Holstering Your Concepts

I have mentioned a few times that I’m working on a project that is based on the concept of the John Wick universe with assassins, etc., called Shoot to Kill. It’s a pervasive larp that I’m working on an augmented reality app for. I’ve been pretty excited about it! However, it’s being revamped. Here’s why.

(Content note: discussion of gun violence and mention of suicide.)

(This will contain my personal feelings on gun use. I honestly Do Not Care if you disagree. *shrug*)

Description: A United States flag over an illustration of ships, with the words “knock knock. it’s the United States.”

Well, in case you’re unfamiliar with the United States, we have a fucking problem with guns. While there are recent events that are particularly notable examples, our incidences of mass shootings are common and significant. I’ve been thinking about it a lot.

I grew up in an environment with a lot of guns. Like, my dad, pap, and cousin owned probably nearly arsenals and my brother wasn’t far behind (I don’t keep track of how many they own these days). While my pap was shot twice (by someone else, once when he was a kid – in the eye – and once while hunting small game – in the dick, no lies), in our direct family I only know of one other incident of gun violence in my family, which was a different cousin who committed suicide.

I’m pointing this out because when I was growing up, guns were used “responsibly,” as in, we didn’t use them in unsafe ways, we were taught gun safety very early, etc. I shot a rifle for the first time when I was like 9. I actually own guns (that may be changing, I’m not sure). So these people misusing guns, they were not us, they weren’t responsible gun owners. 

But I totally grew up right next to some of the classic trash bags who own a shitton of guns and want to use them to hurt people. You can be “safe” with your guns all you fuckin’ want but when it comes to mass shootings, that’s not about how well you can avoid accidentally shooting someone. Like, let’s be real. Responsible gun ownership means shit right now. People are electing to go kill people, in public, en masse, with guns. For like, a whole host a reasons that are… okay nah. There’s no good reason.

Description: Andy Samberg as Jake Peralta pressing a button to speak to someone who has been arrested, saying “Cool motive! Still murder.”

(My official opinion on guns: it would be nice to have strongly regulated gun use for those who hunt and stuff, but otherwise, fuck it, we don’t freaking need them. If I’m wrong, you can shoot me later.)

How does this relate to games, you ask?

I was writing a game about shooting people in public.

I have thought about this so deeply. I’ve been thinking about it for a while. And I can’t make a game about shooting people in public.

I especially can’t make one that’s supposed to be actively played at conventions in-between other games. Like, there’s a whole host of problems with pervasive larps that involve finding other people in the first place.

So, the original game was, you’re professional assassins like in John Wick and you find people who are also playing the game and “shoot” them (originally just getting in touch with them and marking off their shots). There were gold coins, armor piercing rounds, and armor. It had (still has) varying levels of engagement, both performative and participative, with players becoming NPCs after they’re taken out. It seemed like it would be really fun. It also served an important purpose: getting people to meet new people and engage over something.

Still, every time I design stuff, I try to think of ethical issues or any way the game could be misused (this is why there’s like an entire two pages in the Turn essays about what you should really fucking not do with the game). This is because people can be stale bagels and also I’d rather not bring further harm into the world. So many people hurt people with games and otherwise already.

Yeah, I’m throwing a little Obamas in here. Description: Michelle Obama saying “When they go low, we go high!”

I’m revamping the game. I’m using the title Headshots because I’m going to try to subvert the violent/game standard use of the term for instead taking pictures of each other – taking “headshots” like in modeling. In this, the fiction will be that you are still professionals, but you’re doing reconnaissance instead of assassinating people. You’re finding people and identifying them to break their cover stories, and you can use trackers to break cover stories or fake passports to get new ones.

I’m hoping people still like it, and I’m planning to work on it more after I finish school. It sounds fun to me, and it has the elements I thought would be the most fun. I’ve retained the varying levels of participation, the ability to meet new people and engage with them, and the network of people in the fiction. I’m pretty happy about it, but I feel weird about the fact that some people might think I’m overreacting!

I’m not, tho. So like. Chill for a minute if you were getting those thoughts in your head.

Description: A picture of a parrot with the text “Alas, there is no fruit on my fuck tree.”

See, the reality is that game designers have just as much responsibility as every other creator to do their best to make ethical choices in design. I have talked about this before, and it goes beyond cultural appropriation and sexism and all. I don’t give a bit of a shit what people’s actual political beliefs are. It is very obvious that the use of guns in the US is not handled well, and that the casual attitude towards violence in media contributes to that.

And no, I’m not saying “violent video games and movies cause violent behavior.” No. What I’m saying is: if I make a game that could potentially make others (who are not playing a game but are in the place where it is being held) feel unsafe because I don’t consider the fact that we live in a society where there are active and persistent threats of violence using the method in my game? I’m not being responsible.

Responsibility is so, so important. We talk about responsible gun owners, right? They can’t solve this problem. But as creators, we can choose to be responsible. We can make products that people can engage with without harming themselves or others. We can make products that engage people in the activity that is enjoyable and provide a good fictional backdrop without doing something toxic or harmful.

