Five or So Questions with Wade Dyer on Fragged Empire

Tell me a little about Fragged Empire. What excites you about it?
There is a lot about my project that excites me. But most of all, is the dream of having my book completed & being enjoyed by others. I have a real ‘artisan’ approach to my work, pouring all of my skill, time & passion into this project. But I long for it to be completed, for people to not only hold it & read it, but for it to be used. I want it to be sitting at peoples gaming tables, in their bookshelves & being discussed on obscure RPG forums.

Before we talk about the game – your website and art are bangin’! Tell me a little about the artist selection, art direction, and overall feel you were going for with the art.

Ha ha, love the word ‘bangin’!

I’m a freelance graphic designer (who also dabbles in illustration) by trade, so I made the website myself & have a lot of experience working with other creatives.

I’m very passionate about working with emerging artists, you will intentionally see no big names in my books credits. I must have went through almost 200 hundred (no joke) different artists galleries. I then sent emails or DeviantArt notes to those who met my criteria. While I have artwork from almost a dozen different artists in my book, most of it will be done by 4 particular artists who demonstrated a passion for not only my project, but for their own trade. Clonerh Kimura, Fyodor Ananiev, Alexandrescu Paul & Niam. These guys & gal have been fantastic to work with, so full of passion & dedication, they really get what I’m trying to do.

I really want the art in my book to show 2 things. Firstly, it needs to convey the tone of the setting; beautiful, modern, detailed, subtle depth, but vibrant & fun. That mix of energy & grit. Secondly, it needs to convey the passionate craftsmanship that has gone into this book. Visual art is so easy & fast to consume, reading stories & non digital game mechanics can take a lot longer to grasp. Its my hope that people will look at the art & the website, & see that I & my team have really poured our passion & skill into this project, in every way.

On to the game! Tell me a little about the different character types in Fragged Empire. What makes them unique?

Characters in this setting are not defined by a class, they are a person. Able to draw their identity from anything they choose. Which could be as straight forward as their profession or weapon, or it could be through their relationships with other characters. Each choice they make, is also a choice to not be other things.

Each character will also carry a certain amount of baggage, primarily from their race & culture. Prejudice, regret & hope run deep through every race, but in dramatically different ways.

What kind of mechanics did you use to emphasize the game’s aesthetic?
This is quite a big question, so I will focus on just two examples.

Cultural tension; when you choose a race, you automatically gain prejudice from at least one other playable race. By default, that race will be suspicious of you, possibly even violent towards you. Who you are, not just how good you roll, will often define how other characters respond to you. You will also have a number of game options (Traits) that will be opened to you, while others will be closed to you, simply because of your race & cultural upbringing. It is not possible for one person to completely overcome their racial baggage.

Post-apocalyptic; a lack of readily available civilized infrastructure & self reliance are two major themes of the setting. This is highlighted through a Spare Time Points system, where each character only has a certain amount of spare time to spend on their personal hobbies & side interests. Including: Research, Trading, Modifying their Weapon or exercising. How your character spends their spare time is important, as time is a valuable resource. Are you a practical or theoretical engineer? Do you spend all your time modifying, maintaining & upgrading equipment, or do you spend your time researching ancient mechanical artifacts & exploring theoretical ideas?

What players do you think would most enjoy Fragged Empire?

If you like long, sandbox games with miniatures, then this game system is ideal for you.
If you like culture & art (both visual & narrative), then you will enjoy this setting.
If you like science fiction, you will love this book.

Five or So Questions with Ryan Macklin on Backstory Cards

Backstory Cards are currently Kickstarting!

Tell me a little about Backstory Cards. What excites you about them?

Backstory Cards is a tool I made to create surprising, dynamic backstory between characters in an RPG. The cards have prompts on them and methods for randomly tying together PCs, events, NPCs, and locations in the world. Some are cooperative in nature (“When push came to shove at event, PC displayed something you weren’t expecting. What was it, and how did you react?”), dramatic (“You, PC, and individual were caught up in a love triangle or other complicated romantic entanglement. Who came out the better? At what cost?”), or even adversarial (“Place is important to [you/PC], and the other one harmed or threatened to harm it. What happened, and how did [you/they] get away with it?”) Everyone answers around two prompts each, and you have some interwoven history with immediately usable hooks.

You know those moments of surprise in games, when someone comes up with something that seems out of the blue, but also seems like exactly the right thing to say at that time? I live for those moments in RPGs, as a GM and as a player. And I love character setups that ask pointed questions, which I’ve been doing at convention games for years (after learning how to do it from Paul Tevis and Brian Isikoff). But the two never quite meshed together for me, because either I was asking the leading questions myself or the game was providing a host of questions to choose from. Don’t get me wrong, I love that stuff! But there’s something special about being asked a pointed question you weren’t expecting, and then coming up with an inspired answer that makes everyone else at the table excited to play.

