Belated Birthday Bash with Brandon O’Brien

I am very lucky to have been able to interview Brandon O’Brien, fighting past the pandemic delays, about his amazing writing and game design work! While I am a few days delayed past his birthday, here’s the interview below talking about Brandon’s cool creations!

Brandon O'Brien, a black person with a beard and mustache, short black hair, and small and round frameless glasses, wearing a collared paisley and black shirt and leaning against an orange wall.
Brandon O’Brien.

Hi Brandon and thank you for the interview! Tell me a little about yourself and your experience. What is your work like and where did you start your journey into games and writing?

Hi! I’m grateful for the opportunity to talk about my work! 

My journey into games started fairly recently, when one of my writing colleagues mentioned Avery Alder’s Emerging Designers Mentorship to me in early 2018. At that point, I didn’t even really think that I wanted to make a game. It was just that I saw the link, and it made me think of a thing that I could make, and I was prepared to just put it in the back of my mind. But as time passed, the idea started looking more and more like a really interesting game, so at that point I wanted to make it, so I signed up. Since then, the tabletop game design community just kind of opened up a little bit. I started getting to know other creators, reading and playing their games and getting to know them, and it started to feel more welcoming, and that made me want to experiment more. 

As for my writing, that’s a far longer story. I’ve been writing in some form since I was much younger, especially poetry, which eventually led me to performance poetry, and then I met other Caribbean science fiction and fantasy writers, like Karen Lord and Tobias Buckell, and I realised that this was something I could actually do, and other people wanted to read it. And since that point, I’ve been committed to creating all of these things, and I’ve found that they complement each other very well–good verse becomes a good game, a good science fiction or fantasy premise becomes a good game, a good mode of play can potentially become an interesting way to hold an audience’s attention. So experimenting with them all has been a lot of fun! 

The description from Brandon's new game The Moon Wants Me To Leave You.
The description from Brandon’s recent game The Moon Wants Me To Leave You.

Tell me about a couple of your favorite works, both games and writing, and about your process for making those works into fully realized projects. What were the exciting parts of those processes? What was more challenging? Did your level of experience or background at the time help or hinder?

In terms of games, I’ve been eagerly working on a project called Soundclash, a Forged in the Dark game about making music in a world where music has been touched by magic and the music industry has changed as a result. I’m still on my way to finishing it, but the work is always really inspiring. I’ve enjoyed retooling parts of the system to fit music and musical performance, and the idea of a world where singing is your ‘combat’. I don’t think it’s perfect so far, and I have so much more to learn and ask, I think, but the process of learning and asking has been refreshing. That’s what excites me, to be honest. Funnily enough, I feel like it’s a small part of why I haven’t finished yet, combined with whatever level of fear is still there about making a whole big game. I’m intrigued to get closer to a sense of making the stakes of just performing a song the same as breaking into a stronghold or winning a fight.

I’m in a similar experiment with How To Unmake It In Anglia, a weird mystery story about finding a missing person in a world where every word you say or write instantly comes true. Narratively, a lot of it is a big experiment, asking a question about the world that changes the way that people speak in it and respond to words in it, and that has an effect on how I write their relationship to those words, too. But it’s also serial, so I’m trying to tell a long story but also make each part accessible and interesting and engaging, which is a slightly different state of mind than a whole novel.

I consider myself lucky, though. When you’re writing a story or a novel, you have an editor, someone who looks at your work and wants to help you get better at it. In my mentorship, Avery has been instrumental in a very similar role, helping me recalibrate how I even think about play. I consider that editing, in a way, and I’m really thankful to have people I can trust to see me through those stumbling blocks, especially on the gaming front.

The cover of Hot-Blooded, Cool-Headed Lovers, a game of opposites attracting for two players and a GM by Brandon O'Brien, depicted with a pink triangle and a purple triangle forming the rectangular page.
The cover for Hot-Blooded, Cool-Headed Lovers by Brandon O’Brien.

Both with your writing and your design, what are some themes and ideas you have been exploring that you don’t see as much in the standard American fare? What are the things that you bring from your unique experience that you most love to share through these mediums?

If I’m being honest, I don’t think I’m doing much that isn’t in the space already. From my experience, science fiction writers and indie designers are asking some of the most interesting questions, and so many of them are important to the present. I think my work is really focused on the question of what people use to create the context in their world, especially when it’s art. In my writing, I’ve been confronting a lot of very specific things that seem distinct, but I feel like they fit really well. I only recently noticed that Soundclash has a lot in common with some of my stories, when it comes to asking the question of what art does and who it serves. Sometimes it’s also music, or sometimes it’s a robot, or sometimes it’s the very bodies and identities of a community’s artists, but my characters ask a lot what it means to make something in a world where the thing you make, or the person who makes it, can become a commodity, and that’s what Soundclash is trying to ask as well: when you just wanted to make music, how do you navigate a world where you have become a tool, a weapon, for the industry to exploit?

I’m also really interested in how we make things to heal within each other, which is also in that same idea-space. I wrote a small game last year called The Refraction, which is played by writing poetry to each other. You can’t move from one stage of play to another unless you’ve shared your work and been shared with in turn. It’s also what influenced some of my Belonging Outside Belonging games, like Evokers’ Pact, where there are new moves that specifically emphasise how conflict and reconciliation between two or three people can impact entire groups, because at the time when I wrote them I was really thinking about how conflict isn’t often about one person making trouble, but about how two or three people misunderstand each other or talk over each other’s desires, and I wanted to find a way to ask players to think about what those misunderstandings are as part of play, and possibly challenge them to think about those things as they leave play, too.