I’m making this change because I have seen too many body counts, and because I want to be the best I can be. Let’s all think of the world and what we can do in it, and for it.

Be better.

Description: A picture of an angry possum with the words “Do no harm, take no shit, beg no man pardon.”

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Five or So Questions on CAPERS

Today I’ve got an interview with Craig Campbell on CAPERS, a super-powered roleplaying game set in the 1920s, which is currently on Kickstarter! Craig talks about the setting and the mechanics of the game in the following responses – check them out!

CAPERS cover by Beth Varni.

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

CAPERS is a super-powered RPG of 1920s gangsters. Players portray bootleggers and mobsters working to make their fortune and their mark during Prohibition in the U.S. And they have low-level superpowers. But so do their rivals and so do the feds. The game uses a press-your-luck playing card based mechanic. You might have a successful card flip but only be barely successful and opt to flip another card to try for a better success. But you might fail in the process.

I’m not a huge comics fan, but I am a superhero TV and movie fan. I love stories of people with extraordinary abilities in what is otherwise our normal world. There’s plenty of supers games out there set in the modern day (and plenty that are about HEROES), so I decided to explore a period in history from a less heroic angle. The Prohibition era has always interested me and I enjoy the romanticized movies and TV shows that tell stories set during that decade. So I thought it’d be fun to explore it in RPG form. There aren’t many RPGs that touch on the 1920 other than Call of Cthulhu stuff. And the majority of supers games fall in the comic book style, capes and cowls and all that. These two things make CAPERS pretty unique, but also familiar.

It’s become sort of a chocolate and peanut butter thing for me. I took two things I really dig (super-powered characters and the 1920s) and mashed them together to see what would happen. I feel it’s worked out pretty well.

A different kind of car chase by Beth Varni.
Where did you build your setting from? Did you use a lot of realistic resources or did you span out? 
The world of CAPERS is based on real-world history but with some liberties taken. Most notably, a small percentage of people started exhibiting extraordinary abilities shortly after the Great War (WWI). For the most part, the origin of these abilities is kept vague. However, there’s a chapter that brings science into the game setting, along with a largely not understood source for the powers.

A trio of primary backdrops have been developed for the game – New York, Chicago, and Atlantic City – along with a bit of info describing a handful of other cities. Much of what’s described there is based in real history, though some details have been changed and some new things have been added, wholly from my and other writers’ imaginations. A general overview provides context for the world. What are the new technologies of the era? What’s popular in entertainment? What is life like in the 1920s.

Several notable personalities of the era are present. Enoch “Nucky” Johnson and Al “Scarface” Capone are described in some detail and provided with stat blocks. However, given that the well-known personages of the time are largely Irish and Italian guys in their 20s-40s, historically, I’ve taken some liberties. Atlantic City’s Mayor Bader is a black woman. Charles “Lucky” Luciano has become Carla “Lucky” Luciano. And the hardcase DOJ agent making trouble for Capone in Chicago is Vanessa “Ness” Elliott rather than her real-world male counterpart. Additionally, a wider variety of characters of color, female characters, and LGBT characters are presented to round out the world. All in all, this is presented simply as “how this world is” though some of the animosities between different ethnicities remains for flavor, such as Capone’s largely Italian gang squaring off against Dean O’Banion’s largely Irish northside crew in Chicago.

Concussion beam in action by Beth Varni.
How do superpowers function in CAPERS? What makes them really pop?
First a bit on the game mechanic.

The game uses playing cards, rather than dice. Each player, and the GM, has their own deck (52 suit cards plus 2 jokers). Your character has six traits – Charisma, Agility, Perception, Expertise, Resilience, and Strength. Each trait is ranked from 1 to 3 (higher if you have the right powers). When you make a trait check, you look at the trait’s rank and that is your card count. If you have a skill appropriate to the trait check, your card count is increased by 1 .

To make your trait check you flip cards. You can flip as many cards as your card count but can stop at any time and take the most recent card flipped as your check. The pip count of the cards flipped (2, 3, 4, etc, on up to ace) determine success or failure, whilst the suit of the card determines the degree of success or failure, starting with clubs (lowest) and proceeding alphabetically to spades (highest). So, you might succeed, but barely, and choose to gamble for a better success by flipping another card… but risking failure.

Each superpower has a standard effect, the thing it does or effect it generates most of the time. Each power also comes with a variety of boosts. You choose which ones you want when your character gains a power and gain more boosts as you increase a power’s level. Each boost makes the standard effect better or more versatile, provides an alternate standard effect, or provides something else your character can do related to that power. However, each boost you use in a turn reduces the card count of whatever you’re trying to do by one. You can stick with your standard effect and not suffer card count reduction OR you can use several boosts to gain other cool stuff but reduce the chances of success on your action for that turn.

