Big Bad Con 2018 Summary

Big Bad Con is my favorite convention.

There are any number of reasons why – some are simple, like “I can always get a glass of water” or “There are easy to read pronoun flags” or “The game offerings are amazing,” but some are far more complex, and today I want to talk about those more complex reasons. I’ll tell you a little about what I did first!

My Big Bad Con 2018 was intense. I was busy as hell, the entire trip. Somehow, though, I still recall distinct moments of calm and chill, even though my schedule was probably the fullest of any convention I’ve done and I had some of the most stressful events I’ve ever participated in. But that’s Big Bad Con, right? I’d say almost anyone who has gone there would say something similar – hell yes, I was busy! But I had a good time, and I don’t feel like my soul’s been ripped out at the end.

I love Big Bad Con because Big Bad Con loves me. If you go to Big Bad Con, I expect you’ll enjoy it, because Big Bad Con doesn’t just care about you, Big Bad Con cares for you.

I attended Big Bad Con last year and it was a remarkable experience. I talked about it in three big posts. I had never felt the way I did at Big Bad Con, not at any other con. This year, I was insistent that John attend with me – John is not huge on conventions, but this one felt so different, I just needed him to try. Plus, he had a game to promote this year. And he did the Tell Me About Your Character booth!

John, a dark haired and bearded man, standing in the Tell Me About Your Character booth at Big Bad Con

Over the course of the convention, I hosted the Soda Pop Social, was on two panels by others (Expanding Fantasy, Other Paths) and one of my own (Beyond the Binary), ran Turn, ran my Leading with Class workshop for non-GMs, and played Roar of Alliance. That’s a lot for me at a con – like, GMing alone kills me, I never expect to survive it. But in spite of all of the overwhelmingness, I feel pretty good about the con.

I’m going to summarize each event here, but there may be more detailed posts about them in the future. I just want to give some framing for the core of what I want to talk about.

Soda Pop Social
I arrived and immediately was escorted by the fantastic Jeremy Tidwell to pick up sodas for the Soda Pop Social. We picked them up, then I set up the event for a soda pop tasting that was quite fantastic, I think. We honestly got amazing feedback! Sean Nittner, who is kind of the guy in charge at the con, ensured I had tons of backup regular sodas for the guests and made sure my space was available.

We had such awesome response that Sean’s already asked about my hosting the social next year – in a bigger room, so more people can attend! It was awesome because my plan for experienced and new gamers and creators to connect worked (supported by people like Meguey Baker stopping by), and having a welcoming event for sober socializing was a real thing. Special thanks to Ken Davidson for helping me hold the door, because it was a very exciting event and I was a very anxious boy!

Expanding Fantasy
The Expanding Fantasy panel was great, and DC (who did an excellent review of Big Bad Con here) did an awesome job running it. Kelsa Delphi and Lauren Bond were both awesome but I admit I felt a little intimidated. I was, I think, a little harsher and less kind than the rest of the panelists. I ended up getting a compliment on that afterwards, weirdly but nicely. But, it was good to talk about the ways we can approach fantasy that are more inclusive and less tied to the historical faves.

I wish I could remember the panels clearly enough to give a bunch of detail, but the general gist was to not reflect back on traditional media just to copy it – try to break down things and do it differently. I specifically recommended, if you do decide to pull from older media, looking back at old political cartoons from the era and see where the racist and otherwise bigoted stereotypes show up in the character descriptions, then move away from them.

Other Paths
Other Paths was a great panel where we got to talk about alternatives to interpersonal violence in games. Anna Kreider ran it, and I was there alongside Meguey Baker and Katherine Cross. Everyone had really excellent things to say about why we are interested in having media that has alternative options to interpersonal violence (for example, because the world is super violent and if you only offer a hammer, every problem is a nail, and it translates back to the real world), and how we approach it.

I got to talk about Headshots and how I took something violent and changed it into something altogether different. That was cool, and I’m still reeling a little over getting a round of applause!

The Turn town map sheet with the Discovering Turn questions

Turn
This will end up with its own post at some point, but I want to especially thank my amazing players for being just the damn best – Jeremy Kostiew, Alex McConnoughey, Vivian Paul, and Karen Twelves. We had a foggy little island town with shifters who all had a lot going on, and in spite of a bunch of interruptions from outside we kept a smooth pace. I hadn’t been able to pre-prep the town like I’d planned, but we still got almost a balance of worldbuilding+character building and actual play.

Alex’s feedback after that the pacing was just right for em really made me happy – pacing for Turn is unusual and not everyone will like it. I am making a few small adjustments to the current text and process of Turn but it still feels very strong, and ready to go to Kickstarter at the end of the month. Having a private room to run the game made a huge difference – I would never have been able to run on a crowded con floor.

Leading with Class – Leadership in Games: Not Just for GMs
The workshop went unbelievably well. I was assisted by the excellent February Helen, who had just the right of support and positive energy to get me through something very meaningful but very stressful! The workshop attendees were fantastic – thank you to all of you! – and engaged well with the materials. I messed up on my script early on and had to recover, but everyone was patient with me, and when I was back on track it was super smooth.

Helping my attendees build their leadership character sheet was so fun, and the feedback afterwards (including that it was better than scrum sessions and that it was easy to follow and exceptionally well organized!) really boosted my hope for Leading with Class, which is something many people know I have been struggling with lately.

A folder with the Leading with Class materials inside

Beyond the Binary
Beyond the Binary was the only thing I was truly upset about afterwards, and it was entirely my fault. My panelists – DC, Krin Irvine, Venn Wylde, and Jason Tasharski – were all great. The big issue was that the room hadn’t been changed to a conference setup when I first arrived, which hadn’t been an issue for the previous panel but considering our estimated attendance was going to be an issue for us. What ended up happening is I had a room full of about 20 people trying to get me to fix the room to meet their needs, while trying to get started on the panel that had to start late in the first place. This was my bad planning – I should have asked Sean to change the room orientation before the panel prior, since the setup was originally done for LwC in the first place – and my bad response.

I struggled to respond to so many people at once because I was anxious about the panel and the panelists and about giving a good impression, and I failed. I also physically couldn’t help, and while trying to manage all of the things at once, I made myself feel helpless and it completely fucked up how I handled the rest of the panel. We had to skip tons of questions because I’d been too ambitious and I did a bad job. On top of that, at the end of the panel I slipped and said “guys” and I’m still incredibly angry at myself for it. So, my fault, but still hard to deal with. Everyone was very kind about it, and supported me even though I fucked up.

One important thing I want to note is that it was indicated I didn’t give equal time to the panelists, and that I gave voice to white panelists over people of color. And I’ll be honest: I didn’t notice I did it. But, I trust that it’s true. It’s potentially partially because I mostly had white panelists, which I didn’t do on purpose – I sought out the only nonbinary person of color I knew was a guest for the panel, but it’s legit that this isn’t enough. I’m not happy that I fucked up on this (AND I let nonbinary cred issues prevent me from wrangling time better), but I’m recognizing it as a note for change. I’m not sure how to do it, but I’ll do my best.

ETA: Overall the panel was good – the panelists had a lot of great stuff to say and their perspectives were super valuable. A lot of it came down to there being a broad variety of ways we all interact with gender identity and expression and how we should always talk to people first to find their unique perspective. Thank you to the panelists, and I’m sorry for being so negative here – this is my disappointment with my performance, not yours.

Roar of Alliance
I got to play an amazing game of Roar of Alliance with John, Rose (not sure of last name), and S. Tan, all excellent roleplayers and strategists. I was feeling pretty rough due to the panel and some emotional stuff afterward, but everyone was really supportive and the private game room allowed me to recline on the couch briefly when I got a bad headache. That was super valuable. Honestly, it’s just such a great game that you can play with varying levels of energy and the players were so fun to play alongside! I had a great time, in spite of how rough I was feeling, and we told a lovely story.

So, now I want to talk about why Big Bad Con matters so much, and what Big Bad Con DOES.

I’ve studied a little about leadership, you might say, and I’ve witnessed a bunch of different ways people run conventions in and out of games and how they lead in general. What the leadership team – cuz that’s what the staff is – at Big Bad Con does is create a culture change, a community, so influential that it impacts everyone who attends, from what I can tell. I think that some of this might be related to the culture of the key leaders on the teams, but everyone at every level at Big Bad Con is doing big things.

A recent Twitter thread by Alex McConnaughey sheds light a bit onto the mentality at the convention, where ey say “I feel like the folks running BBC never forget that the goodness of the community comes from the work put into it.” This is powerful, because it’s right – the people at Big Bad Con never seem to be coming at the convention from the perspective that they are good, but instead that they’re doing good. In the LwC episode on Values and Perception, I talk about my rule that there are no good people (3:18).

This applies to Big Bad Con well, because the people at Big Bad Con are doing good, they are acting good, but their behavior never comes with the sense of pride and self-distancing that comes with thinking that they are inherently good. Which brings me to another point that I mentioned earlier, in ethics. Big Bad Con practices caring ethics, from the best I can translate to convention organizing.

This sounds super weird, right, because they’re a convention! Aren’t they supposed to be about unfettered capitalism, productivity, and unbelievably high standards of goal-meeting? That’s the vibe I frankly get from a lot of conventions. Cuz they are like that – many of them are simply money-making measures and focused on Doing The Things The Most, and lose track somewhere of the fact that we’re all people. Instead, Big Bad Con seems to approach with caring first.