The text description of Evokers' Pact by Brandon O'Brien.
The description of Evokers’ Pact by Brandon O’Brien.

When you get an idea, how do you decide whether to make it into a piece of fiction or poetry, or a game?

Very rarely, things materialise one way in my brain, and I will get fixated on the notion that it has to exist in the medium I imagined it. A few games are like that. The Refraction was always going to be a game, because I wanted to make a poetry game, and once I knew what this one was, I didn’t want to give up on that. And that happens a little more often with fiction or poetry, too. I’ve spoken to other writers who agree that sometimes, when we decide to write a story, it’s actually because the idea in our head is something we would really like to read. That it’s kind of a craving for something, that we’re hungry for a certain kind of story, and we get fixated on finding it and consuming it because that’s what we’re in the mood for. And then a part of our brain goes, “well, you’ll have to write it yourself”. Like it’s a literal craving, but you can’t order it from a fast food place, so you make up your mind that you have to cook. That’s what a story feels like sometimes–It’s in this medium because I made up my mind that I want to read this, and want other people to find it like this.

But more often I have notes about a thing and have no idea what I want it to be. I have loads of notes on things that could be stories, but they could also be comic books, and the only reason they aren’t yet is because I can’t draw! Or there are nuggets of things that would make fascinating game mechanics, but I don’t have something meaningful to do with them yet, so they’re just waiting in a notepad app for me to find a way to make it important. Ideas are free. I have too many of them to use. So I try to be less rigid about them whenever possible, and consider how they can find value in another format if I’m struggling.

The moves from Evokers' Pact.
The moves from Evokers’ Pact.

A lot of the RPG world can seem dominated by homogenous cultures and perspectives. What are some projects of yours where you’ve really had the opportunity to express your own culture and perspective, and how did you work through that creative process?

Culture is a difficult thing to try to parse in any medium, especially when you’re a Black diaspora creator working with cultural objects that may seem foreign to many other people. But I like exploring the cultural objects that I know because they’re the lens through which I make sense of the world and my place in it. 

For instance, I’ve been really focused on a particular character in Trinidad and Tobago folklore called a lagahoo–a creature cursed to transform into a monstrous shape, but also to have a coffin chained to them, to drag it with them wherever they go. I’ve been fascinated by that image for a while now: why is this person so cursed? What could be in the coffin? And as I was processing certain parts of my work, my relationship to my culture, and even some of my own personal experiences, I began reevaluating the lagahoo, viewing it as an image of rage, of frustration, of righteous anger, someone for whom this curse is actually a kind of dark mission. That understanding shows up in my fiction and my poetry, but I struggled for a while to put that in game form. 

So I put out a game, coincidentally called Lagahoo, which is a slight adaptation of the party game Werewolf with that added flavour, because that felt more interesting and more real to me. It (hopefully!) turns the game into a world where you know there are monsters lurking in the dark, preying on your community, but they’re not the things that turn into beasts with fangs and claws, they’re the ordinary people who hide their cruelty and their viciousness under cover of night. And the game doesn’t really care if you can tell. You just have to keep your community safe. 

I want to experiment more with those perspectives. Folklore opens a really interesting window for us to reevaluate the modern world, not always through the mechanics of most fantasy stuff–like, it doesn’t always have to be violence or conflict, or the threat of loss. It can also be an opportunity to reconnect with history, or ask questions about what we think we know or trust. And Caribbean folklore is rich like that, so I want to play more with those characters and what they could teach us, while also using that opportunity to share that part of my culture with others. 

The cover for The Moon Wants Me To Leave You by Brandon O'Brien, a game about coming clean, working through it, and interference from the moon. The image is a moon on a cloudy night.
The cover for The Moon Wants Me To Leave You by Brandon O’Brien, one of his newer releases.

With The Refraction, how did you integrate games and poetry to make a synthesis of the two? How have players responded, and what makes the game exciting to you?

I just really wanted to tinker with a game where playing was writing. I wanted to use play to hopefully make a safe space for folks who probably don’t write as often, or have never attempted writing a poem or may think that it’s hard or needs to exist a certain way, to be free to share among themselves and not feel like they need to do any one thing to write a poem. But I also wanted to use those fantasy tropes, of the downtrodden villagers who obviously have a lot to say and no force of power to speak out, as a prompt for those poems. I actually want to do much more with The Refraction, to create more of those play-spaces soon and give people more worlds and characters to inhabit and write from. 

I believe people really like it! It’s one of my Itch games that people ask about and talk about the most. I wish folks would be willing to share their poems with me! But I won’t force it! I’m just grateful to make space for folks to write, and I hope it helps people discover something through writing the way poetry does for me. I really like poetry’s capacity to use space and brevity to tell a story, and how we communally attach personal depth to it because of its format. I can only hope that it’s encouraging people to tinker more with the form and maybe write their own things. And I want to make more opportunities just like it–where telling the story is not just making the world, but is about discovering how you feel and what you want to do about it, and gaining power from telling people. I mean, at its core, what is a roleplaying game but telling people that you’ve been moved to do something? And I’m beyond hype that I get to make room to do that, but they get to toy with writing among friends, without feeling judged. 

Brandon O'Brien, a Black person with short cut black hair, small and round rimless glasses, and a goatee, wearing a bright red paisley print shirt.
Brandon O’Brien.

Thank you so much to Brandon for the interview! I hope you all enjoyed this interview and that you’ll check out Brandon’s website and itchio!