I love asking good questions! How did you come up with these questions for the cards?
I’ve been using this technique for years at convention games with partially pre-generated characters. When I would make the pregens, I would have some likely relationships between the characters in mind, but leave the question of “why” out of it. I did that with heroic moments, with love triangles, with complicated pasts. I would create interesting NPCs and ask them all questions to pump up that NPC, and then start the game at the NPC’s funeral; I called this technique “the Xavier method” because for a year I kept naming that character Xavier.

Years of doing that, and then becoming more improvisational about it, gave me the basis for the first couple dozen questions. I’ve also played in a lot of convention games with amazing question-asking GMs like Paul Tevis and Brian Isikoff, who are significant influences in Backstory Cards. All of those experiences have worked out my improvisational Socratic muscles into lean fighting form.

What sort of games do you think these cards would be most effective for?
I tell people that Backstory Cards are good for pretty much any RPG where characters are interconnected at the start of the game. Obvious systems would be for Fate, Cortex+ Drama, and Dungeon World, where relationships can or are put on the character sheet in some form. But I’ve also used this method (or seen this used) in GURPS, Heroquest, GUMSHOE, Don’t Rest Your Head, various dungeon crawl games, and so on.

But it’s particularly effective when what you as a group emphatically want to riff on character history as part of the game, whether it’s a plot motivator or just as banter. If you need something superficial, it might be a waste of time (but might also create player buy-in). I’m also super-curious to try it as a Fiasco hack, but I’m betting more likely than not that it’ll result in a weaker Fiasco game.

How do you think we can, as gamers, use good questions more in games?
My take on questions in games, whether in character creation or in play, is to take to heart one strong idea: answers are agency. Whether that’s asking you about minor scene elements, character backstory, or major plot points, by asking questions you’re promising agency. Respecting that promise at the table is important. You know those moments when you are specifically offered input, and after you answers someone response with “You know what would be even cooler?” That’s not respecting the promise of agency. (That doesn’t mean every answer is equally valid — agency comes with it responsibility. But that gets into answers as negotiation rather than wholesale negation.)

The *World games show how to use questions in play in a brilliant manner — I have always appreciated how Vincent crafted questions as currency.

There’s a tendency to eschew the yes/no question because it can frequently lead to nowhere, in favor of open questions. Most of the time, that’s true, but there can be power in the yes/no questions. I recall one time when Josh Roby ran Full Light, Full Steam at a Nerdly Beach Party. The party was on a giant gondola and I wanted to shoot at some people below us who were looking to do the same thing. Josh ask me if I thought the windows slid or otherwise easily opened, and my gut was to say “of course” because saying no felt like a stop. Then I thought about it and say “Of course they’re solid glass! That makes it more awesome because I have to shoot through it.”

A lot of time, the yes/no question is too simplistic, but look for opportunities to turn that on its ear.

What’s up next for you?
I always have games and other projects cooking. The biggest one that I’m slowly chipping at is called the Emerging Threats Unit — an action-investigation horror game that asks “What if the secret agency fighting supernatural threats wasn’t in the FBI, but in the CDC?” I’m slowly creating it in the open, writing about pieces here and there on my blog. (Here’s a detailed bit about the premise.)

More importantly, I have a wedding coming up with Lillian Cohen-Moore. That’s my big upcoming project, and I have three conventions between now to also eat my time and mental bandwidth. Perhaps when that’s behind me, I’ll make a worker placement game that’s about getting ready for a wedding — a cooperative game where you play the couple, the best human, human of honor, wedding planner, and officiant. After all, They say write what you know, and right now this is my life.

Five or So Questions with Andrew Medieros on Urban Shadows

Tell me a little about Urban Shadows. What excites you about it?
Urban Shadows is an urban fantasy roleplaying game in the vein of The Dresden Files novels and the television series’ Angel and Supernatural. Players take on the roles of serious power players in their city’s political structure and play classic archetypes like vampires, ghosts, half-demons and much more. It’s powered by the Apocalypse World engine which allows us to cram in as much drama, action and tension as we can with minimal rules that still pack a punch.

The two most exciting things about Urban Shadows are our new Corruption mechanic and our choice to address and challenge race and gender in an urban setting.

Corruption is gained when your protagonists crosses a line they shouldn’t (such as taking a life) and rewards you for these choices with new and very potent powers. But this new power comes at a cost, keep it up and you’ll find yourself becoming more and more a slave to your inner darkness.

When you create a character in Urban Shadows you choose your Look: how the city sees you. Ambiguous, female, male or transgressing? Asian, black, caucasian, hispanic, mixed, or other? These choices are purely descriptive and inform the kind of stories you wish to tell in the game.

Tell me more about the Corruption mechanic. Is it just a toggle on-off to monstrousness?
Corruption is the dark mirror to our experience system, except instead of gaining standard advances, you gain access to some really powerful and potent Moves. You mark a point of corruption whenever your character takes a life, breaks a rule set by their archetype, or when they MC offers it to them and you accept: Gain corruption five times and you get a new Corruption Move.