Like, one, check out their community standards. They’re explicit, and they are something you have to accept before you can sign up for the con. They also have really serious consequences for doing things that are harmful, and they’re posted all over the con and reinforced regularly. They also have an entire page dedicated to safety and calibration tools, which they made into a deck of cards this year! And these things aren’t afterthoughts, they’re regularly visited throughout the con, accessible, and the yellow bandanas worn by staff constantly remind you that there are people there to help who are friendly and enthusiastic.

Two, every event that I held, Sean and the rest of the staff were there for me. The fact that the panel didn’t go perfectly was entirely on me – I know for SURE if I had asked Sean for help, it’d have been resolved. But I didn’t. I know that because before the Soda Pop Social, Sean and Jeremy checked in with me and got me a huge ice bucket, a bottle opener, and helped me set up.

I know that, because the night before my workshop, Sean checked in with me specifically to ensure I had the equipment I needed AND supported me as a friend and colleague with kind words AND when he realized I could use an assistant, had it arranged for February to meet with me ahead of the workshop the next morning, fully ensuring I was going to make it through okay. I would have been a disaster without that support, and I hadn’t asked for it – Sean saw the need, and made sure it was addressed. And he made sure I had support, not someone to step over me.

Brie in a viking helmet
Sean has also passed on a Viking helmet to me.

Which brings me to

THREE: Everyone I interacted with at Big Bad Con, staff or otherwise, approached basically every situation with How can I help? rather than You should do this. This is a huge problem for me professionally and especially at conventions – tons and tons of people approach every one of my anxieties and stressors with fix-it bandaids, as though I’ve never had a thought in the world about how to address my issues. I get instructions rather than support. It’s not universal, but it’s the majority, especially when it comes to running games and events. And…that didn’t happen here. Not last year either!

I noticed it especially surrounding things like the Leading with Class workshop, where I routinely feel like people correct me and tell me what to do, and running Turn. Would you believe, not a single person gave me GM advice? They just asked about the game, and asked how they could support me. This, to me, is the difference between caring about and caring for. At a lot of conventions, people care about you, but they don’t do the emotional work to care for you. And it’s not always the place, but approaching with caring for makes a difference.

Like!

Four! The convention has adequate water for attendees, quiet rooms for individual games, events like the Soda Pop Social and the Stitch and Bitch, and there was a low-key dance party on Saturday night. Some of this is thrown by the participants, but I also didn’t feel unsafe at the dance party – it speaks to the culture of the con that no one seemed overly intoxicated, that they checked with each other on the volume of the music, and so on. I saw people checking before they touched each other, even! Plus, Sean and me left the remainder of the sodas donated from the social to be accessible to all – and I know that rescued more than one person from discomfort.

Brie in a black shirt
Including me, to be frank.

And there was also stuff like how Jerome Comeau “held court” when injury and discomfort prevented him from participating in the normal events, and in doing so, created this gorgeous social space! John even commented on how nice he found it that he could just go hang out and be quiet or be social, at his own pace (this is the first convention John has not retreated to the room for extended periods!). I often feel free to just sit and be quiet at Big Bad Con, when I’m overwhelmed, and listen to others – I don’t get pressured into joining games or into having conversation. My point with this is that body needs and mental health needs are well respected – there’s peace, there’s sustenance, and different habits are respected.

Five, and this is a big one, is something talked about by DC in their post. When talking about Nathan Black and his exemplary behavior, DC said this:

“That standard became clear to me in many ways. I was on three panels, and I attended a few more. I was surprised to find older cis white men sitting in front of me, taking detailed notes on how to be better about diversity and inclusivity in setting creation. They were in panels on gender fluidity and non-binary players and representation. On working with children. On all sorts of things. They didn’t sling white guilt at me or my co-panelists. They didn’t raise their hands to make statements. They didn’t approach me after with emotionally draining stories. They said thank you, told me how much they appreciated my work and time, and maybe had a question that came from their 3 pages of notes.”

And this rings super true to me. Even the standard issue cis white guys that attend Big Bad Con, for the majority, are there to care and learn. DC notes they were often misgendered, and I get that, too, and that there is still bias (including colorism and so on) in the environment, but in my experience, the level of prejudice and enaction of it is so much less than other cons. I didn’t feel like people were sexist to me like at other conventions, but maybe that was because there are so many more openly gender nonconforming people at the event that fewer people assumed I was a woman? 
Brie in a black shirt and jeans
I did TRY to look more…not a girl.
I recently started using Beau as an alternate name (I use both Beau and Brie pretty equally), and I had the pleasure of a lot of people I know at the con using it, checking which one I’d like to use, confirming my pronouns, and so on. It was really affirming, and leads to my final note (for now!). 
Six: Big Bad Con includes positive masculinity in its progressive basis of caring. I am going to try to break this down simply, because it’s kind of a lot, but we can start with DC’s points about Nathan Black. Nathan represents a lot of what I think about with Big Bad Con as a community: relentless positivity, respect, honesty, kindness, generosity, and passion. And DC is right – that’s not just Nathan, though he is definitely pinnacle of it. I see that same behavior and energy in every Big Bad Con staffer I met, including ones who operate in masculinity like Nathan. 
Sean, for one, is a man who I see as a brilliant leader. Then there are people like Jeremy Kostiew, who has a particular warmth I truly value. And Alex McConnaughey (who worked on Behind the Masc, writing the Minotaur skin for Monsterhearts), who understands masculinity in a truly fantastic way. And there are women and nonbinary people on staff who can express masculinity just like anybody else, too, so my point here is that these people on staff don’t erase that masculinity. They don’t label all masculinity as toxic and try to box it out of the events where caring is focused. There were spaces for people who weren’t masculine, but also mixed spaces, and an overall environment that said to me so long as you are doing good with yourself, you can be whoever yourself is
I feel like somehow because of who all is involved in the convention – women, men, nonbinary people, trans people – Big Bad Con has made an environment that welcomes people of all different kinds. It’s not perfect, but I felt okay being a nonbinary masc person when I was feeling that way, and I felt okay being nonbinary neutral, too. Being nonconforming felt welcomed, even when it wasn’t femme. Because the leadership exemplified a variety of expressions, many of which included masculinity, I felt like my expression was safer and more respected. 
And I think this reflects on the caring nature of the con, and why – as DC mentioned – these older cis white men are part of that community in a greater way than they might otherwise be. When you see people like you, even just a little bit, you’re more likely to engage. But it only works if they’re actually a good example! And I just think that the Big Bad Con community is such a good example. 
I can’t wait for next year!

P.S. – I forgot to mention the HUGE amounts of charitable good that comes from the con itself with the food bank, the Wolf Run, and so on – it matters, and is part of the caring perspective!

A possum with the words "DO NO HARM, TAKE NO SHIT, BEG NO MAN PARDON"
Post-con Brie Beau’s status.

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Five or So Questions on Return to the Stars

Today I have an interview with Mark Sabalauskas on Return to the Stars, which is currently on Kickstarter! I’m contributing a solarpunk scenario for the game, but I’m really interviewing Mark because it’s a hopepunk game in a world that could really use some hope. So check it out, and see what Mark had to say below!

A group of people in varying styles and costumes, all of different genders, sizes, and races.

Tell me a little about Return to the Stars. What excites you about it?

Return to the Stars is an optimistic science fiction role playing game, powered by Fate.

I am excited to share a game with people where they can imagine having cool adventures in better future.

The direct inspiration was the sense of community that came from being surrounded by diverse, smart, and curious people at a Sci-Fi convention I attended. Hanging out with enthusiastic pop culture geeks was a real respite from much of the darkness in world. It occurred to me that the original Star Trek may have resonated because it provided a similar respite in the 60s, a very turbulent time.

So I created a game that combines the best parts of gamer and geek culture with science fiction exploration. Imagine if Chiana from Farscape was a genetically enhanced cosplayer, or Scotty was someone who loved hacking things to take to a Maker Faire.

The basic premise is that in a post-scarcity future hyperspace travel gave easy access to countless worlds, and humanity sorted itself into like-minded communities. One such society was the Convention Authority, founded to celebrate the now classical arts of science fiction, fantasy, and gaming.

One day, without warning, the stellar beacon that illuminated hyperspace went silent rendering galactic travel impossible. The systems of the Convention Authority stayed connected thanks to a replica fleet of early starships. Now, after more than a century of effort, a long-range exploration craft has been built. Its purpose: to return to the stars and reconnect the lost civilizations of humanity.

You play as one of a new generation of geeks — makers, genetically enhanced cosplayers, scientists, and pop culture enthusiasts setting out on an adventure of exploration and discovery.

What are some of the challenges of making a hopepunk type game, and how have you approached them?

Hopepunk is a subgenre centered around the idea that in the face of oppression and cynicism caring about things is an act of resistance. It is about being kind and also fighting against injustice.

One challenge was to balance hopepunk with other themes in the game. I addressed this by having a setting where long isolated civilizations are reconnecting. Around the table, this means the world being rediscovered “this week” can tell a unique story, giving you a chance to dive deeply into its themes.

