Five or So Questions with Avery Alder on Monsterhearts 2

Hi All! I recently contacted Avery Alder about doing an interview for Monsterhearts 2, the second edition of Monsterhearts that is currently on Kickstarter, and she accepted! The original flavor of Monsterhearts is one of my favorite games and was one of my first steps into the story gaming culture and gaming style, and I’ve written about my experiences while playing it a little bit in the past. I hope you enjoy reading this interview with Avery!

Tell me a little about Monsterhearts 2. What excites you about it?

Monsterhearts 2 is a game about the messy lives of teenage monsters, exploring what it means to have a body and desires that are changing without your permission. It’s written with a queer lens for understanding desire, though that doesn’t necessarily mean that every character you play is going to be queer. I think the project is really exciting for me personally because it’s an opportunity to focus on refining something I was already proud of. I published the first edition of Monsterhearts in 2012, and since then people have often told me how lucid and inspiring the text and design are. And looking back at it, I agree that it’s solid. But I also see all these ways that it could be tighter, that I could better contextualize the mechanics, that rough edges could be smoothed down. And so it’s exciting to have a chance to do that work.

I’ve played Monsterhearts quite a few times and the issue of attraction and asexuality has come up a lot. I saw in your new sneak-peek of the game you address this. Could you talk a little more about how you’re addressing it and the motivations behind it, for the readers who haven’t delved into the material yet?
Definitely! Monsterhearts explores what it means to have shifting, confusing desires. There are rules about turning people on and gaining power over them. The way those rules are designed intentionally challenges some of the dominant narratives that our culture has about how sexuality works – that it is fixed, that it is predictable, and that it is binary. I think challenging those narratives works out really well in play, too. It means that every session is surprising and feral.

But there was this other dynamic that the first edition introduced, of unwittingly reinforcing another set of dominant narratives about sexuality – that everyone is sexual, and that everyone is equally available for sex. And I think that in designing the game the way that I did, I did a disservice to asexuals and to survivors of sexual trauma. I aligned myself with dominant narratives that erased and hurt them. Since 2012, I’ve had people bring that to my attention and I’ve sat with their criticism. I knew that the core of the game should stay the way it was, but that I needed to create space for these other stories as well. I’m still figuring out how to introduce these new mechanics into the game gracefully!


A subject near and dear to my heart is boundaries and safe experiences in games. You’ve written about it in Safe Hearts, and I’m interested to know more – what are your goals with your new chapter on the subject? How do you personally, as a creator, approach tough subjects while still allowing for the inherent mistakes in social interactions that are so common for teens?
Part of my approach in writing Safe Hearts (an essay from 2014 that’s being adapted into a chapter in the new book) was to establish priorities. It’s easy to over-simplify questions like “How do we take care of each other’s emotions while doing something emotionally vulnerable together?” It’s also easy to over-think them until you feel anxious and immobilized! And so my approach was to suggest a list of priorities: focus on this first, then focus on this if you have the capacity, and then finally this. The three concentric circles of priorities that the essay outlines are: first to ourselves, then to others at the table, then to the characters we’re portraying.
The text I wrote in that essay isn’t being revised very much as it makes its way into the new book. I feel like what I wrote on the subject in 2014 remains solid. Most of the revisions are just adjusting the way it flows to make it fit better as a chapter in a larger text.
Strings are a really interesting in-game currency. Can you tell me a little about what new you’re introducing for them and how you hope it will impact gameplay?
Strings are at the core of Monsterhearts. They tell a story about how power is unevenly and intimately distributed between characters. They represent the way that leverage is gained and used. The biggest change to Strings in the new edition is that they’ve been streamlined. This was really important, because in the first edition people would work to acquire Strings, but then they’d just sit there idle on the character sheet. The mechanics for actually spending Strings were a little too cumbersome for new players to grapple with, so they would get ignored. And other bits of the game (like the Manipulate an NPC move) directed players away from figuring out how to use the Strings economy. In the new version, the mechanics for spending Strings are more simple and more visible.
What do you hope to personally take away from your experience working on Monsterhearts 2, beyond satisfaction in a job well done?
I published the first edition of Monsterhearts while I was still figuring out where my place in queerness was. A year later I started coming to terms with being trans. And throughout that time, I started to gain recognition from wider audiences. Returning to write Monsterhearts 2 is exciting because I’m in a different place now personally. I’m a queer trans woman, I know my own politics better, and I’m excited to bring new voice and perspective to bear on this text.
Another thing I’m excited to take away from my experience working on Monsterhearts 2 is a better understanding of how to synthesize community feedback and incorporate it into a revision process. I’m holding four years of feedback in my brain. I put out a survey to learn more about people’s experiences and it garnered 766 responses. But at the same time, I’m the person most intimately acquainted with the game’s goals and pitfalls. How do you make sense of all that data, honour all that feedback, while still remaining confident in your own instincts and vision? I’m learning new skills.

For a game about queerness, Monsterhearts & Monsterhearts 2 could seem hard to approach for someone out of the queer community, and I’ve seen your work raise a lot of awareness for people like that. What do you think straight, cis people can gain by playing a game like Monsterhearts – or what would you hope they do? 
I think that everyone has confusing, complicated memories about what it was like to be a teenager. And a huge part of Monsterhearts 2 is telling those sorts of stories, exploring those sorts of feelings. While queerness adds an important dimension, I think that everyone is able to bring their own life experiences to the table. And I hope that straight, cis people feel invited to engage with these themes and be challenged by them.
or like, I hope everyone plays Monsterhearts 2 and I hope it makes them gay.

Thanks so much to Avery for the great interview! I really enjoyed talking with her and I hope you all enjoyed reading it. Check out Monsterhearts 2 on Kickstarter now, if it sounds like your kind of game!


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Five or So Questions with Jim Tait on Four Corners: Thieves of Sovereignty

Today I have an interview with Jim Tait on Four Corners: Thieves of Sovereignty, which is currently on Kickstarter! Check out what he has to say about his new game below.

Tell me a little about your project. What excites you about it?