Script Change Now Has Discord Emojis!

Check it out!

https://briebeau.itch.io/script-change

the script change buttons on a sheet.

Behold, Products! Ultimate Micro-RPG Book Pre-Orders!

Hello all!

I’ve been honored to be a part of the Ultimate Micro-RPG Book, edited by James D’Amato, which is currently on PREORDER! Preorders are a great way to support the product and the idea if you like it, because it lets big box stores know that there’s demand, so they’ll order more AND it lets the publisher know there’s a market for these kind of badass products! Check it out!

The Ultimate Micro-RPG Book cover with various illustrations indicating the genres of the games inside.

I would love if my readers who love my games would pre-order this awesome book filled with games by myself and other designers we know well like Alex Roberts and Jason Morningstar but also newer designers on the scene like Ben Chong, Jay Dragon, and Jeeyon Shim, and some rad entries from people like the popular Dread Singles/Hottest Singles writer Jordan Shiveley! I’m ecstatic for this collection!

My entry is a game about werewolves and is a mostly-solo (with option to interview others as part of the game!) game called Lycantree – here’s the blurb:

In Lycantree, you play the youngest member of your werewolf pack who is exploring the history of your Lycantree—the events that created your family. Your pack is a biological family that collectively raises young, and are very long-lived. You can trace over lifetimes the individual stories and the pack’s legacy by interviewing family and reading their journals. By doing this, you will find your own path through the visions of the Lycantree!

Lycantree blurb

Please check out the Ultimate Micro-RPG Book, edited by the amazing James D’Amato and filled with games by tons of other rad designers – preorder today!

Wouldn’t It Be Nice? sale

A new sale on itchio of my games!  The Wouldn’t It Be Nice? sale hopefully will cover any of my COVID-19 testing costs and related expenses. Wouldn’t that be nice? $40 for all my games on PDF!

Runs the length of a quarantine so get it while it’s good 😉

https://itch.io/s/28845/wouldnt-it-be-nice-sale

Beau in a beanie cap, a red and black flannel shirt, and a grey tank top.
Trying to make it thru!

Five or So Questions on Princess World

Hi all! Today I have an interview with Kevin Petker about the game Princess World, which is currently on Kickstarter! The game has some fun beginnings – read all about it in the responses below!

Tell me a little about Princess World. What excites you about it?

Princess World, “A Game of Girls who Rule” is a Powered by the Apocalypse role-playing game about playing diverse Princesses from varied realms who are trying to work together, despite their differences, to address problems in their world.  The most exciting thing about the game is that it was inspired by my daughter, she literally pitched it to me when she was three-and-a-half (She’s six now) and she’s been a great help in generating ideas and concepts for the game.  Princess World is designed to be accessible and engaging to new players, particularly younger ones, and deals a lot with the power and meanings of words, and how phrases can be reinterpreted in different ways.  Every character in the game is defined by four essential Truths, which are short narrative phrases; when players start to grasp how to use these Truths to expand the narrative power of their characters in the game, using them as springboards for their imagination.  Seeing  a player’s eyes light up when they think of a new way to use a Truth makes the whole game worthwhile for me.

The character playbooks with their Truths laid out on a table and an assortment of dice, pens, and a crown headband.
The Truths on the character playbooks.

I’m super curious about the Truths! What are the four Truths and how are they presented to players?

Truths are probably my favorite part of Princess World!  Truths are the “powers and abilities” of each Princess, like if you’d list four special things a character in a story or book are good at or known for.  Each archetype/playbook has a unique list of four Truths that the player must express about their character.  Some are extrinsic to the character, like equipment or things and some are intrinsic to the character, like experiences or legacies, and some purposely blur the line, so that the player can decide. 

These Truths are narrative statements, not just descriptive, that give the character options and abilities others probably don’t have access to.  For example, a Fairy Princess’s player wouldn’t just say, “I have green hair.”  There’s not much they can do with that in a story; it’s mainly just description.  If, instead, they said, “My hair consists of the intertwined flowers of Spring.”, then we can think about all the various narrative ideas and options we can unpack from that.  Maybe they can use the scent of their hair to calm others, or maybe they can cause other plants to thrive, or maybe they can call on powers of growth and renewal.  We’d play to find out the creative options the player could come up with, based on that Truth. 

Truths are usually written in the character’s favorite color, unless they’ve been deemed to be Unpleasant, in which case, they’re usually written in black.  Before a player writes down a Truth, they express it to the table of players first, and the other players judge the Pleasantness or Unpleasantness of that Truth, before the player writes it down.  Being Unpleasant, just means that the other players can immediately see how said Truth has the potential to cause problems for the character, though they could be bad or dangerous as well, but the player can still call on them! 

If a Truth is judged to be Unpleasant, the player has the option to accept that trouble or to rephrase the Truth in a way to address any concerns.  Most players seem to enjoy having potential trouble brewing for their characters as it can lead to interesting stories.

The Truths can be as direct or as flowery as the player desires, but they’re usually a single sentence.  For example, there was a Skateboard Princess who expressed this: “I can’t digest normal food, I eat batteries.” and the table of players was astonished and intrigued.  The player went on to explain, “I’m a robot!”  Now, they could’ve just expressed the Truth as “I’m a robot.”, but the whole “I eat batteries.” was thought of something more in line with what one would read in a story about a robotic Skateboard Princesses! 