Also, player characters come from a fairly utopian society. They could simply chose to stay in their post-scarcity paradise, complacent, sitting around a pool discussing seven centuries of anime and arguing if the 78th edition of D&D was the best, while robots serve them pina coladas. During character creation you have to create an aspect that explains why your character wants to leave this privilege behind. Why they are willing to put their comfort aside and risk their lives to explore and help the rest of humanity.

To encompass the full scope of hopepunk, Return‘s skill system had to players plenty of non-combat options–play can revolve around making and learning and sharing what you’ve learned, not just combat. Also, the mechanics for competitions and down-time tinkering give players ways to show off the the things their characters care about.

A dark skinned person in futuristic clothing demonstrating something on a floating touch screen to a pale-skinned person in different futuristic clothing with a metal arm.

Tell me a little more about the world. What kind of people are there? What sort of technology do they have access to?


Return to the Stars is set in the early 27th century, 600 years from now. During that time humanity spread through the Galaxy thanks to origami drives that fold hyperspace. 125 years ago, Stellar Beacon that illuminated hyperspace suddenly went silent, rendering galactic travel impossible. Now a limited form of interstellar travel has been discovered. Communication is limited to the speed of space travel, so players need to act on their own initiative, they can’t phone home for instructions.

You’ll travel from world to world, encountering a diverse array of human societies. There are no intelligent aliens in the setting, and digital life can’t travel through hyperspace. Stories exist to help people understand humanity, these choices are very intentional. Of course, you still have the option spinning a tale about a runaway AI on a particular planet.

Probably the most unique tech in the game is cosplay, which in the 27th century is the aptitude for self-presentation using costuming, genetic modification, posture, and movement. Because cosplay involves granular genetic control of your body it is a skill you can use to recover from physical consequences.

A pale skinned person and a dark skinned person are in a tech-heavy environment with glowing lights and other figures standing nearby. There is a glowing globe with hovering text "LOCATION SECTOR 68" and locations and pathways lit up on the globe's surface.

What’s the mechanical system like in Return to the Stars? How do players interact with the world?


Return to the Stars is powered by Fate, which is a proven indie game system that has been popular over the past decade. It is great for telling stories that are centered on who your character is and what they care about as opposed to what stuff they carry.
You characters have skills and stunts that let them bend the rules. But the heart of the system are aspects, short phrases that describe who your character is. You start a session with 3 Fate points, when you need a boost, and it makes sense, you can spend a Fate point to get a skill check bonus. On the other hand, if you chose, your aspects can complicate you life, earning a Fate point, so you can be awesome later. So if your character is a very curious science officer, they might tempted to wander off to investigate a strange screech, earning a Fate point, or they might spend a Fate point to be awesomely effective at solving a scientific mystery. In this way the game emulates the up and down beats of a story.

Return to the Stars comes with an adventure specially designed to teach the core concepts of the game. In playtests at many different conventions, new players have been up and running and having a good time after ten minutes of explanation.

My goal: if you love anime or games or science fiction or cosplay, and have thought about trying roleplaying games, you can get Return to the Stars, read it, and play.

If you already love games powered by Fate, I’ve added fun new subsystems: character arcs, props, downtime tinkering, and competitions. You can learn more about them on the Kickstarter. And, of course, there is a dedicated set of sci-fi skills and over 100 new stunts to mix things up!

At the center of it, what kind of stories do players tell in the game, and what do you wish to see the most?

Return to the Stars is designed to help players tell stories of sci-fi exploration and adventure. I hope players players take advantage of a game that can be as much about making, learning, and communicating as it is about punching space fascists. 
Ultimately, of course, the great thing about a tabletop role playing game is that people can bring their own interest and passions into the game, adding theme to the themes in the game: optimism, space opera, pop culture, and hopepunk.

Two people inside a spaceship flying through an asteroid belt

Thank you so much to Mark for the interview! I hope you all enjoyed reading Mark’s responses and that you’ll check out Return to the Stars on Kickstarter today!




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Five or So Questions on Rodent Rangers

Hi all! Today I’ve got a great interview with Jacob Kellogg and Joseph Kellogg, creators of Rodent Rangers, a nifty roleplaying game currrently on Kickstarter! The project could really use some attention and it seems like a fun game, so please check it out, and see what they have to say about it in the responses below!

A mouse in a glasses, a sweater vest, and a button down with dark pants and a red messenger bag, holding an armful of papers and running off to chase after some that have blown away

Tell me a little about Rodent Rangers. What excites you about it?

Jacob: Rodent Rangers puts players in the role of anthropomorphic mice who go on missions under the feet of modern humans to help those in need. In addition to the nostalgia of old animated films like The Rescuers or The Great Mouse Detective, what’s exciting about this game is the light-hearted, joyful purity of it. Especially with the real world being as dark as it is right now, the idea of sending your tiny persona into a big world and nonetheless making a difference—all without the constant violence or mechanical complexity that comes with other games—just feels really appealing. Be a cute mouse and go help somebody. Let everything be okay for a while.

Joseph: What excites me most is the ability to tell stories that let kids get creative and solve problems. Instead of trying to sanitize other systems that rely on violence, Rodent Rangers focuses on using wit and a pure heart to deal with villains, while allowing for daring feats and narrow escapes.

What do the players do to play the game mechanically – how do they take action and tell stories?


Jacob: Mechanically, Rodent Rangers starts with a familiar premise: shared narration, with dice to resolve uncertain or risky actions. It’s a very lightweight system, with no hard rules for action types or explicitly-defined special abilities like you have in games like D&D. Instead, activities are descriptive, with the dice determining success or failure. The dice system is pretty sleek as well, with no bonuses or penalties being added to die rolls. Instead, your attributes tell you how many dice to roll and your skills tell you which size those dice should be, then you roll a batch of them and see how many “hits” (dice that show a 4 or higher) you got. If you meet a minimum threshold of hits (depending on the difficulty of the task) you succeed.

Joseph: Rodent Rangers is a skill-based RPG, with a dice system specially designed to be as math-light as possible. When players want to try something, like befriending a stranger or finding a clue, they pick a type of die based on their skill level, and get a number of them based on basic attributes (like Strong or Clever). When they roll, they just have to count the dice that came up as 4 or more.

A mouse with piercings and a choker in casual clothes and a backpack with their foot resting on a compass
What do the characters do in the narrative? Are they rescuers? What kind of adventures do they have?

Jacob: Narratively, the Rodent Rangers are an in-world organization that spans the globe, and sends teams of field agents out on missions to help their fellow critters (or even humans sometimes). You might recover a museum’s stolen relic, help to evacuate mice from a flooding sewer city, or even help guide a lost human child back to their parents. There’s an emphasis on being part of a team and working together, as well as being noble and wanting to help people (after all, that’s why you became an agent of the Rodent Rangers).

Joseph: Characters in Rodent Rangers are agents of the titular organization, a worldwide network or do-gooders and adventurers. They get sent on missions to help other animals or people in danger, and hopefully make friends along the way. In the sample adventure, players will be asked to track down a researcher who was kidnapped by sinister treasure hunters. To rescue him, they’ll need to look for clues, get past a devious snake, make new friends, and maybe even get into a high-speed car chase!

Potentially even encounter villains such as this!
What kind of character becomes a Rodent Ranger, and how do they fit into the larger world? Do these characters stand out?
Jacob: There are really only three key aspects of a person who becomes a ranger: they’re part of animal society rather than human society, they have some kind of skill or ability to contribute, and they want to help. Beyond that, a character could be anyone, which I think is something I really like about this game. You don’t have to be born into the right circumstance, be the chosen one, be part of the dominant forces of society, or whatever else. If you want to do good in the world in your own unique way, then there’s a spot for you on the team that no one else can fill. 
Joseph: A Rodent Ranger is someone who loves adventure and helping people. Many mice are content to live peaceful lives, and shun danger. Rodent Rangers are often the best at what they do, and driven to put their talents to good use in the wider world.

How is Rodent Rangers special to you in it’s design and concept?


Jacob: Aside from some of the conceptual elements that I’ve already talked about liking, I’m really into how straightforward and “essentials only” the mechanics are. Games can sometimes get a bit overwrought, trying too hard to make sure every element of the experience has its own mechanic instead of just giving you the tools you need and leaving room for imagination. For example, as much as I like D&D, I would probably like it even better if you dropped the entire “spells” chapter in favor of a more “here’s the general idea, do what makes sense” approach. That’s what Rodent Rangers does: it gives you enough to show you what the game’s about and enable you to play, then gets out of the way.

Joseph: Rodent Rangers is special because it reflects many of the cartoons of my childhood, in which a pure heart and brave soul were all that were needed to save the day. 

A mouse in a green shirt and brown pants holding a notepad and pencil.

Thanks so much Jacob and Joseph for the interview! I hope you all enjoyed reading and that you’ll check out Rodent Rangers on Kickstarter today!


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Five or So Questions on Impulse Drive

Today I’ve got an interview with Adrian Thoen, who is excited to tell us about Impulse Drive, a Powered by the Apocalypse space opera hack about misfits and spaceships that’s currently on Kickstarter. I hope you enjoy the interview below!

The Impulse Drive banner with silver text on a blue and purple starry background, reading Impulse Drive: A roleplaying game about misfits and spaceships, Powered by the Apocalypse

Tell me a little about Impulse Drive. What excites you about it?