The world of Four Corners: Thieves of Sovereignty is one where what you believe about the world and your place in it gives you magical powers to control or embody at least one of eight elements: air, water, earth, fire, cloud, metal, glass, and lightning. You play a hypercompetent hero trying to make the world a better place, and standing a good chance at succeeding, eventually. The game uses FATE Core mechanics, with some adaptations, which allows for some fantastic storytelling. The book is intended to be welcoming of players of diverse genders, sexual orientations, and backgrounds, and I invite feedback from supporters of the kickstarter while the book undergoes graphic design and illustration.
What excites me about the kickstarter is sharing my world with a wider audience, hearing their feedback, and watching Tetra (the name of the setting) come alive through the skilled artistry of Elizabeth Porter.

Can you talk about the mechanical changes you made from the Fate Core mechanics, and why you made them?

Fate Core has mechanics for four different actions, including Attack and Create an Advantage, and a long list of nouns which are skills letting you do one to four of these types of actions. Fate Accelerated has a list of six adjectives from which you can choose how you approach any of the four actions. I wanted to find a middle ground between these two options, and wrote a list of twelve verbs, three for each type of action. One for taking the action in a physical context, one for a social context, and one for an intellectual context. For example, you can roll Fight to attack someone or something physically, Unnerve to attack someone’s reputation or social standing, or you can roll Confound to attack someone’s ideas or mental well-being. All twelve verbs are on the character sheet from the start, but not all at the same level of ability, to reflect that even the most competent of characters have some angles from which they are more comfortable coming at a situation than others.

Where did you get your inspiration for the setting and mechanics?


Like several other fantasy or speculative fiction worldbuilders have, I started with a “What if?” question. I feel strongly that the choices we make are influenced heavily by what we believe is possible and proper, but that many of us don’t consciously consider what beliefs we’re working under, and assume that other people’s beliefs are more similar to ours than they actually are. I started with the question of, “What if the things we considered possible and desirable came with some sort of obvious indicator?” I was studying the similarities and differences between Christian denominations when I started working on this setting, and there’s a Bible verse that says, “if you have faith as small as a mustard seed, you can say to this mountain, ‘Move from here to there,’ and it will move.” and wondered what the world would be like if this was a regular practice? What if all people who held to a particular faith, philosophy or worldview moved mountains around as part of their daily routine? Then I sketched out details of thirteen different worldviews, and created mechanics for different magical powers each worldview made accessible to those who held to it.

How did you work to make the game approachable for diverse audiences? 

I did a lot of reading and researching, over the past several years, on inclusive gaming, representation, cultural appropriation, and toxic tropes. I would love to guarantee that this meant none of my ignorances and biases made it into the text, but I know I can not. I welcome feedback.

I did strive to make sure that every culture I created was not just a thin stereotype of a culture in this world, but an outline including fashion, economy, government, values which are celebrated, birth and death rituals, and thoughts as to how both their magic and interactions with other cultures have influenced them over time.

While there are some cultures I wrote with assumptions about gender which cause the titles at the top of government structures to be gendered, every other military or government title (not coincidentally, the ones more likely to be held by player characters) is gender neutral. All of the sample names are presented as gender neutral. My example characters at the end of each nation write-up include one who has masculine pronouns, one who has feminine pronouns, and one who has the gender neutral singular they as a pronoun.

In two of the three empires, sexual orientation is not an in-world issue. The Ambrosian Empire is so regulated that all long-term relationships are formed by contract with clauses on intent, duration, and renegotiation. The Konung Empire is so filled with anarchy that alliances and betrayals don’t consider sexual orientation on more than the most personal level of mutual compatibility. The Utopian Empire has rules about who you can have children with, and I’m belatedly realizing I’m going to have to expand those rules to include adoption because sexual orientation is not properly a key factor for them, either.

Smaller societies include the Wayfarers who have arranged marriages to promote traits they want in future generation, the Ice Guardians who have arranged Handfastings which teams up skills and strengths to create pairs of hands that work for the Guardians, and may or may not include sex between the two partners, and the Chosen Tribes, who do not have a concept like marriage, but have a strong concept of consent.

I am hoping everyone who sits down to play this game is able to see people like them, and create people like they want to be.

Tell me a little about the world of Four Corners. What kind of characters and environments do you see during play, and what kind of stories can you tell?

The world, with a few magical exceptions, has a technology level equal to ours about 2000 years ago. There is one main continent, with four corners. Three empires have split most of the continent between them, and kraken- magically giant squid- destroy any ship that goes too far from land. Each of the three empires want to take over the entire continent, but they are fairly equally balanced in power, and they are not the only ones fighting to have their worldview be either dominant, or at least independent. 
You might choose to be a member of the unofficial shadow empire, gathering evidence for judges as to what really happened in the cases they preside over. You might choose to be a sorcerer of steam and clockwork obsessed with creating something no one ever has before, in a castle long ruined by warfare and anarchy. You might choose to be a weather mage, uninterested in fighting with your neighbours over when it should rain, instead living on shipboard with a captain choosing the day’s forecast. You might choose to be a functionally redundant bureaucrat in a city of over 500,000 residents, with certain wild animals given social precedence over yourself so that you have to give way to horses during court banquets, and you quietly pass messages on behalf of an estranged Empress who is said to value ability over bloodline. You might risk your life travelling across the country, arranging faked deaths and real marriages between clans who refuse to leave their conquered homelands. You might choose to join the Air Forces with a bunch of hedonistic dragonriders and fly against an enemy that has learned to craft arrowheads that can disenchant dragons, causing them to fall apart in mid-air. You might lead a rebellion against the conquering of your homeland, disavowed by your leaders and facing a hierarchy-worshipping army which has learned to work together to rain fire down from the skies. You might be a visionary, seeing a new way to relate to the elements, and upsetting every status quo by introducing a new religion, and a new sorcery.
I encourage stories where you think about what it means to make the world a better place, then step up and do something about it, whether through wit, diplomacy, battle, or magic. There are many places on Tetra where a hero is needed.



Thanks so much to Jim for the interview! Make sure to check out Four Corners: Thieves of Sovereignty on Kickstarter if you get the chance!