These moves give your character access to some game breaking abilities, but there’s a couple catches: Firstly, each of them generate further corruption when used and secondly, you can only select a maximum of four of them. If you reach the point where you need to select a fifth, you lose your character to the MC, who can choose bring them back into the story as a Threat (which is usually really bad news for the city).

You can buy off corruption moves through advances but that’s an expensive path, it’s far easier to just avoid it altogether. However, temptation calls on us all, and it’s a hard thing to resist.

Tell me a little about Debts. How do they work?
Debts are how we track favours in Urban Shadows. When you do something worthy of note for someone, or vice versa, a Debt is given (unless of course that action was to pay off a previous debt). They let you influence both player characters and non-player characters with no risk, just the cost of the Debt. Non-player characters can just as easily gain Debts on player characters, which lets the MC use those Debts to make hard moves against them. Owing favours to powerful people is a dangerous prospect.

What made you decide to put race front and center?
This was something we feel really passionate about: we wanted stories told within cities to be representative of the cultures and races in that city, so we made it part of character creation. By asking players to choose their character’s race, we ended up seeing casts of really diverse protagonists and that was exactly what we wanted. It’s been great to see how it’s changed the game and it’s now become a central theme for our project. It’s important to note that your choice of race has no mechanical implications for your character but it is an important part of who they are.

Tell me how factions work. What do they influence in the game?
Factions are how we divide the city’s populace into not-so-neat categories. They are arenas of conflict that represent rough communities of mortal and supernatural creatures: The Factions are Mortality, Power, Night and Wild. Mortality are the vanilla mortals, Power are humans with supernatural gifts, Night are people who have been turned into monsters, and Wild are beings who originate from outside our world.

Protagonists have a stat that correlates to each of the four factions: the higher the stat, the better understanding they have of that world and their members. For example, the Night faction includes vampires, werewolves, and ghosts. Having a low Night score means you don’t really understand how these people operate and don’t know many of them personally. A higher score in Night means you have a solid grasp of how they work and you know many of them fairly well. So it’s one part understanding and one part relationship.

Factions power a lot of the moves in the game: when you seek info from your contacts, look for resources to help you get things done, or when messing around in other players’ business in the hopes of influencing their dice rolls, you roll Faction to see how that plays out. The scores change through play, they’re not static by any means.

What’s up next for you after Urban Shadows?
I think maybe I’ll go outside and take a long walk. Then I have plans for a couple of other games, one of which is also powered by the apocalypse. I can’t say too much here but it includes fighter pilots and drama! Lots and lots of drama!

Five or So Questions with Joel Sparks on Call of Catthulhu

Check out Call of Catthulhu at http://catthulhu.com/ and Book 1 available here.

Tell me a little about Call of Catthulhu. What excites you about it?

I never play RPGs any more. That’s a big deal for me, because I’ve been in this hobby for ages. Yet when it comes time to crack open a big thick book, fill out a lot of fiddly bits and math on a character sheet, and spend several hours arguing about rules with my closest friends, somehow I can’t muster the energy. With “Call of Catthulhu,” I set out to make a game that honestly appeals to the most lazy, fun-loving, commitment-averse part of my mind. To my cat brain, if you will. It takes about five minutes to make a “catventurer,” and it doesn’t use any numbers, because cats don’t do math. You just describe your cat according to a few guidelines, and then you get to fight the secret plots of Lovecraftian Chaos cults led by other animals. The Cat Herder sets up a series of Challenges, and the players meet them by acting like cats. Everything depends on player cleverness and a bit of luck. You never know what will happen, and a session wraps up in a just a couple of hours. That’s the game I get excited to play.

How do Challenges work in Call of Catthulhu?

Very simply! Most of the time, cats can do what they like without any rolling. They’re cats: They jump up on things or dodge out of sight or walk on a fence, no problem. But bouncing dice is fun too, so we have special Cat Dice. Each one has four Happy Cat faces and two Sad Cats; you could use regular six-siders instead. When the Cat Herder wants to randomize a little, she calls for a roll of two Cat Dice. They can only come up three ways: Two Sad Cats, two Happy Cats, or one of each, and the odds are weighted toward the positive outcomes. The Herder declares results based on the dice roll and play moves on. She could also declare a Difficult Challenge, which requires both dice to come up Happy Cats to succeed. The game offers a few optional wrinkles, like what happens on Snake Eyes, but that’s basically it. Oh, and each cat has a Treat or two; you can trade in one of those to try again if you don’t like the roll. In the Boxed Set we provide little wooden fish tokens for the Treats.

Tell me a little about the ashcan model you used at Gen Con, and the subsequent Kickstarter. What experience did you have with those?

First of all, I would warn anyone against going from game designer to game manufacturer in a few short months without a lot of good help. I had experience in publishing before, yet I had no idea how complicated the logistics would get! But I learned a ton and my next Kickstarter will run a lot more smoothly.