I’m a huge fan of all sorts of space opera books, movies, games, and shows. From the late Iain M. Banks’ Culture novels & Mike Resnicks Santiago: a myth of the far future to shows like KilljoysFarscapeAndromeda, and Dark Matter, and games like Knights of the Old Republic and Mass Effect. Space Opera combines commentary on society and the myths we tell ourselves with pulpy romance, melodrama, and action in delightfully weird settings.

Impulse Drive is an expression of my joy for these melodramatic, heartfelt stories about volatile but endearing misfits.

a dark-skinned person with curly hair angrily working with a piece of tech
What do players (and characters) typically do in play in Impulse Drive? What “drives” the game?

It’s the players job to create and play an interesting, active character by taking risks and embracing the consequences. Players describe their character, what they think, say, and do. Players look for when Moves apply to the situation the group is describing, and when their characters Hooks affect the situation or bring fraught relationships to the fore. Players are directed to think cinematically, like the game is a pulpy space opera movie or TV show.

Characters are misfits with simple motivations, but live in a world that complicates things. The characters have tense, fraught moments with each other and take dangerous jobs or missions that lead them into conflict and adventure. Lots of flying too fast, indulging too much, pissing off the wrong people, and getting into fights & shootouts.

A robotic character sprawled on the floor, injured, in a room full of crates
What are the characters like in the game, and how do they function mechanically?

Characters are volatile and bombastic. They’re competent badasses with a lot of luck on their side – until that luck runs out. They rely on their unique strengths, skills, and gear to get them out of sticky situations. But their character flaws and complicated pasts & relationships mean there’s always more trouble around the corner.

Mechanically, the core function of a character revolves around their Approaches (5 modifiers ranging from a score of -1 to +2 at the start.) and their Moves, discrete chunks of rules made up of a trigger (usually fictional) a process (usually rolling 2D6 and adding a modifier) and an outcome (usually fictional). Impulse Drive is Powered by the Apocalypse, so it’s mechanics are very similar to games like Apocalypse World, Monsterhearts, and Masks to name a few.

The five approaches (Volatile, Calculating, Slick, Stalwart, and Alien) describe behaviors more than they describe physical or mental prowess. I wanted the names for the Approaches to be flexible and evocative. Slick means being kinda charming in an unreliable, slimy way, but it also describes pulling off a fancy maneuver. Slick is being quick, responsive, and hard to pin down. Volatile is about passion, but also unpredictability and violence. Calculating is being logical but also cold, you can’t be thoughtful or empathetic with Calculating. Alien is being weird and touching forces beyond your ken. All of the Approaches have a mildly negative connotation – except Stalwart, which is for being resistant, solid, but also reliable and dependable.

Orbiting Approaches and Moves, characters are made up of the Gear they can use, the Harm & Stress they can take, and two elements that complicate their lives; Hooks and Calamities.

Hooks are an opportunity to define their character through flaws and fraught relationships. There are some default Hooks on each Playbook that players fill in mad-lib style, but they’re an opportunity for players to describe the challenges and struggles us want to watch their character. Hooks give you an opportunity for interesting roleplaying but also earning more XP by increasing the chance of failure. Hooks are always activated at the Player’s discretion, so they can choose when they want a higher chance for complication and XP, or a higher chance for success.

Calamities are a finite list of mechanical changes and fictional events that happen to the character if they take 5 Stress. The last Calamity in each list is an exit for the character from the main stage – they’ll either retire to safety or go out in a blaze of glory. It’s always fun to see which players try to manage their Stress frugally, and which players jump in and aim for certain Calamities because they think they’re cool. I’ve never seen a Warhorse who can resist an opportunity for a great victory, at the cost of a part of their body.

The Calamity options
What’s it like in the world of Impulse Drive? Where do characters live, and how does that influence the tone of play?
The “World” of Impulse Drive is an array of space stations, ships, and worlds that the PCs visit in their ship. The Galactic Community is made up of societies and civilizations with populations that count in the billions. Technology ranges in sophistication and style between these civilizations, but most are on par with the crew of PCs. The particulars of the societies that the PCs come into contact with is determined by the group, led by the Space Master. This ensures that the themes the group is interested in exploring will be embodied by the societies they are on the fringes of.

The parts of the galactic community that we generally see in Impulse Drive are the fringes, less settled areas where conflict, corruption, and crime are commonplace. Law and corporate interests encroach on these spaces and culture varies greatly from society to society, but the status quo teeters on a knife-s edge, waiting for the crew to come along and disrupt it.

The Space Master uses Strains, similar to Fronts & Threats from Apocalypse World to track and advance these volatile situations towards a climax.

Strain character sheet detail
Components of Strains
Climaxes, Fuses, and Burn details

How does being a misfit really impact one’s place in this space opera world? 

Being a misfit is all about how you don’t conform to the status quo for society, how you disrupt and challenge what the majority sees as ‘normal’. It’s about being different, and having society at large be passively or actively suspicious and hostile to you.

PCs in most RPGs do this by the very nature of the rules of the games, but also how players generally embody characters who do this by default – whether that is desirable or not. The PCs have lots of mechanical tools that irrevocably change a situation once they interact with it – for better or worse.

Along with this, the game tracks how certain important groups or NPCs relate to the crew of PCs using Disposition. There are 5 states of disposition that describe how someone is likely to react to the PCs within the fiction, but also has a modifier attached to interact with certain Moves that deal in broader social or transnational situations. While the galaxy in general may not even register this one little ship and its crew in the fiction, in terms of the game we relate to NPCs by their relationship to the crew members.

NPC Disposition


This is open information. The players know how the various interests in their corner of space feel about them and what to expect when they dock at a station in a hostile faction’s territory. Even the positive dispositions Friendly and bonded come with strings attached or caveats.
The PCs being misfits is mechanically encouraged by one of the XP triggers in the end of session Move. Your PCs earn XP if the crew made a new enemy, or thwarted an existing one. This encourages the characters to find organizations and societies that deny their individuality and stand against them in a way that gains their animosity.

A group of characters with varying body types, races, species, and gender, all looking a little out of place together

Thanks so much to Adrian for the interview! I hope you all enjoyed it and that you’ll check out Impulse Drive on Kickstarter today!


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Five or So Questions on Americana

Hey all, today I have an interview with Liam Ginty from Sandy Pug Games about Americana, a tabletop roleplaying game coming out on Kickstarter! It sounds like some fascinating times investigating a tragic murder, so check out the answers below, and give the quick start a look, too!

An orc standing next to a blue pickup talking to some goblins as a red drag racer flies past.

Tell me a little about Americana. What excites you about it?

Americana is an idea I’ve had for ages – a retro-fantasy setting. The image of Orcs in letterman jackets, goblins in those awesome Pink Ladies outfits from Grease – it just came to me one day and stuck with me, but I didn’t really have anything to do with it till I made a game called Mirror, which gave me a dice engine to call my own, and suddenly I had something I could build from.

The game itself is about a lot of stuff – being a kid at a time when the idea of teenagers having a time and space of their own was new and strange and pretty scary to everyone, claiming the aesthetics of a time period that’s been off limits to a lot of marginalized people to create a fun, enjoyable and accepting place to play in – but the core gameplay revolves around investigating the death of your best friend while managing your time at school, social events and familial obligations and navigating a town full of weird gangs and magical places that you create during session zero. It’s a really interesting gameplay loop that I don’t think has been explored very much, we took that very teenage experience of trying to figure out when everyone can hang out and made it part of the game in a way that’s really fun.

Besides the aesthetic (which we have a really great team of creative folx bringing it to life, tons of stories, art and even an audio drama we’re planning on making), I’m mainly excited about a mechanic we’re calling Your Dead Friend. Your Dead Friend is the victim of the crime at the center of all of this, and as such, we wanted to make them very important to the game. You actually make a full character for Your Dead Friend, just like you would make a normal PC (player character), and you can tap their skills for assistance with tough challenges – doing this invokes a flashback, where you roleplay out a scene where you learned this skill, or shared a moment with your friend. So throughout play you build this character, and your relationships with them, and playtesters have created some incredible stories from this mechanic, and we’re really really hyped to see what people do with it.

We also have a mechanic called Ties and Connections that is just really cool visually – as you play you put together this conspiracy style board, drawing lines and connections between gangs, locations, characters and Your Dead Friend, slowly putting the mystery together.

a werewolf dressed up with earrings and fancy clothes

How do you handle creating a town with all these exciting elements in Americana?

We focus on the parts of the town that are, or would be, important to teenagers, and break the town down into Hangs, Crews, Risks and Adults. A Hang is somewhere designed for, or co-opted for the purposes of just being. The old water tower, a disused Goblin cave, the field outside of town. We encourage players to make these hangs as magical or as mundane as they like, and they’re modeled much like our characters are – with Strengths, Weaknesses and a Vibe that characters can tussle with or exploit for their own purposes. Of course, what’s a place without a gang to call it home. That’s where the Crews come in.

Crews are cliques, like greasers, preps, mage-kids or jocks. They similarly have a Vibe and a couple of strengths and weaknesses, a catchy name that sums up their whole deal (and probably gets printed on their custom varsity jackets) and a leader. The leader gets a little extra detail so players have a face for that group right from the start. You also give the crew a hang to call home. Maybe the greasers all hangout at “Felicities Garage” or something. Again, we want people to create crews that reflect their own game, so we let people be as mundane or as magical as they like. My favourite crew in playtesting so far was a gang of gothabilly inspired proto-goths, who hung out around an abandoned necromancers tower, reading poe and casting spells.