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What Makes a Good Player? with Danella Georgiev

Today’s What Makes a Good Player? feature is with Danella Georgiev. Danella talks about genre preference and character relationships.

What do you try to do most often while playing games to enhance your experience and the experience of others?

As important as it is to try to progress the story, I’ve always found it’s more fun — for me as well as others — when we hang around between plot points and trade in-character banter. It doesn’t need to be long, but a few quips help pace the scene so it’s not just action-action-action go a long way. This also builds relationships between the characters… which is really what makes a game an RPG and not just a numeric dungeon crawl.

A lot of times it’ll draw out recurring themes and comments from individual characters and develop their personal subplots. It gives us all a sense of accomplishment to look back at the early “episodes” and see the changes.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

I haven’t formally studied creative writing or acting, so I’m not sure, but I do remember (and took to heart) something from my high school improv class: Always Say Yes.

That doesn’t mean your character has to agree with every single plan, but even their protests and complaints should try to highlight an alternative solution or motivation to complete a task. If you spend the whole session bickering about why you shouldn’t do task the NPC assigned, it’s a waste. It’s always more fun and more growth to see a reluctant undertaking. Part of this is on the GM, as well; the best quests are ones that are motivated by more than one reason.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

Most of my group is made of busy adults with a low energy level, so as fun as it is to be in a group of nerds, I find anything over three hours a session to be draining. We’re fairly distractable as it is, so if we go longer than that, we’ll get really wishy-washy. A few years ago, we had one that was 4-5 hours and it was fun but my butt started to hurt.

I’d love to play a second session a week but we’re all really busy. #goals, though.

What kind of games do you feel you are most comfortable with and enjoy the most?

Not sure whether this is a mechanics or genre question, but I like my fantasy and sci-fi very much. It’s where I live. It allows you to dress it up with humor, drama, romance, horror, everything. There’s a lot of settings to choose from or a lot of places to draw inspiration from if you’re going from scratch. Any opportunity to delve into the things original writers/showrunners never did is one I try to seize.

This makes FATE my favorite system to work with because it’s so flexible and adaptable.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game? 

I try to experiment with different roles (in combat and in social interactions), but my favorite was a pissed off elf I played in my very first tabletop. Despite being very contrary, combative, and oppositional, and despite me being new to the experience, I think I nailed the sweet spot between annoying, useful, and thought-provoking. Mechanically, she was great in a fight and did a lot of damage. But I think her presence changed the nature of the game from an adventure to a story about the dynamics of family and upbringing. 
Thanks to Danella for the interview! I hope you all enjoyed reading.


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Five or So Questions with Marissa Kelly on Bluebeard’s Bride

Today I have a brief interview with Marissa Kelly on the Bluebeard’s Bride RPG, currently on Kickstarter. I played an early version of Bluebeard’s Bride, and a second session as well, and really enjoyed it, so I hope you all enjoy reading about it and check out the Kickstarter.

From the Kickstarter:

Bluebeard’s Bride is an investigatory horror tabletop roleplaying game for 3-5 players, written and designed by Whitney “Strix” Beltrán, Marissa Kelly, and Sarah Richardson, and based on the Bluebeard fairy tale. 

In this game you and your friends explore Bluebeard’s home as the Bride, creating your own beautifully tragic version of the dark fairy tale. Investigate rooms, discover the truth of what happened, experience the nightmarish phantasmagoria of this broken place, and decide whether or not you are a faithful or disloyal bride.

The story of Bluebeard is not commonly known in modern fairy tales, and is definitely not a media favorite. What inspired you to use this specific fairy tale to make a game?

The idea came from Sarah and Strix at the Hacking as Women event. As their coach, I was excited to hear that the fairy tale lent itself so well to the PBtA framework. It seemed like a great way to frame an elegant horror game without getting bogged down by too many preconceived ideas about what the player experience should be.

Tell me a little about the design process. I played the game at an earlier stage, and a second time a while later, but I haven’t seen the final product. What iterations did you have to go through to make the game an experience true to your intentions?

The game has certainly gone through many iterations. A lot of trimming, gutting, and trial and error. One of the biggest changes we went through was shifting a large part of the game to a diceless mechanic. I felt we had been running up against a wall with the Maiden moves, but eventually (with the help of a wonderful group of playtesters) we found a solution. This shift feels to me like a nod to old ghost stories that influence so much horror we all know and love.

Bluebeard’s Bride has a tendency (in my experience) to touch on some really intense, and sometimes difficult, topics (including domestic abuse). What safety measures do you have in place for the game, and how are you preparing the game materials to address those things respectfully?

Yep! This horror game can touch on all of those things, so the game has advice, tips, and rules for helping the players and Groundskeeper manage any real out-of-character conflicts that might arise. For example, we use a variant of the X-card developed by John Stavropoulos that promotes self-care and dispels the expectation that anyone at the table will have to be a mind reader.

How does Bluebeard’s Bride encourage the players to work together to tell a story, while allowing conflict between the parts of the Bride’s psyche?

It helps that we trapped all the players in the body of one woman! We have made space for disagreement within the Bride’s own mind. If a player has the Bride act in a way that one player didn’t agree with, the Ring mechanic allows them to take control and guide her actions when it is their turn.

When all is said and done, what game elements do you think help the most to guide the story through horror and twisted narrative to its inevitable – and hopefully satisfying – conclusion?

We have tools called Room Threats and Groundskeeper Moves that help guide the players through consistent bouts of horror. These Threats and Moves point at one of the cores of horror – that of personal, intimate fears. We also baked the conclusion of the fairy tale into the game so player’s choices will directly impact the telling of their tale.

Thanks to Marissa for the interview! I hope you all enjoyed reading and get the chance to check out Bluebeard’s Bride on Kickstarter!


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Five or So Questions with Darren Watts on Golden Age Champions

Today’s interview is with Darren Watts for his project Golden Age Champions, a setting book for the Champions superheroic game using the generic Hero system. It’s currently on Kickstarter, waiting for you to check it out! Let’s see what Darren had to say about his project.