As a nonbinary creator, I’d be lax if I didn’t think of kiddos like me – is there space for nonbinary or masculine players or characters in this world, or is it strictly about embracing the feminine “girl” power and identity? How are you framing gender identity for the princesses, with this answer in mind? By this I mean, are there princesses with different body types and presentations like in She-Ra?

I think it’s going to be very tough to overcome the assumption that “princess means girl” in Western culture, but that is not an assumption I make in Princess World; we say “Anyone can be a Princess.”  I lean more towards my daughter’s interpretation of princess which is “Someone who is capable and competent, and also pretty cool.”  Some of the playbooks lean towards the feminine side, for certain values of feminine, such as the Proper or Fairy Princess, but the player of such characters is not bound by that at all!  There are self-defining Skateboard Princeses, rough and tumble Warrior Princesses, and characters that are free to blur the lines in any way the players wish, like the Shadow or Pauper Princess.  In the actual text I tend to lean towards female (she/her) or gender inclusive (they/them) pronouns unless I’m talking about a specific character or person who has specified their pronouns.

For the player, if the gender of their character is important to them, they can work to include it in the Truths about their character; if it less of a factor in their interest in the character, it can be included in their descriptive details.  In actual play, their have been girl, boy, neither, amalgamated, changing, and artificially gendered Princesses.  It’s my goal that players can make character that reflect their desires and interests in what is cool or exciting.  Variations in age, body shape, gender, orientation, and even species have all occurred in actual play of Princess World.  For me, it’s really exciting to see the fantastic directions players take their character creation in, thinking both inside and outside the box of the archetype they’ve picked.  The new She-Ra cartoon has definitely been a touch stone.

With all that being said, there is, in very early development, a playbook that is specifically called the Boy Princess; my daughter wanted that included (she generated the seed ideas for fourteen of the sixteen playbooks we’re working on) and I’m excited to see how players will interpret and expand on that concept!

The character name tents and character portraits for the Space Princess, Pirate Princess, and Shadow Princess, beside some tokens, pens, and index cards.
The character portrait is very important!

Awesome! The Boy Princess sounds my style. Speaking of style, I see that you’re using a system Powered by the Apocalypse. What led you to choose this system, and how have you modified it to suit your unique needs?

Well, I really fell in love with Apocalypse World when I was first introduced to it; it really mapped to my style of facilitating games and gave me words and structures to actually explain what I was doing.  Also, it allowed for a very low level of pre-game preparation, something I’m really liking as I have less time to game.  I feel that the PbtA approach worked really well for being a Weaver, what we call the “game master” in Princess World, as we stress that they are there to help the other players tell a story about their characters, not a story the Weaver makes up to put the princesses through; that collaboration between all the players, collectively creating the fiction of the narrative is what I find most satisfying in playing PbtA games.

For Princess World, I narrowed things down to four basic moves; all of which are ways of dealing with obstacles or problems that the characters face. Essentially: order things to do what you want, try to change their minds, evade things, fight things; they seem to cover all the ground I want for the players to explore when making choices for their characters.  There’s a single auxiliary move that is dependent on how connected a Princess is to another Princess, using a currency we call Threads, which are statements about the characters’ relationships, written down on strips of paper and handed out to other players.  As well, every Princess has a special knowledge move that reflect their unique perspective on Princess World, though other Princesses can use their Threads to tap into another Princess’s way of looking at things.

Apocalypse World, and many PbtA games, tend to be pretty loose on framing and pacing scenes; I’ve put a little more structure for that in Princess World, specifically using number of scenes to measure the difficulty or challenge of a situation; the more difficult a challenge is, the more scenes will be required to overcome or resolve it.  I’m hoping this will make pacing of the story and sharing spotlight time easier for newer players to grasp and use.

There’s no lists of equipment or gear in Princess World, basically, if it makes sense for a Princess to have access to something, the Weaver is encouraged to say “Yes!”, especially if it’s something the player can narratively unpack from one of their Truths!  Encouraging creativity and experimenting with ideas is strongly encouraged!

As a parent, being able to create a world for your kids to play in has got to be amazing. I can see some of this in the Truths, but what are the values and principles you’ve considered in design, and the emotional experiences, that you have made an effort to ensure come across in play?

Yes, it’s been amazing both from a design perspective and from a playing one.  Sebastian, my son, has already played Princess World; he created the first Dragon Princess and did an amazing job with her, creating a monstrous Princess who was both scary and kind!  Freya hasn’t played yet, but has done some basic role-playing with her cousins.  All seem to have really enjoyed it and I’m looking forward to more games with them.

One of the core experiences I wanted to have in Princess World was for the players to have to grapple with the question of “What is important to my character?”, with the subtext asking, “What is important to me?” Many moves and options revolve around choosing to help yourself, to help others, or to help the greater world around you and that, often, you won’t have enough to do all three at once so you’ll need to make hard choices.  I interviewed a lot of kids, aged 9-13, during the early development process and I wanted the game to reflect what that age group wanted in a game: that their characters had agency, that they could make important choices, and that their choices mattered; I’m really hoping that Princess World will provide that for players, both new and experienced.  So far, it seems to be working.

Three children of varying ages and genders playing with the playsheets and associated documents from Princess World on a floral carpet in a small room, drawing characters and filling in character sheets.
Heck yeah playing on the floor!

Thanks so much to Kevin for the interview and to the Weaver Princess, Freya, for being such an inspiration! I hope you all enjoyed the interview and that you’ll check out Princess World on Kickstarter today!

Five or So Questions on Rebel Crown

Hi all! Today I have an interview with Michael Dunn-O’Connor about Rebel Crown, which is currently on Kickstarter! Check out the responses to my questions below!