Risks are the kind of dangerous activities that you and your peers get up to when the adults aren’t watching. Parties, deadly races, and illicit wizard duels in the woods near town. These are events set up by the various crews as a way for everyone to test their mettle against one another, and provides some really cool ways for players to challenge people, get up in a crews business or otherwise make themselves known without having to resort to straight up fisticuffs. Risks have a name, a crew associated with it, and a danger level that tells everyone just how risky this whole activity is. I was a big fan of “Electric Dance Fighting”, one of our first playtests Risks, where crews would have big street dance contests on the arcing lightning from a power line.

Adults are a bit more simple, to reflect the info and perspective of a teenager – they have a name, some strengths and weaknesses, and a position that tells you where they sit in the Adult world.

This is all done during Session Zero, tho we encourage players to add or modify these as needed throughout play, and it’s also done non-sequentially, so you can come up with a crew, go make up a Risk then come back to make up the hang later. You have a variable number of all of these elements depending on the scale of the town you pick. We’ve found this system just pops with awesome ideas when you get a few people around the table, and I wish I could just list off all the examples we’ve heard during playtesting so far. Really makes for some fantastic story elements with clear narrative and mechanical purpose.

A sheet with the words pronouns, strengths, and weaknesses on it with a blank polaroid next to it.
A blank Your Dead Friend sheet…maybe you should be the one to fill it in!

I’d love to hear more about the Ties and Connections. How does that work and who gets to influence it?

Ties are how we lay out the various relationships between these crews, their leaders, locations, adults and characters all with the victim. We have a sheet that has the victim in the middle, their stats and so on, and a lot of blank space around them. As players investigate the world they’ve built, they record connections that NPCs, crews and locations have with Your Dead Friend by writing their names on the sheet and drawing these ties between the various factions and Your Dead Friend, which in turn makes it easier to figure out the next place to investigate, the next lead to track down and so on. This evolving document creates an ongoing campaign-length record of leads and dead ends, suspects and mysteries that you spent your game following up on. Here’s a WIP example of one after a couple playtest sessions. The final sheet will look a lil nicer than this, obviously, but it gives you an idea of what an in-progress set of Ties looks like.

Oh, and as for who gets to influence it – like almost everything in Americana, it’s a table-wide mechanic. The Storyteller can declare a tie, the players can confer and make one if they feel it makes sense, or everyone can agree together to make one. One area we really want to build on with Americana is making the dynamic between GM and Player less of a wall. Making the story more of a collaboration between the whole table from start to finish is a part of that.

So what are player characters like in Americana? How do they develop and fit into these towns?

Characters in Americana are all one of 6 Archetypes (what we call Classes) based on high school tropes – The Jock, The Nerd, The Royal, The Outsider, The New Kid and The Artist. They’re all friends of the victim, but not necessarily of each other, and we have a mechanic called The First Clue that’s specifically for bringing everyone together and getting the characters invested in the mystery. One thing we were super aware of when making these archetypes is that some of them are often depicted as cruel, or mean in popular culture – Jocks are bullies, Royals (the popular kids) are often vapid, and we wanted to avoid that at all costs, highlighting instead the positive traits of someone who really loves sports, or is a social butterfly.

These characters are, generally, people who’ve been part of the town most of their lives, and are personally devastated by the death of their best friend, and their character growth tends to come from their collective grief and the various support mechanics we have – working together is vital in Americana. The way the game is designed really forces this Us vs Them sentiment where the player characters are alone in their investigation, and have to rely on each other as much as possible.

Finally, tell me about Your Dead Friend. Where did this plot element idea come from, and how did it grow into a mechanic?

Your Dead Friend came from me watching Brick and realizing the single most important character in that – and almost every murder mystery – is the victim, but they’re so often neglected in RPGs that focus on similar themes. They’re either a plot thread or an inciting event, but never really show up much in the story from there. While doing my research for the game (Watching Riverdale mainly) I noticed how useful it was to have flashbacks where you can expand on that character and make them matter so much more to the audience than if they were just a corpse. It seemed obvious that the victim should sit at the table somehow.

First of all I played with the idea of having a player literally be Your Dead Friend, it’d be another Archetype, but I couldn’t really figure a way to make it work well with the other mechanics and vibe of the game. We played with the idea of having them be a summonable element, a ghost, a bunch of other things, but all of that went by the wayside when we realized how important Assists were for the game. It all kinda came at once at that point, the flashbacks, the assist skills, etc. It allows the character of the victim to grow really naturally through the players inventing that relationship they had from whole cloth and stops them just being a dice pool to draw from.

An orc in a leather jacket with great hair
I’m only mildly in love with this orc guy.

Thanks so much to Liam for the interview! I hope you all enjoyed it and that you’ll check out Americana on Kickstarter, so keep an eye out on the Sandy Pug Games site! While you’re here, check out the Americana quick start!



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Quick Shot on The Forest Hymn & Picnic

Hey all, got a little piece with Cecil Howe on The Forest Hymn & Picnic, which is currently on Kickstarter! Check out Cecil’s responses to my questions below.

A tree with a pumpkin-headed friend floating nearby, plus the text The Forest Hymn & Picnic

What is The Forest Hymn & Picnic, both as a product and as your vision?

As a product it’s a tabletop adventure game where players take on the roles of oddballs that live an absurd, unending and often haunted forest. It’s a mix of exploration and slice of life gameplay much closer to D&D in play than something like Apocalypse World. The game takes cues from some of my favorite things from when I was a little dude—I didn’t grow up in love with The Hobbit or Lord of the Rings, I didn’t grow up with D&D; I even missed out on Harry Potter ’til I was 23 despite my generation growing up with those books and movies. 
I did, however, love books like The Wind in the Willows, and the Frog & Toad stories when I was a kid. Fairy tales and fables and cartoons, too, all left their mark on me in ways traditional fantasy fiction never did. So the game digs into those influences more than anything, and I guess my vision is that adventuring in The Forest Hymn invokes those memories we have of what fantasy was to us as kids, before we read The Hobbit, but in a way seen more so through the lens of being an adult. Like what if Little Bear was all grown up and needed to sell off some heirlooms to hire someone to help him get a ghost out of his closet, or what if Frog got lost in the woods and Toad got a musket-toting posse together to go find him? I am not trying to hit a nostalgia button with this game, instead I am re-imagining all those things in my own voice and outside influences like Americana folklore, old tall tales, living in the southern US, and ghost stories.

A bear in a blue plaid shirt and green cap going fishing, smoking a pipe
How have you designed the game to address tone, pacing, and mood, considering how particular the various referenced media are in that regard? 
The three biggest influences on The Forest Hymn & Picnic are The Wind in the Willows and various children’s books about animals being idiots, the music of The Decemberists, and the cartoon Over the Garden Wall. They all poke their head in on things one way or another, but like I mentioned it’s through my own grown-up eyes and I take license here and there to reflect my own personality and get a bit weird with it. Tonally, you’ll find the game to be more adult than those children’s books; the player characters have more grown-up flaws and superstitions and especially the Ghost characters tend to er on the sad side of things—when you decide to play a ghost you pick a costume that reflects however you might have died in your former life. 
The ghosts made their way into the game after I watched OtGW. I was telling a friend about this game I was making that was about animals in a haunted forest, and they recommended it to me. I instantly watched it a thousand times, and how that cartoon handled things like death and family and basic human behavior really showed me you could do more with children’s stories.

You can play as Animal Folks who are animals that walk and talk and are pretending to be what they think people are like, which is kind of the entirety of Mr. Toad from Willows expressed as an entire set of player options. Animal Folk are busy bodies and gossipers, concerned with social standing and prone to commerce. You can also play as people, who like Christopher Robin are a little more grounded in reality, but they’re naturally lost in the woods. So the mood and tone very much my own projections of looking back at those influences as an older person. It’s real silly, but a little bit serious. 

The book and the art, too, reflects a lot of these influences. I’ve been painting backgrounds and backdrops in traditional, mixed mediums like watercolor and colored pencils while the other artists, Casey and Sam, will be doing the action and foreground art in their own digital styles to give it that sort of old cartoon feel. They layout is closer to a children’s book than a traditional RPG textbook, and graphic novelist Gabe Soria has contributed the lyrics to songs the forest dwellers sing to open each chapter.

I’m gunna answer the part about pacing in the next question, but my good pal Dustin told me that the way The Forest Hymn & Picnic is presented is like inviting kids to eat at the adult table and I think that’s a good way to sum up the tone and mood of this game.

a floating pumpkin headed friend holding a bouquet of flowers and a book labeled "Die-ary"
Tell me a little about the progression of the game in play, from inception of characters to milestones and on. What was challenging to create here, and how does it feel in play? 
The pacing of the gameplay is made to intentionally mimic the way those kid’s books are read. A lot of those books are collections, two or three-page accounts of whatever mischief the characters get into; each chapter is a contained story all bound into a single book but the characters very much feel like they’re up to the good times in between the pages. The Forest Hymn & Picnic does this too. Each adventure is meant to be a contained experience the players have. A single adventure, a quest, a day at the county fair, 48 hours on the road between towns, etc. The narrator can choose to craft those episodes in a way that links them all together with an overarching plot, or choose to just explore the woods and the world across several sessions.