Tell me a little about Golden Age Champions. What excites you about it?

Golden Age Champions is a setting book for Champions, the superhero game using the generic Hero System that’s been around in various editions since 1981. Specifically, it describes the Champions Universe (the modern version of which I co-wrote with Steve Long back in 2002) of 1938 to 1950, but more importantly it teaches GMs and players about the genre of Golden Age superheroing. We go into extensive discussion of the tropes, the styles of play, and the kinds of stories you can use these building blocks to tell at your table.
The Golden Age is at the same time similar and alien to fans of modern superheroing. Many of your favorite characters were created then: Superman, Batman, Wonder Woman, Captain America. But the Golden versions of those characters aren’t exactly quite the same as the ones you know. Many of the assumptions we make about how superheroes “work” were set back then, but again there are plenty of concepts that will be brand new to today’s gamers and fans. There are hundreds of superheroes in the period you’ve never heard of, and some of them are downright boggling.
The book is also a lot about how to run historical long-term campaigns. I’ve run several for years at a time, starting well before the war and carrying all the way through and past it. How do superhumans go to war? How do simple characters grow and change over time? How do we play with these amazing, imagination-charged concepts that don’t quite fit modern sensibilities? Indeed, how do we address the differences between then and today; both the social ones (the unfortunately-all-too-common racism and sexism, the ever-present shadow of the war) and the more technical ones (why do these characters keep splitting up?) that make for rough gaming at today’s table?
For some background, can you tell me about the game system Golden Age Champions is a supplement for?
Champions runs on the Hero System, a generic point-buy system that first debuted in 1981 and originally created by Steve Peterson and George McDonald. It’s famously crunchy, but most of the crunch is in character creation. It’s designed with a great many “adjustable settings” so that it can simulate a wide range of genres and play styles. Most Hero books focus on a specific setting or genre, so it scores very high on the “simulationist” axis. There have been six editions over the years, and I was president of the company for the last two of them. 
The Champions Universe is the long-running fictional superhero setting for Champions. It’s also the basis for the MMO Champions Online, who are the actual IP holders and our business partners. I’ve kind of been the keeper of continuity since I wrote most the 5th Ed Champions Universe back in 2002.
Tell me some exciting things about running long-term campaigns! What kind of information do you have in the book for GMs to make them happen?
Well, the first thing you have to do is get great players! Or teach them to be great, I suppose, but I’ve been very lucky over the years. Then, you have to get them invested in the setting, which needs to be both deep enough to hold their interest and yet open enough that they have room to contribute and take some ownership. In this case I follow Ken Hite’s truism, “nothing is as interesting as the real world.” World War II is such a fascinating period, and I try very hard to bring it alive for the players. In my campaigns we have a very strong sense of time and place, moving month by month through the war and letting the great narrative of the actual history inform everything we do.
With superheroes in particular, you have to be careful. Players coming to a GA setting are presumably at least somewhat interested in the war itself from a historical basis, which means among other things they want the setting to remain based in the historical reality. They want to see Pearl Harbor, D-Day, Berlin, etc. and participate in it all on some level. But with characters who are too powerful, there’s also a strong pull to the question of “why didn’t Superman and Green Lantern and the Spectre, etc., all just fly to Tokyo on December 8th and stomp it flat, and while they’re at it take out Berlin on the 9th?” The tension created by those answers is interesting and fertile, I think.
How did you approach the sometimes-tough topics of racism and sexism in the era? Did you address any other issues like homophobia?
Well, I stay aware that I’m telling superhero stories, and so most of my characters are broad and the heroes in particular are idealized. But on the other hand I don’t want to ignore the range of people’s experiences or to whitewash history. My game includes female characters who show considerably more agency and breadth than most period comics (Wonder Woman as a notable exception!), and I have heroes who are POCs which were vanishingly rare in the period. As idealized heroes, we kind of default to an ahistorical sense of social justice because that’s just nicer to play. However, we do talk about the sexism and particularly the racism that motivated a lot of the horror on all sides of the war (and the US was a terrible offender itself- one of the sample heroes is a nisei from California who is fighting for a country who is currently imprisoning his family.) As superhero stories do, we can also talk in grand allegory- the Atlanteans are terribly prejudiced against airbreathers, and “lander” is one of the nastiest words in their vocabularies. I haven’t specifically talked much about homophobia in the book, but one character is clearly gay and again, in this idealized setting, his teammates know and help him keep it from becoming public.
[Blogger note: POC stands for people of color, just in case you didn’t know!]
Can you offer some of the concepts you think will be new to gamers and fans today, to help players and GMs understand what they might be getting into?
I’m not sure there’s anything “brand new” in either the rules or setting- I’m trying to reintroduce a quite old thing, actually, as far as the genre goes. If you’ve never been exposed to the sheer joy in goofy creativity of the period comics, then I hope to show you what’s lovable about it. Comics at the time were initially intended for small children, and it took publishers a few years to realize the size of their adult audience- Captain Marvel was the best selling periodical at military PX’s, beating out magazines like Time and Life

Golden Age Champions sounds pretty cool! There’s a lot to think about in the world of superheroes, and it looks like Darren has done a fair amount of that. Check out the game on Kickstarter, and share this interview to spread the word if you like it!


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Five or So Questions with Ben Robbins on Follow

Today I have an interview with Ben Robbins on the game Follow, which is currently on Kickstarter. You may have heard about Follow on Google+ or other blog posts, but I hope you’ll find something interesting in his responses below. Enjoy!

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

Follow is a deceptively simple game: you pick a quest, make a group of characters to tackle it, then play and see what happens. The quests provided cover a variety of stories, from slaying a dragon, to colonizing a planet, to getting a candidate elected — anything where people are working together to accomplish a goal.
I sit down and play with random groups all the time — many strangers and many people who have no experience with this kind of game — so I’m keenly aware of the challenges of teaching games and getting people on the same fictional page. I made Follow to be a game you could whip out when you wanted to just sit down and get straight to the good stuff. I wanted it to reduce the barrier between wanting to play and actually doing it.
People have joked that getting our characters to work together in the quest reflects what’s happening at the table — trying to get the players to work together to play a game — and they’re exactly right.