It’s a “press your luck” system. The combination of trait check mechanic and boost use makes the system a balancing act for each character each turn. More power equals reduced chance of success. Less power means greater chance of success. You also have a sense of what cards remain in your deck, so that colors your choices as well. Players have found the system very engaging. You’re making active choices whenever you’re flipping cards, not just rolling a die and looking at the number.

On the street by Beth Varni.
What were challenges you encountered trying to emulate both a unique time and place and a very trope-heavy genre?
Combining a specific time period and a trope-heavy genre can easily become overwhelming. The first thing I did was make a conscious decision that CAPERS is not a superhero game. It’s not a supervillain game. It’s not even a supers game really. It’s a gangsters game where the gangsters and law enforcement HAPPEN to have superpowers at their disposal.

Once I focused in on the gangster game, it became a question of what tropes of supers were appropriate and which weren’t. I wrestled with a number of powers I thought were cool, but ultimately ended up being too complicated for a game that is, at its core, a stylized cops and robbers game. I also scaled back the POWER of the superpowers. There’s no mind control. That’s a power that becomes to easily abused unless you give the target ways to get out from under the influence. And if you make that readily available, mind control loses its “cool factor.” There’s no magnetism control either. It’s just too darn versatile compared to the other powers in the game. There’s a reason Magneto makes such a formidable foe even on his own.

So, too, I looked at other tropes of comic book stories and developed my own take on them (or had another designer help with that). A 1930s version of super-science. An explanation for where powers come from. Alternate Earths and planar travel. Super-prisons. That stuff is in the game, but it’s all optional.


There are a lot of chances for something to fail, even though it’s got a lot of chances to win. What makes failing in CAPERS interesting? 

I’m a big fan of failure in RPGs. They add drama, insert complexity, and turn the story on a dime. That said, I don’t want every failure to be a huge narrative-laden thing that slows the pacing down. In CAPERS, you can succeed with a complication (a mini-failure), fail with a special bonus to help you next time, straight up fail (with no additional effect), or botch. Each type of failure has its place and helps the story in a different way. Complications add interesting tidbits that make the encounter more fun. Failure with a bonus later incentivizes the player to take further risks. Straight failure keeps the pacing moving. And of course, botches make for the best stories, especially when the characters ultimately succeed later, overcoming the botch.

The playing card mechanic requires the players to make choices on whether they keep the card they have or flip another and take a chance. A player who succeeds with a complication may choose to suffer that complication just because the group needs a success, even if it’s minimal. A player who fails with a bonus later may take that failure because they’ve suddenly come up with a cool idea for their character’s action next turn and want that bonus to come into play for their big risk.

How failure plays a role in a character’s actions is in the player’s hands a fair amount of the time. It’s not entirely at the whim of the random. It’s my hope that this provides for a more memorable story for the players.

CAPERS is coming from Craig’s company, Nerdburger Games!


Thanks so much to Craig for the interview! CAPERS looks pretty cool and I hope you’ve all enjoyed learning about it, and that you’ll check it out on Kickstarter today!


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Playing Nice in Monsterhearts

There are a few things I know about my game playing preferences, but one is that I don’t have a lot of energy for negativity and meanness.

Description: JD from Scrubs “[thinking] at that very moment, I fear I had divulged too much.”

This is something that can be challenged by Monsterhearts. For the uninitiated, Monsterhearts is a Powered by the Apocalypse game about teenage monsters. It’s riddled with sex and darkness, and almost everyone I know loves it.

I enjoy the game, despite some of my quibbles, but I often hit a roadblock when a strain of negative energy slides in. I have absolutely been a contributor or creator of this, and it’s actually something I really dislike about myself. The first time I played Monsterhearts I found it kind of exhilarating, and I pushed myself too far – I ended up using an X-card on myself. I have played some nasty characters in the game, and I’m honestly not proud of it.

I have even made two Monsterhearts Skins – the Medusa and the Rusalka – and the Rusalka is definitely toxic. But it’s said as much, clearly, and not about meanness. The Medusa is really about concepts of purity, honestly, so not very much so. Still, when I played the Rusalka, they were a passionate and intense person who just wanted to love people – not hurt them, not on purpose. And that was a play choice, obviously.

Sometimes people are okay with playing dark characters, mean characters, what have you – but I don’t. Hell, I feel guilty if I even play a snarky one. I do it, but I feel gross afterwards a lot of the time. I don’t like playing villains, and almost all of my characters drift towards niceness these days. I think it’s because I’ve been hurt a lot, and because the world is so brutal, but I move away from catty, sarcastic jerks these days.

Example: I really didn’t like Jessica Jones much. Description: Jessica Jones looking pissed with the text #bitch the fuck you just said to me.

It has gotten to the point that sometimes reading other people’s actual-plays of Monsterhearts because there’s so much abuse. Like, there’s actual abuse sometimes, but there’s also various types of trauma, there’s cheating, and just a meanness, in so many people’s play. I know not all Monsterhearts is like this, but I just have the bad luck of seeing some of the bad stuff.