Players start with character generation; they’re given the numbery, mathy stuff like characteristic scores and whatnot up front to get it out of the way. Then you’re given a set of personality generating tables to sort of build the background of their character; they can make random rolls or pick and choose from the tables to learn things about themselves. People learn how they ended up in the woods and how they were raised, Animal Folk learn what kind of animal they are and what silly quirks they have, and Ghosts put their costumes together. 

You take all of that and put it together to form a description for your adventurer. What you’re left with at the end of character generation is an extremely unique adventurer who has their own fears and goals and personalities, built-in adventuring hooks like finding your long lost father or working to become mayor of some town, and a relationship with the woods itself.

After each episodic adventure players will go up in a level, and the options they take and decisions they make represent what those characters are up to between adventures. So like, a player might decide that in between level 0 and level 1 they want to get involved with the supernatural and learn some magic tricks so they become a Fortune Teller. Or maybe the player can’t decide just yet what they want to do, so they take on the role of a rakehell and bum around town with not much to do. Each of those choices then give the players new options, skills, magic tricks, and cool moves, and even adventure hooks to use on their next adventure and advance their unique personal stories and lives in The Forest Hymn. Not including the different types of Animal Folk, and not including the different micro decisions players make at each level-up and their own contributions, there is over 500 different combinations of unique dweller to choose from. 

That’s where the influence of The Decemberists comes in; their songs tend to be storied, melodic looks at seemingly ordinary people and the different player options work they same way: you don’t choose to be Mega Sword Hero™, but you do decide to take up the quiet life of a knife sharpener or burglar, bakers, librarians and all that good stuff. In play it feels very much feel like players are a part of the world rather than heroic outsiders, which is delightful and intentional. It gives the actual adventuring narrative weight; it’s odd to go adventuring in the woods, it’s not normal to go traipsing around The Spookwood, making it all more interesting when you do these things as a someone who’s really good at churning butter and keeping books instead of swinging a sword.

The most challenging thing about creating anything with this game is staying true to the setting and making sure it’s cool. The Forest Hymn & Picnic is running on a very very simplified version of the same engine that powers a game that couldn’t be further from different than it: Shadow of the Demon Lord by Robert J. Schwalb. SotDL is a—fantastic!—super gritty, grim dark hack & slash RPG and what I’ve made from it is different by leagues of night and day. 

I’ve quieted the importance of fighting and weapons and replaced it with a more granular task resolution system using the same math. So the easy part, the math, was done already. But making sure the setting comes through in player options and the magic tricks, in the character generation and the songs, the art, and the brief introduction to the world has been the toughest part. It’s not a genre covered heavily in RPGs or really in mainstream media very often at all; fewer of us have the concepts and tropes that define it burned into our brainholes like we do typical fantasy or sci fi ones.

Thanks for reading! Love,
Cecil

The text The Forest Hymn & Picnic and an image of the book with black cover, then a stork carrying a bundle and some trees.

I don’t normally include signoffs, but Cecil’s was part of the answers given, and I liked it. 🙂 Thanks to Cecil for a great interview! I hope you’ll all check out The Forest Hymn and Picnic on Kickstarter today!


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approachable theory: Post-Consent Safety Paradigm

The approachable theory logo, with the text "approachable theory" and an image of two six-sided dice with one pip showing, with a curved line below it to make a smile. The dice are black with cyan for the pip and yellow with black for the pip.

Hi all! Today I have a post from J Dymphna Coy on the subject of post-consent safety paradigm. For some advance clarity, consent is basically whether or not we grant permission for people to do a given thing. And if you click here, you can find some references for the safety tools mentioned. Otherwise, I think you should be able to follow the article pretty well! 



A few months ago, I attended a session at RightsCon about Sidewalks Toronto. Sidewalks Toronto is a project by Alphabet (i.e., Google) to build an entirely new neighborhood in the city of Toronto from the ground up. They want to create a so-called “Smart City,” which uses various electronic surveillance tools in order to allocate resources more efficiently.

Naturally, the attendees of a digital rights conference cast a somewhat skeptical eye at this development. But one of the things I kept hearing about was “informed consent.” The most common question was some version of the following: “How can we make sure that people have informed consent about what kind of data is being collected about them?”

Mark Surman of the Mozilla Foundation brought up an interesting point: the business model of Google (and virtually every other Silicon Valley company) is to collect as much data as possible and then decide what to do with it all later. How can we even have informed consent, he said, when even Google doesn’t know what we’re consenting to?

Ultimately, my conclusion from the session was this: consent is ultimately meaningless in the context of the information economy. We cannot place the burden upon the populace as individuals to protect itself from Big Data; we must collectively assert our rights as a society and place the duty upon megacorporations to not exploit us.

a graphic representation of an index card with an X on it
That’s all well and good, you might say, but what does it have to do with gaming?
The inimitable Jess Hammer once mentioned that the X-Card has been dubbed a safety tool when it should more properly be considered a consent tool. The observation stuck with me, and I’ve been tooling it around in my head ever since.

So what is the difference between consent and safety?

Consent* happens before a game begins, or during a game. It involves mechanisms for determining the content of a game, or whether the game will continue at all. The X-Card, cut-and-brake**, and lines and veils are all good examples of consent tools.

Safety happens during or after a game. It involves mechanisms for directly attending to the emotional well-being of the players. A well-done debrief is a safety technique. De-roling is a safety technique. Anything that requires that players provide care (rather than merely asking if care is necessary) is a safety technique.

This is not to say that consent tools are bad, or should not be used. Quite the opposite is true! But they should be regarded for what they are, and used in a way that complements safety tools.

So why should I bring up Google’s data collection practices in this context? Surely a put-upon LARP organizer who already has to deal with the utterly thankless task of running a game does not have anything in common with Silicon Valley megacorporations. After all, the power relations are completely different. We can negotiate consent with another player of a game in a way that we can’t with a company like Apple. I can walk up to my fellow player and say, “Hey Fred, please don’t include bananas in this game, I have terrible fructiphobia!” By contrast, the notion that would could just write a letter that read, “Dear Apple, Please remove line 52 of this iTunes agreement because I don’t like it!” and expect results from it is absurd.

I bring up the comparison because much like Sidewalk Labs, your fellow players of a game have no idea what’s going to happen, and therefore any consent-based paradigm has limited utility at best. I bring it up because I want to emphasize the importance of safety and care, and to make sure that we’re not glossing over these things as designers and communities.

I’m not a big fan of making up categories of things for its own sake, or of having self-important internet arguments, or crushing my community with the tyranny of small differences. But I’ve heard the common complaint for years that safety mechanics don’t quite do what they’re advertised, and I hope that making the distinction between consent and safety might make something clearer in at least one person’s head, and maybe even make games a little better for the people who play them.


*It is perhaps worth noting that consent originated as a legal term. It’s designed to protect various parties from indemnity or liability. While legal protections are important, focusing on what technically legal is not necessarily the best way to give guidance on how to navigate ways to avoid hurting or exploiting the people around you.

**The OK check-in straddles the line between what I’m deeming as “safety” versus “consent.” It resembles safety insofar as it places the onus on the entire community to ensure that that all of the participants are OK, rather than on other mechanics that place the onus on the affected person to tell the other persons in the scene to stop. I’m calling it “consent” here because it primarily involves whether or not care is necessary, as opposed to actually providing said care for the most part. But like all categories, the point is not to get into nitty-gritty arguments about where the boundaries are, unless you find that sort of thing really exciting (I find it tedious).

Thank you so much to Dymphna for the excellent article! I hope you’ve all learned something a little new today. 🙂

P.S. If you’d like to write an article for approachable theory, email Brie at contactbriecs@gmail.com with a one paragraph pitch, your name, and your pronouns.


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Five or So Questions on Amazing Tales

Hi all! Today I have an interview with Martin Lloyd on Amazing Tales, a roleplaying game that’s maybe a little more approachable for the kiddos of my readers than my normal fare! Feel free to check out some of the actual plays that exist for the game and the website, and check out Martin’s responses below!

A black femme person using a keyboard and high tech tools and interfaces

Tell me a little about Amazing Tales. What excites you about it?

Amazing Tales is a role-playing game for kids aged four and up. I wrote it to play with my daughter five years ago when she was four, and introduced my son to it at about the same age. We had so much fun playing it that I wanted to get it out there so other people could do the same. My first thoughts were to do it as a simple PDF download in the style of Lady Blackbird or Lasers and Feelings. But I was lucky enough to get a sabbatical from my job, and I decided to use that time to turn it into a full fledged book. I had a huge slice of luck when Iris Maertens agreed to do the artwork, that let me create the book I always wanted to make, packed with illustrations so kids can get inspired by it, and feel like it’s a book for them, even if they can’t read it.

Now 8 months have passed since release and I’m loving watching what happens as the game gets out into the real world. It is a huge kick to see people sharing pictures of themselves playing their first role-playing game with their kids, or pictures of their child’s first character sheet. One of my thoughts when I was writing the game is that as soon as role-players have kids they want to play role-playing games with them, but anticipate a wait of maybe ten years before they can. Amazing Tales gets that waiting period down to about four years, and that seems to be making a lot of parents very happy.