Can you tell me about the mechanical and structural setup for a standard game of Follow?

Quest templates provide the framework for your game. You pick one and that walks you through setting up your situation, establishing what makes your quest difficult, and creating the fellowship of characters that will try to tackle it.
Play centers around challenges. Each is a chapter of the quest and establishes the next step the fellowship needs to take to move closer to their goal. We play scenes to see how the fellowship deals with the challenge (and each other) and at the end of each challenge we draw stones to see whether we succeeded or failed, plus any fallout to the fellowship. We might lose characters or even be betrayed by someone in the fellowship.
What about Kingdom and Microscope prepared you for designing Follow, and what do you think is really different about the game?
I play my own games over and over again, both before and after I release them, so I really get to know all their strengths and weaknesses. I try not to harbor any illusions about them.
Because I play pickup games a lot, I’m very focused on the game as a set of instructions that someone at the table is trying to process and execute in real-time. Anything that slows that process down or requires a lot of page flipping or causes confusion can really kill the fun. Microscope is conceptually a very unusual game, but put a lot of work into making the process of play easy and intuitive. Simple actually takes a lot more work than complex.
Thematically, Follow shares some similarities to Kingdom. I love Kingdom, and it makes incredibly good stories at the table, but I’d be the first to admit that there are a lot of rules to absorb for a one-shot. There’s a pay-off but there’s definitely a learning curve. With Follow I tried a very different approach to capture the “united but divided” feeling of Kingdom but make it much simpler and easier to play.
How did you go about designing the game for replayability? It’s a huge challenge. What keeps players from getting bored or feeling like they’re just running over the same ground?
Replayability is a huge priority for me. I really can’t overstate that. Every time you learn a new game, you spend minutes or hours just processing rules. Playtime is precious and rare, so if you don’t play that game a bunch you’re getting a minimal return on that time investment.
To maximize replayability, I start with a structural concept instead of something specific to a setting or genre. Microscope makes histories. It doesn’t matter if it’s science fiction or a zombie apocalypse or the Wild West. Kingdom is about communities. Any kind of community works, because the game focuses on how people interact and influence their community, rather than a particular type of organization. Same with Follow: “Working together to accomplish a goal” applies to a vast range of situations.
The trick (I think) is to really drill down to the heart of the structure or pattern you’re modeling. If you get that right, it works. Like the power/perspective/touchstone breakdown in Kingdom: once you see that distinction you start to notice it in organizations all around you. I want my model to feel like something that’s true, rather than an artifact of the game.
Do you have any mechanics or tools in place to help guide content and keep players comfortable as part of Follow?
When I started running Story Games Seattle back in 2010 and really started gaming with strangers all the time, I included an abbreviated version of Lines & Veils from Ron Edwards’ game Sorcerer as part of the welcome spiel at the start of every meetup. We’ve done that ever since, though we recently switched from calling it “the Veil” to “the X” (as in, “let’s X that out”), partially to eliminate some confusion about how we differed from the original Veil concept but also to make the phrase more similar to the X-card, which had gained a lot of popularity — they’re not exactly identical, but if you’ve used one you’ll go “ah, got it!” when you encounter the other.
An important part of the X is that it is *not* part of the rules of the game. It trumps the rules of any game you’re playing. That’s a very important distinction, because we’ve seen cases where players mistakenly thought they couldn’t X something out because of a particular game they were in. So I think the proper place for these kind of overarching “social contract” rules is sidebars that explain that, and also encourage using them in *any* game you play.
Honestly I think we’ve only scratched the surface of this kind of communication & consent in role-playing games. We’re way behind where we should be after decades of role-playing. And as a designer I’m a little concerned that if I codify something it will be antiquated or even seem counterproductive to me by the time the game is a year old. It’s not such a big deal to have out-dated mechanics for stabbing dragons in your game, but giving out-dated advice about how to handle player discomfort is potentially much more serious. At least that’s how I see it. It’s a discussion and exploration that’s happening right now. The technology is evolving as we speak.


Thanks so much to Ben for participating in the interview! I hope you all check out Follow on Kickstarter, and that you enjoyed reading Ben’s responses.

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What Makes a Good Player? with Kate Bullock

Today’s What Makes a Good Player? feature is with Kate Bullock. Kate talks about gaming regularly and Powered by the Apocalypse games!

What do you try to do most often while playing games to enhance your experience and the experience of others?

I try really hard to find out what people are doing with their characters, what they want in terms of challenges or moments of shining, and I try to give it to them. I try to put my own character out there so that I can help invest in other people’s stories and help them shine. To enhance my own experience, I invest in other players’ characters and so my story is impacted by their story doing well or thriving. I also try to go for what’s good for their characters’ stories over mine, but I find that very satisfying. 

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

I ask very pointed questions, which is a big part of the PbtA systems. I’ll pause to even ask “What do you want out of this?” so I can help facilitate that into happening. I’ll also do some ground work ahead of time by finding points of story where I can push as my character and come to the table prepared to engage the other characters with new problems or ways to bring forward more story. I also use the X-Card at everything because I find it lets me dig deeper and play darker because there’s a safety hatch in play.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

I play campaign games anywhere from 2 – 6 times a week. I game regularly on Tuesdays, Wednesdays, Fridays, Saturdays, and some Sundays. On Mondays I usually blog or podcast. I love gaming. It’s part of my life blood. The best way for me to maintain good energy is to stay engaged and listen and ask questions. I find emotionally investing myself helps a lot and eating good food and having good snacks and lots of water. I also spend a lot of time talking to people online about what they want to see so I have cool ideas before I get to the table, but I’m not beholden to them. I’m happy to let the fiction do its own thing and follow it where it may lead.


What kind of games do you feel you are most comfortable with and enjoy the most?