Tell me a little about Rebel Crown. What excites you about it?

Rebel Crown is character-driven rpg with a player-facing campaign. Each character playbook focuses on a unique relationship with the claimant and gives that character a driving motivation to remain on this quest. The claimant is its own unique playbook, which thrives on sharing the spotlight with their allies and acting on their council. The campaign is driven by player choices: which factions to ally with and which holdings to pursue. As you group, you play to find out whether the claimant can take their throne and what sacrifices must be made along the way.

What are the various playbooks like, in a few examples of their abilities and how they interact with the game, and what power do they have in the narrative?

A lot of our design process started in the playbooks.  I tend to get the most out of campaigns where the characters are deeply connected to one another and have a shared commitment to a goal or objective.  Since the premise of a succession crisis lends itself to focusing on the relationship between a Claimant and their allies, that created an opening for us to create purposefully asymmetrical playbooks.  Most of that asymmetry has to do with the Claimant playbook.  There must be a Claimant at the table, and the other playbooks are sworn allies of the Claimant.  This playbook is at the heart of the campaign, but we didn’t want to make a game that follows the story of one player character at the exclusion of the others. So we made the Claimant’s player explicitly responsible for spotlight sharing and reinforced this responsibility through their XP triggers:

image.png
The Claimant playbook triggers.

 The result has been that the Claimant is constantly pulling other characters into the scene to ask their advice, to request a sacrifice, to reward their loyalty. The other playbooks have XP triggers that reward them for taking initiative, to not wait until the Claimant asks for their advice or intercession. Here’s the Devoted:

image.png
The Devoted playbook triggers.

The flow from these rewards has been really satisfying, and character motivation and relationship is constantly at the center of play.

The playbook special abilities reinforce character dynamics without being too restrictive (especially since special abilities may be chosen from other playbooks).

image.png
The Idealist playbook triggers.

A sample of the Devoted’s special abilities suggests different approaches to protecting the Claimant (guarding them in battle, defending their name in a public forum, or engaging in duels on their behalf).  The Devoted is defined by their love of the claimant, but there are many ways a player might take action on that motivation.

To dig in deeper, in the case of the claimant in play, how does the game guide the player toward a just and moral leadership that would make their claim to power morally superior to the claims of the usurpers?

The moral righteousness of the Claimant’s quest is in many ways the core fruitful void of this system: it’s a driving question that the game can’t answer for you without closing off some of the explorations that make RPGs really compelling. However, we try to direct play toward this question in thoughtful ways.

One way is the way that each sortie generates Unrest for the retinue, and more destructive sorties produce significantly more Unrest. The sortie objectives push the retinue to gain new objectives and ingratiate themselves with powerful factions, but the consequences of this expansion often impact the common people of your holdings the most. Here are the Entanglements you might roll at the highest level of Unrest:

The Unrest rules.

Unrest provides a slow creep of consequences for the people your Claimant has sworn to protect and provide for. How they address these consequences is an unavoidable topic of play.

The playbook that most explicitly focuses on the question of just rule and moral leadership is the Idealist, who has allied with the Claimant because they believe it is a path to the greater good. The Idealist’s XP triggers put pressure on the Claimant to do the right thing even when it’s not expedient and encourage the Idealist to keep that question of moral leadership right at the forefront of play. 

Draft playbooks with some fun thematic details.

I note that you talk about expressing your heritage, background, or trauma. How are players supported within the game in regards to traumatic or triggering content, and also, speaking of heritages, are you involving sensitivity readers in the project?

Trauma is a term from Blades in the Dark that appears in many Forged in the Dark games. We replaced that mechanic with ‘Scars’. When a character’s Stress exceeds their limitations, they must choose whether to take one final action before collapsing or to pull themselves together and carry on. We both wanted to avoid the term Trauma given its specific meaning in the context of psychology, and we wanted to rework the mechanic to provide more player choice in the moment.

We’re working on integrating safety tools into the rules text. I’ve been influenced in this regard by playing with some folks through The Gauntlet’s community. We want to provide clear prompts on CATS (content, aim, subject matter, tone) that people could leverage when introducing the game to a group. We’ll also encourage the use of Lines & Veils and the X cards. When we run are games at Games on Demand, these are the tools we’ve used and we want to provide the same resources to folks running it on their own.

The design team is just Eric and me; we haven’t brought in outside readers, though our playtesters have given a lot of valuable feedback on how we can directly address the more problematic aspects of any fiction set in a feudal setting.

What does an average session look like, including the sorties you mention (a term some of my readers may be unfamiliar with)?

A typical session runs through three phases:Recon: In which the retinue (the Claimant and the allies) gather information about other factions and identify an objective.

The Sortie: The main ‘mission’ of the session. This could be an attack on an enemy faction, a diplomatic meeting, or an attempt to drive off wraiths from a vulnerable holding. The goal of a Sortie is typically to gain a new Holding (some property or asset) for the Claimant’s Domain, to strengthen relations with another faction, or to weaken an enemy faction in some way. The retinue may also seek to vassalize another faction, bringing them under the Claimant’s rule without seizing their Holdings.

Downtime: In which the retinue recovers from injury and stress, engages in long terms projects, and trains their skills. Downtime abstracts weeks of time as the player character pursue their own interests, discuss their long-term priorities, and seek solace together from the difficult campaign.

The Domain sheet includes a calendar for players to track their Sorties, Seasons change every two Downtimes, providing a richer sense of time scale and place.

