is the first game I really started designing. I designed it with Tom so we could play something fun with our friends. Some of the campaigns we’ve done with SCUP have been some of my favorite gaming experiences, and the fact that something I created with my friend, on a lark, just to have some fun is going to be a real thing in the world that hopefully brings some fun to other people’s gaming table is genuinely humbling and astonishing to me.



Thanks so much to Todd for the interview! I hope it was a good time, and I hope all of you enjoyed reading about it. Check out The Sword, The Crown, and The Unspeakable Power on Kickstarter now! 


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