I play for emotionally intense experiences, most often of the sad and dramatic kind. This has lead me down the PbtA road towards Urban Shadows and Monsterhearts a lot. I also really enjoy story games, like Before the Storm, Fall of Magic, Summerland, and a few others. Anything that addresses emotional feedback and payoff. I’m comfortable with almost any game, as I’ve played a lot, but the minute things get very detailed and simulationist, or have a huge expansive world that requires a certain degree of canon knowledge, I’m out. 

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

 Hm. Most of my special experiences are as a GM. But I was playing Monsterhearts a few years ago as the mortal. It was my “job” to make people feel like monsters, but also feel human at the same time and offer salvation and redemption with kindness and love. I had been terrified when all of my friends became their darkest selves, so I made a deal with a fae redcap to let him out of the fae realm if he gave me fairy dust that would remove the monster from my friends. And then I proceeded to find all my monster friends, whom were all guys who had some interest in my mortal character, and blow dust on them, at time when a murderous fae was on the loose (oops). My lover got out of his darkest self, found me, we had sex after saying I love you, and he became the demon darkest self once again. It caused a lot of drama, a lot of issues, and drove story in a great way that included everyone. I dug it.

Thanks so much to Kate for participating! I hope you all enjoyed reading.


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Metatopia 2016 Con Report & Game Commentary

In today’s post, I’ll be talking about my experience at Metatopia 2016, the event I mentioned in my previous post about being a con playtester. This will not be an actual play report, but will include discussion of the games I played and a little about my own time there. I will not be mentioning everyone by name because some of you I don’t know your names, some of them I will have trouble remembering, and some of everything is lost to the winds.

First and foremost, thank you so much to my fellow attendees, and to the event organizers, for making my experience excellent, and for being supportive for me in my time of grief. Going to the convention was a challenge for many reasons, and it was even harder going with the recent loss of my grandmother. You all made my time much, much easier. So, thank you.

Some awesome people.

To the timeline!

I arrived Thursday evening to a bustling lobby and plenty of friendly faces. I mostly just planted in one spot and sat that evening, chatting with friends, and meeting new people who like my blog (hiii!!!). It was a good night to not worry about things. I set up plans for the next day, and conked right out eventually.

Friday morning I woke up earlier than I tend to like for a breakfast with Darcy Ross, who is awesome and you should definitely keep an eye out for the work she’s doing. We were joined by none other than Ron Edwards, the designer of Sorcerer (among others) who also coined GNS theory, who I’d never met.

As with most legacy designers, I was a little apprehensive, since I’m still new and I have a lot of Opinions and Thoughts. My fears were rapidly dashed because Ron was a pleasure to talk to, and initially he, Darcy, and me talked about the game design landscape, tools for content control like Lines and Veils and Script Change (the latter of which both Ron and Darcy said wonderful things about and made me so happy to hear), and what we were playing. After Darcy left, Ron and I continued to the Big Board and further discussed social issues in games, feminism, and a number of other things. It was pretty great! I was happy to meet Ron and I’m hoping I remember as much as I can of what he shared with me, and I hope he finds what I had to say just as valuable.

I didn’t have a game until later, so I mostly just bounced around until then, meeting new friends and seeing older ones, and geared up for Glenn Given‘s Something is Out There, a storytelling game told in third-person inspired by shows like Stranger Things and the movie IT, where young kids are the ones who have to deal with the spooky scary things happening in town. Glenn had asked if I’d play over Twitter, so I luckily got in to try it out.

more here>>>>

Glenn doing prep.

It uses a fun tile-and-dice-based mechanic, somewhat board-game like in mechanism but very narrative otherwise. From the description:

[Something is Out There]…and only you can stop it. Something is Out There is a cooperative storygame of coming-of-age horror in the vein of Stranger Things, IT and Monster Squad. As childhood friends you are the only ones who can defend your community against an unearthly terror stalking your town. For fans of Fall of Magic, Companion’s Tale & The Quiet Year.

The character actions are shared, which makes the story really flow differently. One thing I particularly liked is character creation, where you describe your best childhood friend, and choose their three main traits, then reverse something about them (gender, race, orientation, behaviors). It made the characters both memorable and interesting, which can be hard to do (for me) with children as characters.

In case you were wondering, the baddie was a giant, irradiated, star-nosed mole. We did win after someone blew themselves to allow another character to take out the monster.

The following evening I was lucky enough to have dinner with Kimberley Lam and her wife, along with my husband. Kim’s current project is Blood is Thick, a live-action game about the Cambodian genocide, described on the Metatopia site:

One family struggles with unresolved pain years after the ousting of the Khmer Rouge’s brutal regime by Vietnamese invaders in 1979. “Blood is Thick” is a small group LARP about struggling with the lingering impact of genocide on a family where victims and aggressors reside side by side.

I have heard only good things about the playtest experiences, which is pretty great. Kim has done a lot of research for the project, and I hope this game goes off well.

This weekend carried one unsurprising thing: I would be playing a game by Will Hindmarch. The surprising thing is that somehow I managed to land in three Will Hindmarch games over the weekend: Databank, Adventurous, and Chroma (a follow-up to Always/Never/Now). Will is a great designer, and I always enjoy his game master style and his games, so I’d tried to get into all of them, figuring I’d only get into one. Surprise! I played Databank Friday night, Adventurous Saturday night, and Chroma on a very sleepy Sunday morning.

Databank was really, really cool. From the description:

Don’t dream like an electric sheep. Remix yourself, body and mind, into the person you want to be, whether you were born an android or not. On this derelict colony planet, everything you need to be who you want to be is in the databank, where the top percent lives. You just have to get it.

Each character has a psyche, where you have your general personality, memories, and some basic stats. Using certain tags lets you add dice, and you roll mainly with a d20, adding d6s. The cool part came next.

When Will pulled out the whole character sheet, which is your psyche laid over a body (the chassis in which your personality is housed), I teased a bit because I’ve been messing around with this exact character sheet layout and setup for a shapeshifter game in private. This is actually kind of funny because I like that a lot of what Will does is what I think quietly that I’d like to do (aside from that whole card mechanic situation in Project: Dark ;P), so it was another moment where I felt lucky to share any part of my design sense with someone I admire.