The ashcan was a way to kind of test the waters. I had this crazy idea about ordinary cats in a world of cosmic conspiracies, where all the animals except humans understood that civilization was the cats’ idea and that it’s incredibly fragile and vulnerable to disruption. I wanted to combine that with my ideas about game design, finding a new sweet spot between purely narrative storytelling games and the logistical farragoes of the big-book systems. But would anyone else want to play it? So in about a month I wrote the first version of “Call of Catthulhu” and had a real short run printed up for Gencon 2013. I knew that I’d want to do a lot more with it if people were interested, so I sold the 24-pager for five bucks and collected email addresses. Well, the thing took off, totally out of my control. I was running the con around getting photocopies just to be able to hand people something. For the next printing, I put the Kickstarter address in the back of the book. I took those to a couple of local conventions around DC and then to Spiel Essen in Germany, the world’s biggest game convention. I was fortunate to get some press and video interviews there and collected a lot of names. Still, the response to the Kickstarter staggered me, with far more backers than I had anticipated. Since then it’s been non-stop, ordering game pieces from all over the world, getting custom sketches and painted minis done, staying in touch with hundreds of backers, and trying to find time to actually write the game!

What kind of cats can you play in Call of Catthulhu? How did you make sure there was enough variety to keep people interested?

This is trickier than it sounds, because cats shouldn’t be all the same, yet I did not want to create a whole mess of character classes or skill trees or spell lists. There’s nothing wrong with those things, but people who want to play a game that complex have plenty of choices already. And not everyone wants to. So I came up with a different solution. First off, everything about your cat is descriptive. It’s all words; it’s against the rules to even use any numbers on the character sheet. But the description isn’t totally freeform. That would make game mastering either purely arbitrary or else impossible. Instead, the book walks you through a few choices. You pick one of five archetypal Roles for the cat, like the Scrapper or the Two-Footologist. You decide whether the cat is a Mixed Breed or a Purebred—doesn’t matter what breed—and then whether her background is Feral, Housecat, or Show Cat. Cross those five Roles with the two types of breed and the three backgrounds, and you get 30 different Stories to use as the jumping-off place for describing the cat’s life so far. Start there, customize the details, and add as much physical description as desired, and you’ve got a unique cat, described in just a few sentences, ready to play.

The complementary part is the simple mechanic called Right Cat for the Job. Whenever a Challenge comes along, the player can use anything in the cat’s background and description to claim that she’s got what it takes to handle this particular task. If the Cat Herder agrees, then the cat gets better results on the Challenge roll, including counting one of the dice as an automatic success. The RCFTJ can also attempt Dire Challenges, the really scary stuff that a less appropriate cat just shouldn’t even try.

What’s up next for Call of Catthulhu and you?

I’m still in the middle of it! I’ve got the two new books to bring to Origins, and the super-fancy Boxed Set with Cat Dice and mini figures and lots of bonus bits, and some special Rewards still shipping to some very patient Kickstarter folks. It’s been crazy. But there’s definitely more in the works. One of our great stretch goals was to get a bunch of the best indie RPG authors to write their own take on a setting for Catthulhu, and those will be compiled into a third volume called “Whirls of Catthulhu.” You should be able to get your paws on that, and maybe some other secret stuff, no later than Gencon 2014, which brings the whole game full circle. Quite a year.

How do you decide what projects to design?

How do you choose what projects to design?
That’s a toughie. I could say something trite like “the designs choose me!” because it’s kind of true. If I have an idea, I try to take it to execution. I might put stuff on the backburner but I always try to work on things periodically, keep old projects in mind, and take notes. Google Drive is a huge tool for this. I have loads of unfinished ideas lurking in a folder on Google Drive where I will take notes and log ideas.
Here are the major things I think of, honestly, when it comes to deciding whether I proceed with a project.
Do I have ideas for it?
If I don’t have ideas for a project, there’s no point in working on it. If I’m in a rut, I can dig at it, but often that just keeps me digging deeper instead of finding my way out. There’s a lot to be said for having inspiration and enthusiasm for a project, and without those things, it’s just toiling, and I don’t design to toil. I design to create things people will enjoy, and if I don’t enjoy making it, it’s not my best work.
Now, it’s one thing to design something that is hard or tedious, but I’m talking complete lack of interest. If you ask me to design something based on politics (like bureaucracy) or something with strict history guidelines, I probably will have a lot more trouble and enjoy it a lot less unless it’s something I find fascinating.
Do I have an audience for it?
I have loads of ideas just hanging out and waiting to see if there is someone who wants to play it. With Girls’ Slumber Party WOO! I am anxious because it’s kind of a niche game. I have ideas and enthusiasm for it, but I don’t know whether there’s a big enough audience to sell it, which is why it may end up being a free release once it’s done. One of the keys with having an audience is having playtesters, and we all know that having playtesters is a struggle for designers. If you can’t playtest a design, you put yourself at risk of having design flaws. Yeah, it can be done, but I’d rather find obvious design flaws before I put my games in the hands of people who paid for it. This is why development for Clash and Tabletop Blockbuster have taken as long as they have – we playtest, we find flaws, redesign, and playtest again. Rinse, repeat.
Is there interest in it?
It’s one thing to have an audience. Having an audience means there are people out there in the demographic and with preferences that means your game might appeal to them. Having interest is a whole ‘nother deal. Interest means that there are individuals or groups out there that receive your pitch and say “YES. Let’s DO this.” You don’t want to be putting something out there and have people bored to tears or uninterested because you didn’t design it to appeal, or because there’s just not interest in what you’re selling. You want people picking up what you put down, right?
Can it make money?
This sounds shallow, but frankly, I like getting paid for my work. To put it in perspective, I was not going to sell Clash. I was going to print it out and give it out for free. Then a few IGDN members went “Oh, no no no!” and gave me what-for about it. They showed interest in the game (see the last question), and gave me reasons for why it was a money-making possibility. Subsequently, I invested tons of time and some of my own money in getting it to ashcan state over six months, including taking it to cons, paying for scenarios to be written, etc. I still think free products are great, but I also think that models like Patreon are appropriate for people making “free” games because I think it’s fair to pay people for their efforts. As much as it would be great to just create and be free of societal expectations of financial responsibilities, we still live in a world where living – just living – costs money. Design work isn’t magical. You still have to eat while you’re designing, and keep the internet and power on. When I’m working on design, I’m not working at my day job or doing freelance writing, but I’m still using power and burning calories. Something’s gotta pay for that. This doesn’t mean that I’ll never release something for free, it just means that I’ll try to create products that can pay me back for the work I do.