And no, most of the time I won’t bring this up during the game, or possibly even after. I don’t like ruining people’s fun and I have been shut down before about how “that’s how teenagers are” so I dodge.

Description: Cardi B saying “I’m being nice to you. Have I stabbed you? No.”

What this means is that I don’t enjoy engaging with Monsterhearts much of the time, which sucks, because it was a formative game for me. All of this is going to the point that: Playing nice in Monsterhearts makes it a better game for me.

Right now, I’m playing a wonderful game of Monsterhearts 2 with Kit la Touche, Dillon Conlan (my partner), and Eric Duncan set in the fictional Alder Creek, which we’ve subtitled Our Sweet Boys. We’re all playing men or masc centered characters, and we’re all like… weirdly polite. The characters are Tucker Ulrey (Werewolf), Silas Schowalter (Ghoul), and Nix (Hollow).

Their backgrounds are a little wonky, but we’ve discovered in play that aside from Silas generally being cranky – he’s dead, after all – we all tend towards like, just decency and politeness. Nix is kind of pre-programmed that way but models a lot of his behaviors off of Tucker, who is just a sweet darn puppy. Tucker is respectful and polite, though a little hesitant and gullible at times.

Description: a pug with a bandanna sitting awkwardly, with the word “heck” in small, lowercase black text.

It’s funny because in spite of this, we still have drama. There’s drama from the NPCs, who are not always nice, but are nicer because we are nice. There’s still challenge and spoopy stuff happening, but we’ve found that the theme of the game – as Kit said – is less “what’s going to happen next?” and more “what are we going to do about it?”

It’s still a game with teeth, but we’re not (always) the ones biting.

I think that it’s renewed some of my interest in Monsterhearts, and while I could write For Ever about my thoughts on the subject, the biggest thing I’ve come away with is that I think we’re technically playing the game wrong.

A lot about Monsterhearts in the text comes down to how there will be hurt and there will be trauma and yet, I feel like we’re weirdly building an environment where when that does happen, we’re playing characters that might be able to work through it. Yeah, I figure there’s gonna be violence and etc., but we might end up growing up and being better because of it – not more damaged. We’re like… good-ish, or something? With good intentions? And wanting to be nice sometimes?

Description: Sam Winchester from Supernatural hugging someone and saying “Too precious for this world.”

Basically, I like the idea of having to encounter bad things in a situation where I’m not also a problematic bundle of jerk. Monsterhearts, in my experience, can bring out bad stuff in me. This specific session feels different, and I had a weird thought while discussing it with the other players and Kit.

Kit and I have recently spent a fair amount of time playing my shapershifter game Turn, and the first non-D&D game Dillon has played was Turn. The vibe in Turn is so massively different that I know it’s definitely realigned my preference for play. I go quieter, I feel more happy when I’m playing someone who doesn’t just want to hurt people, and I feel happier when I have at least one other player I feel love with. I think it says something interesting that the only one of us to approach snarkiness really is Eric, who hasn’t played Turn.

I just wonder sometimes how much playing one game can change our perspective. I know that, at the start of my time playing, Monsterhearts changed mine. I’m wondering now – has Turn changed it, too?

No matter what it might be, I’m glad. The sessions we’ve had so far in Alder Creek have had a sweetness, a more caring environment, and I’m more invested in a Monsterhearts game than I’ve ever been.

Description: Jensen Ackles giving two thumbs up.

<3

P.S. – I’ve found I enjoy Monsterhearts far more when I play with Script Change over the X-card. Changes the tone, I guess. It’s nice!


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Death in RPGs – Let Me Live (revised 2/17/18)

Hi all!

I recorded this recently and had to make some updates, but now it’s a new video on a new URL: https://youtu.be/Uluvyh64_P8


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You’re getting dumped by your catgirl girlfriend

My friend Caitlynn Belle has an excellent game, “you must break up with your werewolf boyfriend” and I have hacked it!

Here is: “You’re getting dumped by your catgirl girlfriend”

https://docs.google.com/document/d/1KIK0zVT817AUr9yWRZxBSKc12M0gW-xEfI6RCBA4iSE/edit?usp=drivesdk

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Quick Shot on Fate Accessories Kickstarter

Hey all, got together with Fred Hicks real quick to ask him a bit about the Fate Accessories Kickstarter that’s currently running. See what he had to say, and check out the Kickstarter too!

Dice with matching Fate points.

What is the Fate Accessories Kickstarter about, both as a product and as your vision?