There is interaction between the body and psyche, including gaining memories and therefore abilities from the body into your permanent psyche. I really dug the game, and there are multiple types of bodies that you can switch out, including – I shit you not – a centaur. Now, how the bodies look is up to the players, and we all got very creepy, I have to be honest. So when I saw the centaur body type, I knew I had to have it, so we stormed the location where the bodies were held, and I yoinked it, then described it: a half-formed bio horse that they had to give up on making because it didn’t work, so they added a robotic upper body (why? because science, that’s why!) and started using it for violence. In the end, I got the centaur’s memory from the horse body – the horse body with the skin stretched taut and hydraulically opened compartments in the torso, mind you – of the horse being created, and it gave me battle disadvantage.

Brutal.

I took pictures at a somewhat-off-books Goth Court that will be released after I gain permission from the creators and attendees. I generally ask permission before taking photos, and when I take them in closed games, I prefer to check before I post them.

I spent the night with good friends and good company. It was a blessing, honestly, to be near so many wonderful people. Special, deep thanks to Anders Smith for his kindness, generosity, and shared experiences that will never leave me.

Anders is the best!

The next morning, I had the absolute joy of playing Storybox.

A cooperative storytelling game that has players randomly drawing physical objects from a box at specific moments to help them tell their tale. Everything associated with the object in hand, from physical descriptors to abstract memories, is fair game for adding details and establishing elements about the story. Designed for newcomers and old hands of story games alike, Storybox blends the familiar with the new, creating a uniquely inspired story each game.

I got to play with two people I adore: Jason Morningstar and Amanda Valentine. They’re really great people and really good players, and the designer, Roe Nix, is a fantastically kind and intelligent person. The game is relatively simple and somewhat early in development, I think, but I liked it! You build characters and setting around pieces pulled out of the box of objects, and then pull more to inspire scenes. Did you know you can find junk drawer boxes on Etsy and eBay to play this?

We constructed a kind of heartbreaking story about a family tied around a piece of property and a cobbler’s shop, with three very age-separated children whose parents had just passed and an apprentice of the father who had owned the cobbler’s shop. In the end of the story, we discovered that the parents had sold off the mineral rights to the land and that it was worthless. This kind of game is really my jam, and playing alongside Jason in story games is such an amazing experience for me, every time, so having a game that allowed that to happen without me worrying that the mechanics wouldn’t support our story was great, and I’m really happy about it. I can’t wait until Storybox is in my hands and on my table.

We told a gorgeous story with these items. 

I told Roe once they finish the game, I’m going to hack it to make a con-floor game. 🙂

To be honest, most of the rest of the day is kind of a blur. I did the Con Wellness check-in, which went pretty well. Not many people showed up for any particular purpose, but those that were seemed to appreciate the space. I’m hoping to do it both days I’m there all day next year.

I saw a lot of people I loved to see. I got to chat with new friends. I also spent probably over an hour talking to people about behavior in games, conflict types, accessible formats of information about conflict resolution and player behavior for GMs, and a whole bunch of associated stuff. Poor people.

That evening another Hindmarch was up – Adventurous!

Stranded beyond our world and outside of time in a mystical netherworld, the only way to survive is to explore. Delve into ancient tombs. Recover futuristic treasures. Build a new home. Discover hidden secrets of the Islands of the Never. Together, we’ll fist-fight evil and learn how (or why) an airplane got inside an ancient pyramid.  

This was really fun! Will has done some interesting things with pacing in regards to having peril that you have to challenge with die rolls to whittle it down, but allows you to add to it by using key phrases on your character sheet. You also use Fate dice!

The +, -, and [blank] all matter to the way the game plays. The + rolls count as successes and can be used to knock off peril and the peril descriptors, and can also be added to the tracks on the table to gather experience for upping stats.

Overall, I really enjoyed the game! I think it did great with pacing for the theme of the game, the characters were really fun and interesting, and I certainly enjoyed when Kevin Kulp’s (of Timewatch) very-well-performed character fought a dilophosaurus-velociraptor hybrid using old batteries. For further reference, Kevin is a hell of a roleplayer – I discovered this at a Bluebeard’s Bride playtest two years ago, and it is still very accurate.

A small note: During this playtest I was introduced to the Edgewise card. The Edgewise card is an accompaniment to the X-card like the O-card that I’ve spoken about before. The purpose of the Edgewise card is to make people aware that you want to interject into a conversation without interrupting. While I see the card has uses and I hope people find it useful, I’m not a huge fan, but unpacking it will have to wait for another time. I just know that the tool was brought up this weekend and wanted to make sure everyone knew I know about it, and that I’ll explain why I personally won’t be using it at some point in the future.

Saturday night I freaked out for a while about being in a room full of femmeness before I was, in fact, in a room full of femmeness. I did makeup and took pictures for the Crystal Council, a late-night event where a group of attendees played Tales of the Crystals, which is effectively a boxed live-action game for children. When I was around… 6? Maybe? I remember seeing it in stores and desperately wanting it, but between lack of money and lack of friends, it didn’t happen. Seeing it brought up on Twitter by Glenn and Meghan Dornbrock made me super excited, but I admit that I slowly realized that I’m not 6 anymore, and that with my current gender adjustments, being in really femme spaces can be pretty fraught. So, I elected to just take pictures, and it was great to watch everyone play the ridiculous game in their tutus and tiaras. I haven’t gotten permission to post the closed-door pictures yet, but I did take some of the play materials.

Play materials from the game box.
Player-contributed materials during the game.

There were also cupcakes and mochi. That made it very much a good time!

I then stayed up inappropriately late, misbehaving as I tend to. I woke up to go to Chroma and I was sleeeeeeeeeeeeeeeeeepy. But thankfully, Will was great and excused my almost-sleeping-at-the-table fuzziness. I promise to be better next time!

Chroma was a great time. It enabled me to play my character going from masquerading as a bumbling intern at a high tech organization to John Wick-ing the shit out of the place. I killed many. I gave no mercy. *evil laugh*

Chroma has some Lady Blackbird in its lineage, I think, using various narrative tags to add dice to your roll. The experience system looks really fascinating, though we didn’t get to try it out overmuch. We had a really interesting crew of characters, and I want to note that Will has – in every game I’ve played of his that I can recall – included a nonbinary or agender character. It sounds simple, but for me, it’s really great to see.