Does the design concept work?
I’ve written down some really silly design ideas. Some I saved, some I deleted. The thing is, if your design concept is flawed – like bad math or too much complexity or too much simplicity – there’s no point in pursuing the design as is. You either need to redesign or dump it. And there’s nothing wrong with dumping a design! Generally when I dump a design I put it in a Google Drive folder just in case I want to pull it out and pull ideas from it at a later date – I’ve saved every revision of Clash, every draft of Tabletop Blockbuster rules, and a bunch of other stuff.
Do I have time for it? OR Will I make time for it?
I’m super busy. I work and go to school and have this blog, plus I do freelance writing and design. So, stuff I’m working on personally has to have a lot of value for me. I have to either have free time, or make time. And whether I make time really depends on whether I like the product.
Do I like what I’m working on?

Some stuff this is a quick and easy “Yup!” like Girls’ Slumber Party WOO! Some of it is harder, like certain aspects of Tabletop Blockbuster (like GM rules, which were quickly handed over to John, my partner-in-crime). While designing is something I have found passion for, I still need to like the stuff I’m doing. This is different than having ideas; this is more an emotional investment. I need to want to pour my soul into what I’m doing.
In the end, it’s about whether I like the project and whether I feel like it’s worth investing in.
What helps you decide what projects to focus on?

Five or So Questions with Benjamin Woerner on A World of Dew

Check out the Kickstarter for A World of Dew!

Tell me a little about A World of Dew. What excites you about it?

Ever since I was a kid and saw my first samurai film I’ve LOVED Japanese history and cinema. I played Legend of the Five Rings when it first came out and am literally still playing it now. I’ve read and watched a ton of Japanese history and media and played hundreds of hours of games like Shogun 2: Total War.

But there was something missing. In a lot of Japanese Chambara films the heroes are not the Samurai, they’re all the other people: the geisha, the ronin, the sumo, the peasant, etc. There wasn’t a game where you play those characters. At least, there was a modern story driven game that does that. I wanted to play Sanjuro, Zatoichi, Sayuri from Memoirs of a Geisha, and Bob from The Last Samurai. I wanted to play the snow fight in Sword of Doom, and solve the murders like Sano Ichiro in did in the Laura Joh Rowland novels. My friend John Wick had written Blood & Honor in 2010. It’s a brilliant game, but you play Clan Samurai in a Clan. I wanted everyone else. So I wrote it.

Instead of Clan Samurai you play all the other characters: Doctors, Gaijin, Yakuza, and all the other characters I mentioned before. And instead of building a Clan and playing in the Clan you build a City. John’s game is set during the Sengoku Jidai (The 15th to 17th centuries) when Japan was fighting constant wars internally to unify itself as one true nation. My game is set after that during the Tokugawa Era (1600-1850s). Japan was united politically, but it was being torn apart by the rise of modernism and the merchant class culminating in the Boshin War and the restoration of the Meiji Emperor as ruler of Japan. Cities, not Clans became important. Important trade hubs like Nagasaki, Yokohama, and Hiroshima begin to grow like crazy with the influx of gaijin (foreign) merchants from all over the world. It’s also when most of the great Chambara films take place.

And because John’s game was so well designed for a Japanese setting I was able to port over the core mechanics, create all the new character rolls, new advantages, aspects, and create the City Creation System. The players and Narrators build a City by spending Build Points to create important Locations, Faces, and Threats in their City. The Locations all have built in mechanics to drive the campaign’s story forward and help the Narrator decide where to go. It makes the work of Narrating Samurai Noir stories easy and exciting. 🙂

What influences did you use in your art direction?