The Fate Accessories Kickstarter is a follow-up to our 2014 Kickstarter for Fate Dice that launched that whole line (now 11 catalog entries deep) and breathed new life into the whole Fudge Dice thing. In the years since the Fate Dice have continued to be a real tentpole for us in terms of revenue, but our initial stock from that run has been dwindling. We’ve sunk profits from the line into reprinting the most of the stuff that’s getting low or even ran out (in the past several months we’ve gotten reprints rolling for the Antiquity, Eldritch, Centurion, and Vampire sets), but we also want to expand the line with more dice offerings in new styles and quantities, as well as launch a new line of Fate Point tokens that are color-coordinated with an existing (or to-be-funded) set. We’ve got a bunch of potentials waiting in the wings that we really want to show people, get their thoughts on, and get their help expanding the catalog. 
Infernal dice style.
What have been some of the challenges approaching reprinting and expanding – both creatively and from a business perspective?
I’ll answer this backwards. 🙂
Dice are expensive, not on an individual scale, but on a manufacturing-run scale. When we get dice made it’s a 5000 unit minimum order with the folks we have our primary die mold with, so that means for any one packaged dice item it’ll cost us in the low 5-digits (think $10k-$15k range) to get another run made. Our original runs that were Kickstarter-funded in 2014 were manufactured at around 8000 units each, but as we approached 2018 most of them were down to around 1000 units or less. They’ve been a good supporting pole of our company’s revenue stream, so letting multiple catalog entries run dry just wasn’t an option.

So we looked at the most popular ones based on the last few years of data and made sure to get reprints of those rolling. Our Core Dice had already sold out, but the iridescent material we use there is a bit more difficult to source, which increases the minimum print quantity, so we decided to leave that one be (especially given something I’m about to get to below). We also decided we’d let our two licensed sets, Winter Knight and Atomic Robo dice, run their course without a reprint. I love the sets, but I also like the idea of not needing to pay royalties on our dice sales. We’d already brought back the Antiquity one, so that meant Vampire, Centurion, and Eldritch Fate Dice needed the reprint.

Of course that meant that the dice money we could have spent on developing and releasing new sets was spent on reprints… which brings us to our first Kickstarter of the year. Given that it had been four years since our first Fate Dice kickstarter, we felt it was a good time to turn to our fans again and ask for some help funding an expanded line.

Creatively, tho, man, that’s the more difficult part of all this. There are only so many materials styles and distinctly-different colors you can offer before there starts being some kind of overlap. And honestly that’s not something we came to terms with as much as we should’ve before we launched. We faltered a bit in our first week of the Kickstarter because we didn’t make a good enough case that we were offering enough new and different, despite it feeling really obvious to us how things were different even if they fell in the broad categories of “green” or “blue” or “purple.” But recently (just yesterday at the time I write this) we started off our second week of the KS with a reshuffling of our stretch goals to put the new and different more visibly and more close at hand, which seems to be working as we’re getting a new surge of interest.

This was made possible in part because we’re bringing a new dice construction method to the party: layered dice, where different colors of material are injected in sequence, letting you produce dice that have a striped or gradient effect depending on what colors and sequence you choose. Of course, that triples the difficulty in color selection, but does let you produce some dice that definitely don’t look like any others we currently have.

Malachite dice design.
How do you choose what products are the right ones to bring back or newly develop – what ones really called for the action, and which ones are you most excited about?
I’ve already talked about some of the decision making that went into deciding what we brought back, so I’ll focus on new development here.

We knew we wanted to get into the Fate Point token space. Campaign Coins did a great set of metal Fate tokens, and those are still out there if you can find them, but we didn’t want to get into metals manufacture. That left us with the idea of creating a line of Fate Points tokens that use the same material as an associated set of dice; if we get the chance to expand the line further, we’ll do more tokens in more styles to match other sets we’ve had done (or will have done). That’s the other baseline goal of the Kickstarter, to make a new accessories line of Fate Points possible.

We’ve also prior to the Kickstarter begun an effort to make sure there are single player packs of Fate Dice out there — ones that contain 4 dice instead of 12 — as we’ve been hearing over the past few years that there are folks who want to buy a specific, single style of dice rather than a 3-style pack. As a dice addict I don’t really understand that line of thinking, but I know my biases are not universal! So that’s what gave birth to our Fire and Midnight Fate Dice single-player sets at $6 each. Our layered dice will also come in that kind of packaging, in part because they’re a little more expensive to make, so that lets us price them at $8 per set — a 12-die set of all layered dice would need a price a lot higher than the $15 we normally charge for 12-die sets.

New materials styles and new construction methods tend to play into our choices of what to develop as well. Another set we had made without Kickstarter backing is our Frost Dice 12-die set that we released a year or so back. That came about because our manufacturer told us about a “matte” finish that could be applied to translucent dice, which give them a frozen-liquid appearance. It’s an attractive set. Obviously the layered dice from our Kickstarter stretch goals also arose from access to a new construction method. To a great extent what can be done in manufacturing tends to drive the creative side of this more than the reverse — what methods can be used act as a fruitful constraint on the creativity.

As far as what I’m most excited about from the Kickstarter? Besides the Fate Points, it’s definitely those layered dice. Have a look. 🙂

Aquatic dice design.

Thanks, Fred, for a great chat! Make sure you all check out the Fate Accessories Kickstarter to see what Fred &co have to offer!