I am also delighted that Studio 2 have picked Amazing Tales up for distribution and an offset print run is happening. Amazing Tales is going to be in shops! For something that started out as a way to fill a rainy day it’s come a very long way.

a fantastical scene with mushrooms, a squirrel, a fairy, and a tower in the background, all very curvy and colorful
What are the mechanics like for conflict resolution in Amazing Tales? How did you make them approachable for kids?

I chose conflict resolution rather than task resolution for Amazing Tales, so unless you deliberately want to stretch stuff out to make it dramatic or climactic everything is handled by one roll, be it flying a spaceship, making friends with a talking monkey or exchanging cannon fire with a rival pirate ship. Characters in Amazing Tales are defined by four skills, and each skill has an associated dice. Either a D6, D8, D10 or D12. To use a skill you roll the relevant dice against a target number of three. The target number never varies. The only thing that changes is the size of the dice used.

Tests have two possible results, if you succeed, you succeed. If you fail, things get worse, but they don’t end. So the monster might catch you, but it won’t eat you. The GM – typically the parent – never rolls dice, which means they’re never playing ‘against’ their child.

I picked three as a target number because kids like succeeding, and I picked conflict rather than task resolution because it keeps the story moving. Watch how much stuff happens in the first two minutes of a kids’ cartoon show, that’s the attention span kids have. And that’s the kind of storytelling pace Amazing Tales aspires to. Tell some story, pose a challenge, choose an action, roll the dice, resolve and repeat.

What I’ve just described is a very very simple system and that simplicity is the key to making a game approachable for kids. I firmly believe that anyone’s enjoyment of a game increases when they know what they’re doing. We’ve all played games where we didn’t know the rules, someone told us to roll some dice, modified the result for reasons we couldn’t follow and then told us what happened. That sucks when you’re an adult, and it definitely sucks when you’re four. So Amazing Tales can be boiled down to ‘roll the dice for the thing you’re trying to do, if the result is three or more you succeeded’. Four year olds can understand that, they can repeat it back to you, or explain it to their grandparents and their friends.

In the early days of playing Amazing Tales I tried things like modifying the target number; providing magic items that gave +1 bonuses; or requiring multiple successes for difficult tasks, but I quickly realised that it made no difference to how much fun the kids were having. Young kids don’t understand probability, so why bring in things like modifiers? The only reasons for having different dice sizes for different skills are that one; kids love rolling dice, two; they like dice with interesting shapes and three; role-player parents can’t wait to introduce their kids to polyhedrals. To adults it’s clear that changing the dice size changes the odds, but that’s not why they’re there.

I have been pleasantly surprised by how happy older kids have been with these very simple rules. In my mind Amazing Tales was a game for kids aged about four to eight. In practice it turns out to be a game for kids aged between 3 and a half and ten. Seeing how well Amazing Tales works has also convinced me that most games for adults are unnecessarily complex.

A pirate on a ship with another ship in a distance, with an octopus on their arm that is holding a bottle
How did you approach providing a fictional background for the game that is welcoming to a diverse audience of children?

First off, Amazing Tales is absolutely a game for everyone. Iris and I worked hard to make sure that whatever your kid’s background there should be someone in the artwork that your they can recognise as relating to them. I don’t know if we nailed that, but it matters to us and we’ll keep trying in future projects.

The other way to look at this question is to think about what kids want in a game beyond a confirmation that it’s for them. Young kids don’t have the same breadth of cultural references to draw on that grown ups do. So when I was thinking about the settings to include in the book I tried to pick things that small kids would be familiar with from a very young age. I ended up with four settings, the Deep Dark Wood (think talking animals and fairies), Magical Kingdoms Long Ago (think King Arthur), The Pirate Seas (pirates) and Adventures Beyond the Stars (space). I thought about doing super-heroes, but left it out because my kids knew the names of super heroes, but had no idea what kind of stories they might appear in. In retrospect I think that was a mistake, there are plenty of kids out there playing Amazing Tales as super-heroes.

The settings themselves are quite vague. They’re really collections of prompts and ideas to get parents and kids making up worlds together. It’s up to you whether the deep dark wood is full of monsters or full of friendly animals, but the setting gives you a jumping off point to get started. What’s important is that parent and child can start from a shared idea of a wood, fairies that are small, have wings and can do magic, and animals that can talk. The settings include suggested skills, suggested plots and lots of ideas for parents to work with and artwork to inspire the kids. From there it’s up to the parents to work with their child to create something that will work for both of them.

I also wanted to write a game where that made good on role-playing games’ key promise – that you can be anything and do anything. That’s one of the reasons there’s a picture of King Tyrannosneak in the book even though he doesn’t fit in any of the settings. He’s a character my son came up with when he was five. He’s a giant robot t-rex, with four arms, which he needs because he has two swords and two shields. He’s also a ninja. When you tell kids their characters can be anything they want they take you at your word, and Amazing Tales supports that.

A winged archer in a sparkling wood
How did you play-test the game to make sure kids could understand it? Were there any specific experiences you had that you learned from?
Making sure kids could understand it wasn’t the hard part. Kids seem to get the game very quickly indeed. The character generation section includes a quick script – a list of questions to ask your child to walk them through the process. By the end of that kids are usually completely into the game, and it only takes a few minutes.

I was more concerned about making the game easy for parents to understand. I’d love non-gamer parents to consider Amazing Tales as something for their kids, so I tried to get as much advice for first time gamers and first time GMs into the book as I could. It’s also why I shot some actual play videos, just so people can see how it’s done. Amazing Tales also suggests that you don’t do much (or any) preparation for a game, it works well if you just improvise as you go. That’s a challenge for parents who haven’t done any kind of improvisational story telling before, so again I tried to pack in the advice.

A few experiences from play-tests do stand out though. One was with a friend of my daughter, a lovely five year old girl who elected to play a princess. At the first sign of trouble she announced ‘I stab it in the face with my dagger’, which was both fair enough, and rather jarring. Kids, it turns out, come out with this kind of thing all the time. This led to my including a section in the book on non bloodthirsty ways of resolving combats. I’m not a fan of my kids describing graphic violence, so I try to keep lethal encounters to a minimum when I run games. There are plenty of other ways to have fights end, with enemies running away, surrendering, begging for mercy, bursting into tears and so on. Evil robots, animated shadows, skeletons, those kinds of things are also great for heroes to fight their way through without having to worry too much about the morality of the situation.

Another thing that stands out happened when I was testing out the space setting. I had vaguely assumed that kids who want to play aliens would want some kind of star-trek kind of alien, a humanoid, with weird coloured skin and one or two distinguishing features. But no. At least in the test games I ran kids who played aliens launched into a competition to be the weirdest, most out there alien they could be. Tentacles galore, mouths on their feet, dozens of eyes…

And one last thing I noticed across a lot of the play-tests was that kids often like to copy each other’s characters. They’ll want to be the same kind of hero, then they’ll pick the same skills, describe their characters in the same way and so on. It’s doesn’t create a problem the way having a party of three wizards would in D&D, it’s just what they like to do. 

A t-rex with two shields and two swords and armor in a desert wasteland
King Tyrannosneak!
I love King Tyrannosneak! As a designer, what are the important parts of those kind of imagined characters that you see across the age range – what do you see when people get to be creative with your game that you treasure knowing about? 
I love that kids get to live out their fantasies, and that they get to do it at an age before their fantasies have been neatly organised into recognisable tropes by mass media. I can see in my own kids that as they consume more media their characters start to reflect that. My son loved Reepicheep in the Narnia books, and suddenly he’s playing a Pirate Mouse. But before that starts to happen kids come up with the most incredible stuff, hang glider piloting gnomes with poisonous noses, pirates with laser eyes and pet tigers, that kind of thing. A few years back my kids came up with a pair of knights/super heroes called ‘Key-man’ and ‘Crasher Girl’. Key-man had a sword which fired keys at things, which was obviously a useful weapon but also instantly unlocked doors. Crasher Girl was just great at crashing through things, I think she had rocket boots too.

So I hope that one of the things kids will get out of playing Amazing Tales is the idea that they can create new stuff and colour outside the lines.

Not that there’s anything wrong with more derivative characters. I know of a little girl who’s out there fighting the Clone Wars with a character who’s skills are ‘being a queen’, ‘shooting blasters’, ‘knowing things’ and ‘piloting spaceships’. I loved hearing about her, because her idea of being a queen involves saving the galaxy with laser guns, brains and charisma, which sounds like a good thing to learn when you’re growing up.

The last thing, and perhaps the thing that makes me happiest is all the stories from people who’ve found playing games with their kids to be a fulfilling experience. Because Amazing Tales puts most of the cognitive load on the parent everyone playing is really engaged. Anyone who’s tried to spend lots of time with small children knows how tedious it can get. They can play snakes and ladders twenty times in a row, they don’t get bored of the same (very short) story book again and again, and they value your attention so highly that getting you to read that book again is the most important thing in their world. Amazing Tales is different because it makes the parents do some brain work, and then it becomes a real joint activity. I think kids can tell when their parents are really engaged, and I think parents find that rewarding too. So seeing all these parents find a new activity that they can do with their kids that they both genuinely enjoy – that’s been great.

Awesome, thanks so much Martin for the interview! I hope you all enjoyed the interview and that you’ll check out Amazing Tales on DriveThru!
 