I had a kind of atypical childhood growing up. Not to get into it too much but I knew more about Tchaikovsky at 14 than I did about Nirvana (yeah I’m old). My mom was a High School teacher of French, English, and Humanities. Every year she’d take her students on a bunch of cultural field trips, and I went on all of them along with my dad and sister usually. 🙂 Some people think that’s weird, but I learned a lot about art, music, and theatre fairly young. And don’t worry, when I got to high school and college I had friends who taught me about Nirvana, Queen, and most importantly Daft Punk.

The point being was that when I was a young teenager I already knew about Hiroshige and Hokusai and all the other great Japanese woodblock painters. One I spent a year of college in the UK I was very lucky to see a temporary exhibit at the British Museum that had hundreds of original Japanese woodblock prints, plus a bunch of other cool Japanese stuff like swords, armor, and a full sized Teahouse. I split my entire Fall break between that and a Battletech video arcade in Piccadilly Circus.

I knew going into this project that I wanted to share all these beautiful prints with everyone who read my game. When John was developing Blood & Honor I was helping him and Jessica Kauspedas, my Art Director for this project as well, with art selection. I found a print on the Library of Congress, and then Jessica found this huge archive of scanned original copies of all these Masters. The Great Wave of Kanagawa is there, as is Kanbara Village in Winter, which was chosen by Weezer as cover art for one of their albums.

One of the major ideas in my game is the conflict between old and new, and I wanted to show that. Traditional prints of modern subjects: trains, people in modern dress, cars, steam ships, etc. So you’ll see that in there. Finally, I wanted art that showed some of the Giri (Duty/job) players can choose in the book.

So three things really, different professions in Japan, my favorite art from the Masters, and old versus new. 🙂

The Sound of Water is your stretch goal collection. How did you choose authors and artists, and how did you pair them together?

It was a bit of a scramble to be honest. Months ago I’d asked six artists and six authors to consider doing a Stretch Goal that would a chapter and chapter header art for The Sound of Water. Most of my artists agreed, several were busy, but were tentatively yes, and three of my authors agreed, two said maybe. As you know, the Kickstarter was delayed from February to May because I was incredibly sick for nearly two months (all better now). This caused some confusion with both groups. A few thought things had happened, others were available now, and some were not. So right before the Kickstarter launched I confirmed who was in, all six artists and three of the authors, and then put out a call for more authors. I got almost enough responses as I was launching the Kickstarter and then the Kickstarter exploded.

Not only did the Kickstarter Kick, but we broke the first and second Stretch Goals, and I got a ton of offers for writing and art. I picked authors and artists I knew and who’s work I both trusted and enjoyed.

When it came to pairing them together I made a couple of choices. I wanted first, people who were familiar with each other. You, Brie Sheldon, and Marissa Kelly ended up being the only two of the final twelve that knew each other, and I was certain you’d make a great team. You two were the easiest to pair. You are also my only all female team with Jolene Houser being my only other woman working on The Sound of Water. Two of my original authors who couldn’t write for the project because of conflicts were also female, and no other female authors stepped forward when I put out the call besides you, for which I am eternally grateful. I’m a bit bummed that we don’t have more women providing their talent to the book, but I am incredibly pleased with all the other authors and artists.

The next consideration was experience and exposure in the Industry. Don’t get me wrong. I think all of the authors and artists are amazing, but some of them have been around the Industry longer than others, and some of them have more name recognition and a bigger draw. John Wick and my massively awesome still secret Eisner nominated artist. They are both big names and I wanted to pair them together as a big draw to hopefully boost pledges.

Finally, I wanted to pair styles of artist with the subject matter that the authors were working on. Fabien produces some truly haunting art and Tobie’s A World of Shadows will be brought to life by Fabien’s art. Josh and Jolene both produce great content and Josh wanted Jolene to take the lead and decide, so that was a cool way to create a chapter and it worked great! Steve is working on Ninja and Caleb has a long history in the gaming industry creating some excellent character art (see his work in Realms of Sorcery the Black Industries sourcebook for the Green Ronin edition of Warhammer Fantasy). I knew that would be a success. Finally, Stan and John Kennedy are working on a chapter together, the subject hasn’t been revealed on the Kickstarter at the time of this writing. Rest assured that Stan’s style will pair beautifully with John’s subject matter. I can’t wait!

Is combat common in A World of Dew? If so, how does it work?

I was working on final edits tonight for the Violence Chapter – Between Two Breaths for A World of Dew. Violence happens, but it’s not like your typical hack n’ slash. This isn’t a game about minutiae, counting Hit Points, and proper Feats. Violence is quick and deadly like in Chambara films. The most basic violence in the game is called the Strike! One player calls Strike! and points at another player or the Narrator. They gather their dice, make their wagers and roll. The winner then spend their wagers to describe what happened even the death of the other character immediately. Like I said, quick and deadly.