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Power IRL Powered by D&D

I wrote this for school, but I wanted to post it here so others could use it, also, example of how I’d like to use games to explain concepts of leadership and development. -Brie

The illustrations on this page are licensed under a Creative Commons Attribution 4.0 International License by John W. Sheldon.

The best way for me to understand the different types of power was to put it into perspective of a fantasy roleplaying game. This might sound lazy, but it helps me remember it better and gives me perspectives.

Did I list druids here? Of course not – their power is more fluid in nature and depends on their interpretation of their magic, at least partially. I would consider them to have something like reward/referant. They’re a weird cookie.
Some of the main archetypes or roles in tabletop fantasy games are paladins, clerics, fighters, wizards, rangers, rogues, and bards. They each have different ways of moving about the game and taking actions, and have different abilities. When reading over the types of power initially probably four years ago, the following role assignments stuck out to me:

Paladins have legitimate power. Legitimate power is “the authority granted from a formal position in an organization” (Daft, p. 370). Paladins are typically given a role of power from their chosen deity, and can occupy a position in a church, as well. They are literally assigned power. With this, they can take actions themselves, as well as call others to action. To use this power, a paladin (or someone in real life) could call back to their own authority and speak to how their actions reflect the intentions of that authority.

Clerics have reward power. Reward power is “the authority to bestow rewards on other people” (Daft, p. 371). Clerics are also religiously-based, and can give people healing or blessings with deific magic. They have the ability to reward people for heroism through those blessings and through healing and recovery. A cleric (or someone in real life) might use reward power by promising that if a certain goal is met, there would be monetary, emotional, or needs-based reward.

Sassy fighter is sassy – and coercive.
Fighters have coercive power. Coercive power is “the authority to punish or recommend punishment” (Daft, p. 371). Fighters are typically combat based and often brutal and violent. Their typical modus operandi is to go punishment first. (Shoot first, ask questions later.) Their work is mostly done with threats! Fighters (or people in real life) could use coercive power by promising retribution should people not follow their orders and satisfy their goal requirements, and follow up on it if there is failure.

Rangers and wizards have expert power. Rogues also have this power. Expert power is “the authority resulting from a leader’s special knowledge or skill” (Daft, p. 371). Both wizards and rangers are experts in their fields, with deep knowledge of whatever it is they do. Wizards are academics, while rangers are more on-the-ground and experience based, and very skilled. Rogues have many skills but are more jack-of-all-trades in a lot of cases, which makes them have a lot of generalized authority because they know at least a little bit about almost everything. These type of archetypes (or people in real life) can use their power by explaining the facts and support behind the requested actions and goal-focus, and use their knowledge to propel action. 

Rogues know where it’s at (in your safe, that is).
Bards have referent power. Referent power is “authority based on personality characteristics that command followers’ attention, respect, and admiration so that they want to emulate the leader” (Daft, p.372). Bards are charisma based (mechanically and conceptually) and can guide people however they see fit. A bard (or person in real life) could use their power by speaking to ideals and behaviors that they hold and ensuring that others know the value of those, inspiring them to act to also carry those goals and behaviors into their work and personal life.

Legitimate, reward, and coercive power are hard power because they are all about control. If you do this, I give you or take away this. If you don’t do this, the whole authority will know you defied them. They are concrete things that immediately threaten or promise things, or simply force authority on people, and that makes them almost immovable. Soft power like expert power and referent power are explanatory and guiding instead of forcing, and therefore can lead people towards success or goal-meeting without making them feel like they have no choice or making them feel like they have to do something instead of wanting to do something, because it makes sense or satisfies some higher-level need.

What kind of power would a dragon have compared to a barbarian? It depends on the dragon, frankly.
Daft, R.L. (2015). The leadership experience. (6th ed.). Stamford,CT: Cengage Learning.


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Five or So Questions on Faerie Fire

Hi all! Today I have an interview with Shannon Campbell from Astrolago Press about the new bestiary currently on Kickstarter, Faerie Fire, which is compatible with Dungeons & Dragons 5th Edition. Shannon is the creator alongside Dillon MacPherson and Malcolm Wilson. The Kickstarter runs until the morning of February 7, 2018. Check out Shannon’s answers below!

The Conglomadog by Kory Bing
Tell me a little about Faerie Fire. What excites you about it?
Faerie Fire is a collaboration between myself and two of my gamemasters: Dillon MacPherson and Malcolm Wilson. The three of us are friends and colleagues and we’re all very passionate about tabletop gaming–we’re active homebrewers, Dillon and Malcolm especially. 
There’s loads of things that excite me tremendously about Faerie Fire: the fact that it’s full of items and creatures that the three of us have enjoyed so much in our own campaigns, and now we get to share them with everyone; the list of incredible illustrators that I’m so grateful to have had the chance to work with; and the fact that it’s entirely up to our own creative vision what goes in the book. AND THE AESTHETIC IS KEY. I’m super stoked to get to work on such a vibrant, colourful project. We wanted to make a really wild book that felt a little bit sexy, a little bit dangerous–but at the same time super inclusive.