At the end of the session, players asses how they earned XP based on their playbook, and whether their character’s Beliefs and Drive changed based on the events of the session.

The creators, Michael and Eric.

Thanks so much to Michael for the interview! I hope you all enjoyed it and that you’ll check out Rebel Crown on Kickstarter today!

Quick Shot on THE VIOLET SANCTION

Hi all! Today I have an interview with Cody Trotter from scaryridge creative house about THE VIOLET SANCTION, which is currently on Kickstarter for Zine Quest 2. It sounds very interesting! Check it out below!

What is THE VIOLET SANCTION, both as a product and as your vision?

i’m working on a zinequest game for kickstarter called THE VIOLET SANCTION, a cooperative urban fantasy adventure that takes place in seattle’s capitol hill neighborhood. it’s one of the epicenters of queer culture in the area, and it also happens to be my home. as a product, the game is a multiplayer choose-your-own-story style gamebook, divided into episodes. episodes, which are named after streets in the neighborhood, are non-linear, crossing paths with each other frequently, leading to a grand finale in the epilogue.

the game eschews dice, leveling, experience points, and most combat (there are social encounters, certainly). as a vision, THE VIOLET SANCTION is my first art project in a very long time, after years of processing life’s many traumas. a mid-life crisis, transitioning to nonbinary, escaping a job that was devouring me; this game is more than just a reincarnation of my artistic spirit, it is a manifesto for social change, for art, for evolution. i’m new to this whole process, but i’m hopeful in ways i haven’t been in ages.

A person with short blond hair and purple sunglasses stands in front of an orange sun or circle while wearing a golden necklace, purple shirt with leopard print, and a brown cape with a fur collar.

This sounds like such a fascinating project! How do you handle resolution of any conflict or social encounters in lieu of dice?

the gamebooks express the setting and obstacles similarly to an adventure game, with a lot of the puzzles requiring specific actions at the right places. this can include dialogue choices, magic being cast, classic inventory puzzles, etc., but the charm of the system really comes from the cards. every character has their own customized deck, which are written on, manipulated, and sometime removed. a various points, the game queries cards in hand or on the table, then directs you to the next scene accordingly.

my favorite example is the 9 of hearts, which signifies the 9 lives of the cat-human shapeshifter class. as they “lose” lives, pips are shaded in or crossed out. rumor has it that cats on their last life share a drink at a speakeasy hidden down a dark alley…

other scenes are resolved by playing cards from your hand to determine outcomes, and one character class can even trade cards with other players. however, cards are never randomly drawn, instead it’s a strategy puzzle of figuring out what goes where and how.

As a nonbinary person, I’m always curious how other nonbinary people’s identity has influenced their design. How do you feel your transition to nonbinary identity has influenced the design and flavor of THE VIOLET SANCTION?

being nonbinary absolutely affects my writing and design. the game is largely de-gendered, with the exception of a few specific characters, like death herself, which was chosen intentionally. using THE VIOLET SANCTION as a platform for dismantling the gender binary and helping to solidify new language was incredibly important to the overall design. identifying as queer in general impacts the type of subjects i choose to tackle.

all art is politics, and education, and i think visibility for the queer spectrum is vital to our future. i spent my entire adolescence being told that my sexuality shouldn’t define me, that it was only a part of who i was, but then was simultaneously told i was a very small percentage of the population. as i’ve grown older and wiser, i meet people like me everywhere i go. i want the next generation to hear these stories and be able to do better for themselves. 

A purple and white cover with the title The Violet Sanction, displaying  a city with columns in the foreground that are beginning to crumble and the silhouettes of people and a cat staring towards the viewer.

Thanks so much for the interview Cody! I hope you all enjoyed the interview and that you’ll check out THE VIOLET SANCTION on Kickstarter today!

Quick Shot on The Watching Book

Hi all! Today I have an interview with Sarah Rowan about The Watching Book, a project on Kickstarter for Zine Quest 2 right now! It seems really interesting and has a really romantic element behind its creation. Check out the interview below!

What is The Watching Book, both as a product and as your vision?

The Watching Book is a diegetic setting zine told as the journal of oracles. It presents the religion, culture, and rituals of a fictional people through the eyes of the women who guide them. Accompanying the zine is a short paperless, gm-less rpg. In this, players take on the roll of children to enjoy a game of mystery-solving and oral storytelling. Both the game and the zine are in-world artifacts that can be used to enhance a campaign setting or be given directly to players as found items during a game. 

This zine is the second foray into the world of Soothsayer, my boardgame from 2019. The project started as a gift for my wife, and consequently the world is built around centering the lives and accomplishments of lgbt characters. By using different viewpoint characters throughout, I also get the chance to examine the ways in which the same ritual can take on different meaning to different people, even within the same group. I really wanted the world built by these games to explore real faith in fantasy by leaving some questions unanswered. 

The Watching Book cover in black and white styled like a leatherbound book with an eye that has a star for a pupil.

This sounds very cool! What are some of the ways you set boundaries and encourage creativity, either mechanically or otherwise, for players in The Watching Book?

The Watching Book is more of a setting than a game in and of itself. But carrying through from Soothsayer one of my design goals was to make sure to avoid encouraging a “dark” look at the world. The problems faced within the text are natural disasters, disagreements, or mysteries rather than acts of intentional violence or hate. I primed the world to be not a utopia, but a relatively peaceable sort of place where brutal content is very clearly out of place and inappropriate. There are a lot of games and settings where those topics can be explored, but this is not one of them. 