Healing is just the opposite, and the Doctor Giri is an important part of keeping characters alive.

While it isn’t always Violent the Sumo wrestlers, Sumo Tournaments, and Sumo Schools are all in the Violence chapter. Sumo characters have detailed rules about taking part in a tournament and bringing great Glory to themselves and their School!

What kind of play experience do you want people to get from A World of Dew?

A fun one! Hopefully, a samurai noir type experience. Being able to tell dark, gritty stories about ronin, geisha, gaijin, and more around their table is what I hope they’re going to get out of it. The ability to bring that experience of watching Yojimbo, Zatoichi, or Princess Mononoke from their TV onto their table.

The City Locations are designed to help drive the plot forward via the expenditure of Honor and Ninjo points. Ninjo points are also something that didn’t exist in John’s Blood & Honor. Ninjo is Japanese for Desire, and it serves a similar but more selfish role as Honor points. It helps turn the stories you tell into the noir tales we’re trying to experience. The quick and deadly violence, the Giri, and the Virtue Flaws are all designed to build on that dark noir story. The deep dive into Japanese culture that the rest of the game represents helps make it samurai. 🙂

What’s up next for you after this?

Oh boy, a lot. Getting the books printed before GenCon and out to the backers. Then getting The Sound of Water finished and out to backers before Christmas. Going to GenCon, Phoenix ComicCon, RinCon, and all the other cons.

Then writing another game. This time a hack of a popular new system setting it in a place it’s never been before. The most I’ll say right now is it’ll not be fantasy. There’s another BIG game design project I’m slowly chipping away at. Or more correctly, I’m slowly working towards getting the rights to design the game. It’s a massive IP that has no RPG developed for it, and a huge fan following that crosses over into the Gaming Industry. If I can get it I’ll be over the moon. I tinkered with the idea awhile back with a partner, but that didn’t lead anywhere. I’ve now got the bare bones for a new system and moving forward with that.

During all that I’ll continue to go to my daughter’s soccer games, play Lego: Marvel Superheroes with my three year old, and snuggle with my lovely wife while our corgi tries to snuggle under our feet. 🙂

Five or So Questions with Marissa Kelly on Epyllion

Marissa told me about her upcoming project, Epyllion, soon to be seen at Gen Con!

Tell me about Epyllion. What’s got you excited about it?

Sure! First, the word Epyllion means mini epic. It is a “comparatively short narrative poem that shows formal affinities with epics,” like the Iliad. I felt like the word literally captured the epic nature that a game about baby dragons should have… And yes! Epyllion is a Powered by the Apocalypse game in which you play baby dragons who must help each-other change, grow, and save Dragonia from the Darkness that has crept back into the land and threatens to corrupt all it touches.

I am excited to combine some awesome genres that I love, like My Little Pony: Friendship is Magic and Lord of the Rings, under my all-time favorite system to play out an adventure of epic proportions.


What are you pulling from My Little Pony: Friendship is Magic and Lord of the Rings to make Epyllion… well,epic?

When you first create your characters in Epyllion the game can seem very cutesy, but the threat of an ancient Darkness creeping back into the world tips the scales [pun intended] back to epic storytelling. Like in MLP or LotR the players are tested by this impending threat and are motivated to save the world they love.

I am a huge fan of both MLP and LotR so, as a designer, combining them and adding dragons into the mix has been nothing but fun. I wanted to make starting out as baby dragons feel like a hobbit being swept off on an adventure. I also wanted to make the friendships you develop with other PCs mean something, so like MLP’s friendship = magic, PCs can spend Friendship Gems to call upon the moons and perform magical feats.


What does using the Apocalypse system bring to the table for Epyllion?

The AW engine has helped me design a game in which every mechanic supports the fiction that the table can create, from the playbooks to the Dragon Master moves. All of the AW-hacks have been built on such a sturdy framework of easy, no-prep, “play to find out what happens” gameplay that Epyllion fit in flawlessly.


Is this a kids game, a grown ups game, or both? What do you want players to get out of it?

Both! The great part about “play to find out what happens” is that it is shaped by the DM (Dragon Master) and their players. The game has mechanics that enforce a “feel good game,” but the tone can be dark or light depending on who is running/playing it.


When can we expect to see Epyllion out in the wild, and what is up next for you?

I am planning to release the Epyllion: Drake Edition as an ashcan for GenCon this year. It will have all the rules you need to play the game and 6 playbook archetypes. Magpie will then run a kickstarter after that has some time to circulate.

As for what is next, I have a lot of fun ideas burning in my brain that I would love to get rolling on, but I am trying not to get ahead of myself.

Design Brunches and Collaborative Creation

Some of you may be aware that my local gaming community hosts semi-regular game design brunches. We basically get together on a Sunday and chat about game design, and everyone brings a problem with them if they have it, and we’ll discuss things, do rapid playtesting, try out designs, bring prototypes, and all of that. I’ve discussed them before, but I want to delve a little more into some of the stuff I find valuable.