What was the inspiration for Faerie Fire, and how did you start compiling and creating all of this content together?

To start, a lot of it was homebrew we had developed for our own campaig
ns. Dillon and Malcolm have known each other for a decade and as they were both game designers and avid game masters, they were constantly developing and exchanging new content. They’d always wanted to make a tabletop compendium of their own, and the success in recent years of similar projects spurred them on. I’m a writer and narrative designer in video games but I’ve also had experience as an editor on various print publications–including Bones of the Coast, a Kickstarter-funded comics anthology I helmed in 2016, and The Underground: A Sam & Fuzzy RPG, a tabletop system & setting I edited a couple of years ago.

Right away it seemed clear to me that we should do something aggressive and bold–that it wasn’t enough to just produce content that was the same flavour as the vanilla stuff already widely available. We were spending a lot of time in the fairy realm in a campaign that Malcolm was GMing and it seemed like there was a lot of content there to explore and develop–and it quickly became clear that anything we made for the Wilds would be anything but vanilla.

Pox and Pilfer by Amy T. Falcone
Why did you choose to use 5e as your base? Is any of the material flexible to use in other systems, even just the flavor?

Dillon and Malcolm have been playing for 10 years but I only came onto tabletop games with D&D 4th edition, which I played for about a year before 5e came out. After that I went through a handful of systems–but I kept coming back to 5e. I like long-form storytelling and character-driven stories, and 5e is just the right combination of intuitive and versatile–and it’s so, so homebrew friendly. Pretty much every 5e campaign I played ended up having homebrew added before too long: custom player races and classes, new magic items, weird hybrid monsters–and everyone I played with was always happy to go off book. 5e feels like a robust and elegant toolset.

One of the things we’d really like to do with Faerie Fire is make it Fate-compliant as well (I’m a huge fan of Fate Accelerated)–whether this is done as a stretch goal, or as a side hobby over the next year, is hard to say. We think that the style and aesthetic of Faerie Fire would readily fit into a lot of systems and worlds–though the mechanics would obviously need to be adapted a little. And, of course, the fast-paced, glamorous, brilliant setting of Faerie Fire would make it a perfect fit for one of my favourite impromptu systems: All Outta Bubblegum.

How did you choose artists for the project to capture the aesthetic you were looking for? What was your search like?
I come from a comics background, and for five years I ran a curated comics festival called VanCAF that put me in touch with a large network of artists, so I quickly compiled a shortlist of talent that I thought would be a great fit for the project. We had an open submissions process, as well, where artists could pitch monster ideas for us to collaborate on–but in the end we only selected a handful of artists that way.

The vision was for Faerie Fire to be vivid and stylish and bold and glamourous, but I also wanted it to be non-binary and queer. It seemed to me that if we approached it as an art book as well as a supplemental, then it might provide an opportunity for people who have otherwise felt excluded from gaming to discover how incredible these worlds could be. To that end, we wanted to collaborate with diverse creators. My own connections were very LGTBQ+ representative, and feeds like @sffpocartists on Twitter and the #drawingwhileblack and #latinxartists hashtags provided a bounty of skill & talent that made it incredibly easy to discover new names I might not have been introduced to otherwise.

Tell me a little about the design process. How did you flesh out the creatures? What did you do to make sure everything was consistent thematically and mechanically?

The design process was a little bit different from artist to artist–some artists preferred to be assigned a creature, in which case they’d give us some requests (flowers! or feathers!) and tell us what they hated to draw, and we’d build them a custom creature that played to their strengths. Other artists had their own idea for a creature, so we’d get them to run it by us and then cross-reference it to all the other monsters going into the book to make sure that it was unique. We’d send back design notes, if necessary, but otherwise we wanted to give the artists as much autonomy as possible.

Making sure that each monster is unique involves, basically, a lot of spreadsheets. We have cross-references for creature type, whether they’re humanoid or not, sentient or not–whether they have damage resistances or vulnerabilities, whether they can be used as a familiar or a mount. The book runs the whole gamut. Dillon and Malcolm design the stat blocks between the two of them and each of them reviews the other’s work–I come in at the last to give the final review, whip up the lore, and make sure everything looks hunky dory from there. As the art comes in we review it and, if there’s anything that doesn’t quite sync up with the lore & stats we’ve developed, or if the artist has surprised us with something we weren’t quite expecting, we’ll tweak the written content one last time to make sure it gets the most out of the art and doesn’t introduce any confusing inconsistencies.

The book is designed around the a chaotic Fairy plane, home of the fey. While not all the creatures originated there, they’ve all been affected by it, and that shapes their powers and design. We’ve also introduced the Plane of the Living Light, a neon-inspired plane that kind of bumps up against the Wilds–those with special sensitivities can see into it, and certain creatures can channel its living energy through them. Everything in the book, therefore, has been touched by one of these two things: either chaotic fey magics, or the pulsing, energizing Living Light.