As for creativity, I stay away from explicitly answering any of the religious and spiritual questions that exist about the world. Are the spirits actually real? Are they real, but different than how most people interpret them? Readers and players in the setting have room to develop their own opinions and explore beliefs without being handed a yes or no answer within the text. 

A black and white illustration with four-point stars as a border and eight-point stars in the corners and centers. In the center is an oracle with long dark hair, a cape over a jacket with ornate eyes embroidered over the front, and a belt with pouches.

It’s lovely that this was inspired by your wife. In what other ways than the people is The Watching Book a queer game and product?

I made sure that at every step of the way I tried to include people of different outlooks and communities. Ezra, the artist, describes themself as a Queer Jewitch Farmer. That’s a material way I’m using my work to give back; hiring other LGBT people to work with me.

Additionally I am happy to adopt a policy that’s gaining traction in the ttrpg community; as part of the campaign I have included Community Copies of the zine. These are donated copies from generous people that are available to anyone, no questions asked. In this way I can make my zine a little more accessible to those having a hard time. 

A black and white illustration of a round fortification with a wall around it, surrounded by almost diamond-shaped towers with symbols on top of them.

Thanks so much for the interview Sarah! I hope you all enjoyed it and that you’ll check out The Watching Book on Kickstarter today!

Quick Shot on The Last Place on Earth

I have a quick few questions with Eli Seitz on The Last Place on Earth, a Zine Quest 2 project on Kickstarter! Check out the responses below.

A map illustration titled The Last Place on Earth, 1910-1913,  showing a mountain range and a series of circles depicting the travels of Robert F. Scott and Company.

What is The Last Place on Earth, both as a product and as your vision?

The Last Place on Earth is a tabletop role playing game inspired by the Heroic Age of Exploration and by Robert F Scott’s fatal 1912 expedition to the South Pole. It’s a game about the hardships of Antarctic exploration and the arrogance of men who believe that they can or must overcome nature. It’s designed as a one or two shot experience with black and white zine of rules accompanied by archival photos and an illustrated map of the route to use a play aid.

This sounds like an intensive research project! What kind of research have you been doing for the project, and how have you found that research to be useful in designing the game?

My research started with a much broader scope as I was interested in a game about historical exploring. I was reading about mountain climbing which had a lot of juicy material: harsh environments, bad equipment, improper safety procedures, great scenery, but almost all that history engages in indigenous erasure. As a white designer, it is not my place to write that game so I turned my attention to the South Pole, and Scott’s Terra Nova expedition drawn in by the photographs and journal entries. The journal entries. 

A black and white photo of three men dressed in warm sweaters, pants, and boots in a small enclosed space on bunks, all journaling.

The journal entries are fascinating because they provide insight into the thought processes of the expedition members during their ill-fated march. We can read about the dynamics within the group and later what they want to be remembered in the history books. Journaling is included as a mechanic in the game as a form of monologuing, and as a stretch goal, I will be writing a solo RPG variant that relies on journaling extensively. In the end, the emotional arc of the expedition became the focal point, and the technical aspects of exploration were relegated to window dressing. The best gameplay comes from exploring the attitudes and relationships of these men at the end of the earth. 

I like the way you say “the arrogance of men who believe they can or must overcome nature.” Can you expand on this perspective and how it shapes your design and your approach to this project?

Beneath the mechanics and setting, the Last Place on Earth is about colonialism and masculinity. These men traveled to a place with temperatures of -45 degrees Fahrenheit and winds regularly over 100 miles an hour so that they could claim the glory of reaching the center of an uninhabited continent. This toxic mindset is just so deeply ingrained in their identities. For example, they viewed skis as children’s toys and barely used them instead they walked almost all of the 900 miles to the pole. It’s also apparent in their words. One of Scott’s last journal entries reads, “we have been to the Pole and we shall die like gentlemen. I regret only for the women we leave behind.” Or Lawrence Oates’ last words were, “I am just going outside and may be some time,” then he walked into a blizzard with no boots.

In the game, the characters are created to evoke the absurdity of these historical attitudes. During the game, the players explore how characters with this mentality deal with intense physical hardship, failure, and possibly even death. They form close bonds with fellow expedition members and see if they can weather the storm as their entire world is challenged. I hope that the critique offered by the game will lead players to think about their own beliefs on nationalism, masculinity, and the natural world.

A black and white photo of two people exiting an ice cavern filled with shadows. The cavern is shaped like a teardrop with icicles hanging down from the top. On the horizon, a black ship pushes through the ice.

Thanks so much Eli for the interview! I hope you all enjoyed it and that you’ll check out The Last Place on Earth on Kickstarter today! Also, take a look at Eli’s other ZineQuest project about rules, pomegranates, and arguing, Fruit of Law

Quick Shot on Thistle and Hearth

Hi all! I’m excited for this interview with Aven Elia McConnaughey and Natalie the Knife about Thistle and Hearth, which is on Kickstarter for Zine Quest 2! Check out the responses below!

What is Thistle and Hearth, both as a product and as your vision?

Thistle and Hearth is a game of belonging outside belonging that combines a dark fairytale aesthetic with the experience of growing up as a Lutheran in Minnesota. Inconvenient spirits, punishing winter, and mercurial fae challenge the community. True Names, vows, and acts of creation bring them comfort.

To be honest, the idea for Thistle and Hearth literally came to me in a dream. It was some sort of high-action romp, but the things that stuck with me were the aesthetic notes of deep forest, deep winter, and elk riders. These aesthetic notes weren’t really enough to turn into a game until I shared them with my co-designer, Natalie (@rpgnatalie). The most exciting thing about designing this game has to do with genre – a thing I love playing with in games and game design.