The big interesting thing for me is the pacing mechanic Will has included.

The game has a small flowchart-esque map, with different stats identified by differently shaped boxes. Each box is a section/room with a challenge of some type, and you can overcome them with tests that match the stat associated with that box. I admit to missing some of the details here due to fuzzy brain, but I really enjoyed it and felt like it did a great job setting pace for the session and giving structure to the adventure.

I want to point something out and I really hope that the people I played with will read this and identify themselves to me here or privately, but, that session of Chroma had some of the best player dialog behavior I’ve ever been a part of. While I can definitely be a dominant player, I can also easily be steamrolled. I play with my friends more often at cons to avoid that experience, and at Metatopia I always have to branch out. The fellow players of mine at this table were amazing. We shared the discussion both during the action and when we were giving feedback, and I was so happy to see that people gave each other space to talk, and not just one or the other of us, not just a gendered permissiveness.

There were multiple times where I made the indication that I wanted to speak and instead of someone else taking an opening when they also wanted to talk, indicated that people should listen to me, and I saw that around the table. Even when we interrupted, we apologized, and gave each other space. This was amazing, and inspired my heart into desiring to play more games with these people, so much. Unfortunately, I lost track of all of their names (thanks sleepy brain). Still, it was wonderful, and gave me such a good end to the con.

I left Metatopia really satisfied with all of the games I’d played, and I was so happy to see all of the people I cared about. It was a hell of a con, and I can’t wait until next year!

Want to have a cup of coffee with me next time? Let me know, and we’ll make plans.

Soy milk, please.

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The Beast Giveaway Winners Chosen!

Hi all!

The announcement for the winner(s) of The Beast is here! I played The Beast through and immediately wanted to share this game with my readers.

The lovely creators, Aleksandra Sontowska and Kamil Węgrzynowicz, have sent me an additional copy of The Beast, so I’m giving out TWO copies! Additionally, those who entered will be recieving a discount code to DriveThru Cards for their order of The Beast.

The winners have both asked that their names not be released, and so I imagine their explorations will be the darkest secrets. Congratulations to them both! 

If you want to check out The Beast, click here to go to the DriveThru Cards page.


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Sagas of Gender, Power, and Emotion

Had a brief discussion just now with John about my experience playing Sagas of the Icelanders at Origins this year, and how it was about gender expression, emotional expression, and struggling with my own abilities.

I played The Huscarl, which is like, Super Manly and involves a lot of behavioral cues, from my perspective. I play men or androgynous/fluid people a lot of the time, more often than women, for any number of reasons, but in part because I can’t be a man or androgynous visibly, or perform that, in any other part of my life. I look and am seen as A Woman and I hate it a lot of the time. So, games! And playing against my assigned gender! This game actually was an element in my walk towards coming out officially, too. But!

One of the things I was discussing elsewhere about toxic masculinity and emotional play (https://plus.google.com/u/0/+BriannaSheldon/posts/CMKjyQG2f8p) is that there are emotions I can express as a man that I can’t as a woman. When I played this character, I did three things I can’t do when I’m presenting as a woman without being given dirty looks, being shamed, or being told to calm down:

– I was jovial, which if you look at a lot of historical language is not commonly used for women, and I was allowed to be so just as I was.

– I was angry, blustering, and loud each at least once or twice, but no one looked down at me, in character or out (this was in part because of a beautifully arranged group, but they were all men, and allowed me to perform that). At one point in the game, I even got to play out the experience of a good man hurting someone unintentionally out of masculine bravado and egoism, and it was totally great to get that experience – not because I hurt someone, but because of the perspective it offered on the entire scenario and my character.

– I was seen as displaying positive vulnerability when I did seek help in character.

This is not meant to say that men have an easier time of playing, not at all. Men playing to express feminine-coded emotions is definitely a valid thing and I totally get that, because this is my experience expressing masculine-coded emotions, where I’m allowed leeway that I wouldn’t be as a woman. And I tell you this after edging-up-to-20-years roleplaying, there are benefits to playing against gender, or against expectation.

But this also got me thinking of one of the things I addressed in game. One of the questions of the game, which is a challenge for me, was the subject of fertility and barrenness. However, it gave me an opportunity I hadn’t expected. While most people were concerned about the ability of my character’s betrothed to reproduce, when it came to light that her past husband had been infertile, I let my character experience the fear of losing or not even having virility.

For me, however, it wasn’t of “can I have children?” but “do I lack the power to support the ones I love and give them what they desire?” See, from my perspective, the concept of fertility in history has often been tied to virtue (though that’s a very ridiculous thing), and virility is tied to power. Fertility is reproducing and making, virility is inception and creation. They work together, obviously, but there’s a lot of emphasis on virility being related to a man’s power and him being weak if he doesn’t have it – his body is weak, his body has failed him – and for fertility, the woman who lacks it has wronged herself and the world somehow.

These are both shit things, but through those concepts and the setting of the game, with the help of my character’s betrothed and the aunt in the story, I was able to express myself in anger, in vulnerability, and with power, and it was incredibly meaningful. One of my favorite moments I’ve ever had in games was having a touching, emotional discussion with Tracy, playing my betrothed, and sitting next to Eric (playing the aunt) while he encouraged me in character to stand up.

I don’t have a lot of physical power, and my mind is not often at its best. To explore the idea of losing power as something my mind conceived to be a powerful person? That was so helpful to me, to work through some serious feelings, and it echoes even now, months later.

Basically what I’m getting at is that sometimes these games can be super meaningful. We can experience all kinds of feelings and think about all sorts of things, and playing against type can really make a difference in that regard. It was such a beautiful game, and I hope to have many more like it.


(Thanks, as always, to +Jason Morningstar for running a great game, and for my cohorts, +Tracy Barnett +Eric Mersmann +Morgan Ellis and +Mark Diaz Truman)


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