Because the aesthetic ranges from the cyberpunky Neon Noir to the fun colours and friendly animals of certain beloved 90s stationery, there’s a wide range of creatures: some are monstrous, some are sexy, some are friendly–some are just plain weird. Each and every one of them is an original creation.

To finish off, what are a few of your favorite items and creatures in the text, and why?

My favourite probably comes down to two or three different creatures: there’s the Kapny (which is going to be drawn by Jemma Salume), dryad-like creatures that live in the husks of trees burned by wildfire; I’m also a huge fan of the Cawillopard (drawn by Desirae Salmark), a tall, giraffe-like creature whose head can’t be seen for the weeping willow branches that trail down its neck; it has a symbiotic relationship with glittering spiders that live in its branches. When you’re under its expansive canopy, the spiders make it look like the night sky shining above you. Pretty! But also creepy, depending on your particular phobia. And, lastly, I’m a big fan of our “cover girl”, Sepal: she’s the warden of the fey prison, where all the prisoners are transformed into flowers and shrubs for the duration of their imprisonment. She keeps a disciplined, well-manicured garden, and she’s a fierce and cunning member of the fairy nobility; though she mostly prefers to stay out of the various squabbles and underhanded politics of the court, it’d be pretty stupid to underestimate her–she literally grows her own army. Yuko Ota drew Sepal for the cover of the book and the interior illustration of her, as well.

Jesse Turner is drawing all our items as we speak and each time he turns in a new one, it’s even more fantastic than the last. I’m most looking forward to seeing the finished art for the Comet’s Tail: a magical flail that looks something like a glowing comet, and allows the wielder to cast Minute Meteor. 

The Wayfarer by Jesse Turner

Thanks so much to Shannon for the interview! I hope you all enjoyed it and will check out Faerie Fire, a 5e supplemental on Kickstarter – don’t miss out, the Kickstarter ends February 7!


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Play with Purpose

Dice by John W. Sheldon

I’m going to try to make this brief, but I wanted to express something that has been sitting with me a while, and that’s about what games we play and why we play them. This stemmed from discussion of Dungeons & Dragons, but it applies to many, many games and all types of players and GMs.

Why do you play RPGs?

I want you to ask yourself this question, dig down. Ask harder. Listen to your first response and dig deeper and ask harder.

Why do you play RPGs?

Now you have an answer, I would hope, that feels right. Now look at the games you play right now. 

How do those games meet your reason?

How do they question your answer – are you sure you want to do that? Can you even do that?

Do all of the mechanics support your type of play?

Do any of the mechanics reject your type of play?

Do you play around any mechanics to enjoy play?

Do you ignore sections of the rulebook to play?

What mechanics do support your play, your reason for playing?

Are the games intended to play one way, while you play the other?

What about this game makes it valuable to you?

Is that valuable thing mechanically in the game, or is it something you’ve introduced?

From here, ask yourself about the awareness you have of games around you that you aren’t playing.

Do you know about other RPGs?

Do you know how to play them?

What games allow you to play comfortably without ignoring rules, if any?

Do any of them meet your reason?

Have you tried playing other games that meet your reason, if there are any?

I ask these questions because I want to see us play with purpose, and that purpose is play, an activity that is enjoyable and entertaining (even if that enjoyment is not gathered through “fun”). There are so many RPGs that it is just super unfortunate for people to be stuck playing a game that they aren’t enjoying, that isn’t meeting their needs, that doesn’t fit their reason, that questions them in an unproductive way. I want to see people play games that hit the right spot for them.

This comes to mind because people play around rules so much, and that shouldn’t be necessary! If you play a game and it feels like work, or it feels boring, or you feel exhausted afterwards in a bad way, ask yourself these questions. Take a deep breath, and consider your options. There are hundreds of RPGs out there! Some of them are free, and plenty of them can be learned easily if you look for simplicity, while others are crunchy and mechanics-heavy in ways that some people find delicious.

If the fiction doesn’t work, ask the world for more options. If the mechanics don’t work or seem extraneous or seem too minimal, ask the world for more options. The options are there. Don’t suffer in play. It isn’t fair to you, it isn’t fair to those you play with.

Why do you play RPGs?


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Reminder: Turn Playtest Available

In case you’re interested in what I’m working on or looking for something to playtest!

Turn is a slice-of-life supernatural roleplaying game set in the modern era.

Players in Turn are shapeshifters in small, rural towns who must balance their human lives and habits with their beast needs and instincts. Their baser natures will challenge them as they strive towards goals from everyday tasks to life-changing experiences, and they will need to find comfort in one another to make it through without becoming stressed out. The system uses player discussion and a set of d6 rolls for resolution.

Turn is slated to be a complete draft by the end of 2018, potentially pursuing crowdfunding.

EDIT: The Turn Beta is no longer available but you can find the game at any of these links:

https://www.indiepressrevolution.com/xcart/Turn.html

https://briebeau.itch.io/Turn

https://www.drivethrurpg.com/product/281964/Turn?manufacturers_id=10592

 

This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.