To me, a lot of the indie game space for the past decade has been in pursuit of genre. Apocalypse World gave an approachable toolkit for replicating specific fictional genres in games, leading to countless hacks. Dream Askew//Dream Apart followed a number of years later, using similar tools to subvert existing genres, rather than just replicating them. What Natalie and I have done with Thistle and Hearth is create a genre that exists nowhere else by making playbooks and motifs that assume archetypes for this genre-that-doesn’t-exist. People expect playbooks to rely on tropes, but we’ve created playbooks without the tropes, and it turns out that creates a really unique play experience.

A bearded Thistlefolk illustrated in black linework and colored in blue-grey.
A Thistlefolk by Mahar Mangahas.

It sounds like you’re bringing forward a very specific experience. How does the life of a Lutheran in Minnesota connect to dark fairytale aesthetic, and what are some examples of how players will experience this?

So the game is influenced by Aven’s experience growing up in a Lutheran community and Natalie’s experience in community with people who were part of the church. The way the church manifested was heavily influenced by the local climate – months of winter where it was too cold to go outside, with too little sunlight, where the climate becomes a thing you have to guard against in certain ways. The game has five motifs that determine the themes and forces that will be at play in your game, and each one reflects a different aspect of our experiences.

This is represented in the game very literally with the Winter motif, which brings scarcity to the community, and asks how do you make do with less than you need? This can also lead to tension between playbooks. For example, the Forged and the Morning Frost respectively represent a tension between repurposing what we have in order to get what we need, and making things that bring joy or beauty but may be a frivolous use of resources.

The church also often had an insular narrative – we didn’t necessarily think things that were outside of our community were bad, but we didn’t understand them, and there was a prominent narrative that we did not belong out there – in the cold, in the wider world, or, in Thistle and Hearth, in the Woods. A part of this was coping with the fact that we lived in a place where living is hard and grueling most of the time – by making the unfamiliar undesirable, we made the familiar desirable.

A ghost with long hair and wispy petal-like layers surrounding them, accented by shafts of wheat.
A ghost by Mahar Mangahas.

The Thistlefolk, our name for the fae, represent how power works sometimes in communities of faith. There are often people who you know little to nothing about but who either you as an individual or the wider community are beholden to – they hold power over you and their rules must be followed. Both the Thistlefolk and Family motifs explore questions over how power is distributed, and how it affects someone who is part of the community in ways that are not explicitly violent or economic.

Lutheran communities often build their identity around shared histories, but these are not always true to what actually happened. In Thistle and Hearth, the dead can come back to speak their truths, and that may complicate the things that the community hold as sacred, or it can be used to reinforce this shared history. They can also function metaphorically as a representation of people who have left the community but still have a connection to it, and can demystify the unknown in ways that breaks down the in-group/out-group narrative.

Exploring genre, or the surpassing of genre, is something that fascinates me. How did you use the Belonging-Outside-Belonging system to develop this new genre and how does it influence play?

PbtA games use move-like-mechanics to establish what people do in the world, and the fictional consequences of acting in those ways. This is used to reinforce genre by recreating the paradigms of action found in therein. Belonging Outside Belonging games go a step further by codifying what kinds of action makes characters vulnerable, and what kinds of action allow them to advance their agenda.

In Thistle and Hearth we included moves and grouped them in ways that either subvert existing genre influences, or else completely ignore them in favor of something new. For example, one of the Forged’s weak moves is “lash out in anger.” In other genres, this would probably be a strong or regular move for a physical-strength oriented playbook like the Forged. In this game, and this genre, it is something that they do to show their vulnerability.

If moves and their categorization makeup one part of the genre of the game, another important mechanical aspect of genre is the motifs. Motifs (which might be called “situations” or “setting elements” in other BoB games) establish fictional powers in the world, and the players together control them and influence how they are used in play. The group’s collective experiences, while perhaps based on their existing cultural knowledge, create a new genre when combined together.

A barb-like flower that looks almost like a dragon with swirling petal or leaf-like wings.
The Woods by Mahar Mangahas.

Without shared control of the motifs, it would be up to individuals in the group to understand, synthesize, and then reproduce for everyone else. That would be much, much harder, and it would be more likely for the player’s existing cultural knowledge to leak into their creation of the genre. The motifs may be familiar to players individually, but the game leads to play that explores how they connect to each other to define a fictional world. The space between the different motifs has a somewhat defined shape, but it is only through play that a group can discovers what fills the empty space.

In contrast to Dream Askew, the lists that players pick from to define motifs are quite broad in Thistle and Hearth. There is a tendency towards higher variation between the motifs from game to game. The genre that the players explore together can have a vastly different texture depending on the options they choose. In one playtest, the Thistlefolk hoarded secrets, so much so that they sent a member of their brethren into the community to steal a particularly juicy secret. In another, the Thistlefolk craved music and violence; we elaborated on them as extravagant party-throwers who could appear at the drop of a hat and stay for days, leaving little time for sleep or solitude.

A detailed header of ornate floral and leaf-like detail with a braided centerpiece going through a wreath over black and white text reading Thistle and Hearth. Below this, a curling and carefully detailed bundle of thistles makes up the footer.
Such a lovely title treatment! By Mahar Mangahas.

Thank you SO much to Aven and Natalie for this interview!! I hope you all enjoyed it and that you’ll check out Thistle and Hearth on Kickstarter today!

(edited to add second interviewee, my bad)