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Five or So Questions on Something is Wrong Here

Today I have an interview with Kira Magrann, talking about her new live action game Something Is Wrong Here, which is currently on Kickstarter! It’s a very different game, from what I can tell, and that makes it all the more interesting to me. I hope you like reading Kira’s responses!

Kira, a dark haired nonbinary person with hair and clothing styled after a quintessential David Lynch character.

Tell me a little about Something is Wrong Here. What excites you about it?

Something Is Wrong Here is a roleplaying game inspired by the dark and uncanny work of David Lynch. It’s atmospheric, emotional, and personal, and THOSE are the things I’m most excited about in the game! A lot of Twin Peaks style games have been more like small town murder mysteries, which is great and fine, but my love of character relationships, dopplegangers, and personal horror is bleeding like, all over this game. I designed it to FEEL like a David Lynch gig more than follow the PLOT of one of his things. So its a pretty emotional experience, and I love that about it.

You talk about following David Lynch’s creative process in the Kickstarter video. What was the creative process? How did it affect the game in comparison to other processes you’ve used?


David Lynch’s creative process is very fine art and drawn from his subconscious. It’s so weird I love it, especially the fine art stuff. I’m a sucker for surrealist painters like Francis Bacon, who David Lynch’s uncanny films have often been compared to! He was a painter before a filmmaker, and he sees films like moving paintings. I see roleplaying games like fine art experiences, immersive and social performance art, so I really connect with this correlation of the cross contamination of art media. His ideas are drawn from meditation and dream images. He often says “Ideas are like fish. If you want to catch little fish, you can stay in the shallow water. But if you want to catch the big fish, you’ve got to go deeper.” 
I thought I would experiment with this process while making a game inspired by his work, draw from my background as a fine artist as well as my own dreams and subconscious. I thought, what scares me the most in David Lynch things? What do I connect to the most? How can I make the narrative more from my queer non-binary perspective? I thought and dreamed and meditated on it for awhile. From there it was easy to focus on the identity issues that are so relevant in his work that I also deeply relate to. Issues that focus on multiple selves, and what we really need emotionally from relationships with people, and of course that feeling of creeping dread that I really do enjoy (I love being scared and always have).
Small cards with descriptive text on them, one titled "Optimistic innocent"
Character cards!
What is the structure of the game like, and how do players mechanically interact with the narrative?
The game’s structure is somewhat fluid in the plot sense, in that the plot isn’t the most important thing about the game. The characters are the focus, and the scenes that unfold are there just to focus on the each character’s personal feelings, and how their relationships with the other characters might influence their decisions in the final act. There are two acts basically, and the mechanics are card based, in addition to a Facilitator who helps frame scenes, keep time, and play music. The cards change and serve different functions as the game goes on. At first they are emotional prompts, then they are acting prompts that happen in scenes, and then finally they are cues to how to make decisions in a suddenly uncanny environment. The players are encouraged to dive deep into their character’s minds, and perhaps see correlations between those minds and their own. This, in addition to atmospheric props like a box and a mirror, create some deep emotional play. 

How did you playtest and develop a game with this kind of complexity – and how replayable is it, with playtest experience in mind?
I actually just playtested it as normal! It played excellent both at home, and at a convention. It’s oddly simple once it gets going actually, as the rules are easy and repetitive, like a ritual, and the facilitator really just needs to guide the scenes and the timing. It’s reasonably replayable, because the spoiler doesn’t reaaaaaaaally matter to the story, its more what happens to the characters and the decisions the players make that are the heart of the game. People could play different characters, or you could end up spending more or less time in different setting options, and I bet it would present a different emotional journey each time. Although it is designed to be a unique, one night experience!

How is Something is Wrong Here different from the works it reflects? I think you address this a little with looking for queer, nonbinary aspects – how do you think that shows most in the game?


Hahahaha well, I love David Lynch but he is an old white guy with some problematic ideas about gender and hardly represents people of color in his work, etc etc problematic faves. My work obviously attempts to diverge from those problematic aspects of his. This game doesn’t have representation in it per se… the character archetypes are very flexible and undefined so you can make them whatever you want them to be. The clearest setting elements are “America” and “a forest, a living room, a diner, a roadhouse” so you could imagine perhaps a small American town, but it doesn’t say where. SO really, the queerest and most non-binary parts of this game are about questioning dualities and pre-determined endings. Like, at the end, each character has a choice when they’re confronted by themselves. How can you confront yourself? Are parts of your identity different than other parts? Those are pretty essential to my personal non-binary thinking. My identity is complex, and made of fluid moving parts, and sometimes I analyze different parts of myself like different parts of a big whole, right. So those themes about the complexness of identity are really central to Something Is Wrong Here.
A box of cards labeled "Something is wrong here" with thematic art.
The mockup for the cards and box!


Thanks, Kira, for the interview! I hope you all enjoyed the interview and that you’ll check out Something Is Wrong Here on Kickstarter today!


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Quick Shot on Legacy: Life Among the Ruins – The Next World

Hi all! Today I have a brief interview with Jay Iles about Legacy: Lift Among the Ruins – The Next World, a three book supplement for Legacy that’s currently on Kickstarter. Check it out!

A group of people of varying sizes, genders, and identities in post-apocalyptically styled clothing crossing the frame.

What is Legacy: Life Among the Ruins – The Next World, both as a product and as your vision?

At its most basic, the new campaign is a collection of three supplement books for Legacy. Two of them – Engine of Life and End Game – combine new rules and options for Legacy with backer-created content made as part of the first kickstarter, while the third – Free From the Yoke – is a standalone setting hack of the original game transposing it into political fantasy rooted in Slavic folklore.

At a higher level, it’s our opportunity to really stretch our wings with the 2nd edition of the game. While we’re very proud of what we achieved with the 2e corebook, a lot of it was a revision and restatement of things created for 1e. With these new books, we’re bringing completely new options to the game that change up some key assumptions to the game: the Timestream Refugees don’t use standard stats but instead get better at moves the more they’ve helped others, while the Herald isn’t defined by their role in their Family but instead by the pre-apocalypse cultural icon they’re emulating. Free From the Yoke completely rewrites many of Legacy’s core systems, bringing in magic and chains of fealty and nation-scale logistics.

Beyond even that, these books give you the tools to decide the trajectory of your campaign: The Engine of Life gives ways to guide the wasteland towards a new flourishing and an eventual peace, while End Game presents final threats that might finish the world off for good and offers sacrifices you might make to push it back.

Finally, Free From the Yoke presents players with a newborn nation feeling the after-effects of generations of foreign occupation, and asks them how much they prize the communal health of the nation over their own wealth, prosperity and independence. It’s an opportunity for us to explore a more measured, large-scale kind of storytelling, and a way to return to some of Legacy’s inspirations – Reign and Birthright.

A person wearing armor with various badges and sigils who has an augmented prosthetic leg.
I love this picture so much.

What are some of the ways Timestream Refugees become better, more advanced? 

The Timestream Refugees are focused on stopping the future calamity they fled from, and to do that they need to guide the actions of others while avoiding being tied down by obligations. This is core, and so instead of the standard stats of Reach, Grasp and Sleight that have Momentum and Balance. They roll Momentum for most family moves, but it reduces by 1 each time they do. They get a point back each time they successfully help another family, but in addition you secretly write down your vision for each family at the start of each Age. If your vision comes to pass you gain more momentum, but otherwise the world slips closer to ruin. Depending on the player’s choices, they could gain Momentum from characters reaching a satisfying end to their arc, from great projects being completed, or from resolving systemic problems with the homeland. And building on that, their other moves let them do things like uplift a generic NPC into a legendary hero, predicting that a new age would provide a bounty of resources, appear when other players roll double-1s or double-6s to share in the glory or mitigate tragedy, or help other players better understand the world. They’re a playbook all about ‘striving to put right what once went wrong’, drawing on Quantum Leap, Terminator and Travellers, and I really enjoy how we’ve managed to make that work and draw you into the other Families’ stories.

Tell me about the magic in Free From the Yoke – how does it work? How does it change the way Legacy works?

Technology in Legacy is materialistic – it’s disposable, and self-powered, and tied to the physical device. In contrast, magic in Free From the Yoke is a story you tell the land to get it to help you. All magic needs a tutor – either a more learned sage, or the land itself. When you learn a ritual it triggers a new core move where you and your tutor negotiate what obligations you accept in return for power. Maybe you’re not allowed to teach the ritual to others, or must act virtuously to retain access to it, or must regularly perform a particular observance. 
Then, when you enact the ritual, that’s another negotiation – depending on how well you performed it, you can call on the land for extra power, control, healing, or insight into your tutor’s current state. In return, the GM picks costs, with more costs if you’ve broken any of those obligations you agreed to. These downsides might include a small sacrifice, a change in the weather, strange behaviour from animals and plants, or a cost to your health.
Finally, this is still a Legacy game, so this all shapes your family over generations. Every time the ages turn and you retire an old character, you may add one ritual they know to your House’s lore – gradually building up a corpus of knowledge that future characters will be able to call on as they adventure, but tying your House closer to the Land’s waxing and waning health in the process.

People in post-apocalyptic styled clothing on varying levels of tall structures and stairwells, carrying weapons and resources.



Thanks so much Jay! I hope you all enjoyed learning some about Legacy: Life Among the Ruins: The Next World and that you’ll check it out on Kickstarter!



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