The first thing is that we have a wide variety of experience levels, backgrounds, and types of expertise in the group. I, for example, am mostly a writer and player (aside from now designing), with experience playing more traditional games as well as story games. Stras is an ace playtester, a designer, and has tons of experience with trad and story games alike. He also has a lot of technical knowledge and baseline design knowledge that I don’t have. John, on the other hand, is our graphics genius, and is a really good designer, with traditional experience and the same level of story games experience as me – however, both he and Stras have GM’d WAY more than me. Paul is a designer (the only one paid-published of us, I think) and writer, with a ton of trad experience and story game experience, and one of his biggest points of value (imo) is that he plays with games that most of us have not or don’t anymore (like GURPs and Gumshoe). Marc is almost exclusively traditional/OSR, and has a great mind for math, and is a designer who does most of his own writing. Rachel is mostly a player, but offers a unique perspective, is a great storyteller, and provides us with a good sounding board. Jeff and Heather both have traditional and story game experience, and both offer a good player perspective. Nick, who just started coming, is a really fantastic designer and writer with a lot of experience developing his own games.

I don’t think I’m forgetting anyone! I hope not.  

Reading that, I think most people can see how we’d have a huge variety of input and different perspectives at every brunch, even if some people can’t make it. We also have a good group that gets along pretty well.

It’s awesome. It allows us a lot of opportunities to find flaws in design, or just redirect design that seems to be going away from its purpose. We also can focus on a variety of things: writing, graphics, technique, development, and prototyping.

This week, we playtested Nick’s Medical Bay 3 creation, evaluated Tabletop Blockbuster playsheets, discussed Stras’s Calamity Engine (super excited about that) and looked at his art inspiration for another project he’s working on, and had a long discussion about scenarios for Clash. All in a few hours! (We also talked about Patreons, Creative Commons, power dynamics in the indie RPG industry, and gatekeeping.)

The conversation about Clash was really interesting for me. One of my first scenarios is based on Romeo and Juliet and written by Stras, and I am planning on doing a couple more in the main book with some as stretch goals if/when we crowdfund. I have some great creators in mind and a few already signed up. I am hoping to make this a successful product, and I think scenarios are essential to doing that.

Anyway, one of the coolest things about this is that with all of this variety in input, we have managed to create things by collaborating. Clash would not be where it is without the input of the group, nor would Tabletop Blockbuster. I know that we have put a lot of input into Stras’s Hexes and Eights (which you should check out, btw). We also often run into solving problems for each other – I’ve written monsters for Marc’s Paramount, while John has created character sheets, free-to-use dice icons, and other such things for the group. The others have contributed so many things, it’s impossible to list them all.

We’ve had some shakeups in people’s availability so we might have to start working around an occasional design dinner but I am hoping we can keep this up. I think it’s really valuable.

Do you discuss design with your group? Do you have any regular get-togethers?

Do you find you design better alone, or with outside input?

My Design Process, part 1 of ?

A lot of creators talk about their design processes, and since it’s kind of a new thing to me, I wanted to write about this a little. I’m guessing I’ll have more to say about it the farther along I get, so that’s why this is a “part 1.”

Most of the time when I do creative work, I do it on a whim. I’m still learning to create on a schedule and design in windows of time granted by my already busy schedule. I’ll sit down and write a whole bunch and then leave it go or forget about it for a while.

There are two different methods by which I design: solo and collaboratively. We’ll focus on solo for this post.

When I first started working on Clash, I wrote the whole thing in one big swoop and then came back to it and fiddled with it for a while later. This is how it tends to go when I work on my own. I will come up with an idea, basically blow my load, and then take forever to get back to it and really work on it and make it right. It’s even harder when I add in an editorial process, which I think is the biggest challenge for me as a creator. It’s not that I don’t think my work needs to be edited – it does – it’s that the editorial process exhausts me. I feel like I can’t satisfy my editor or anyone giving me feedback. Every comment is like a cut. I’m getting better, but it’s still a huge challenge.

I am also still learning how to effectively research. My current research process for projects involves about 10 open Chrome tabs, open books scattered across my desk, and using my phone to e-mail people for questions while I read. I never read other game books deeply while researching because I don’t want to be too strongly influenced, but I skim and filter through for techniques and tools. I also read other people’s analysis of game rules.

For me, designing is learning. I know I’m still a n00b and that it’s going to continue to be challenging, but I think that I am making good progress. I’m hoping to have Clash as an ashcan at Origins and Gen Con, and soon thereafter take it to crowdfunding. While I’m doing that, we have continued work on Tabletop Blockbuster, and my larp, Girls’ Slumber Party WOO!

Next time I’ll write a little about the differences between designing a froofy story game like Clash, a more traditional style game like Tabletop Blockbuster, and a larp like Girls’ Slumber Party WOO!

Please comment with questions! I like to discuss this kind of thing with my readers. Tell me about your game design process – link me to any blog posts you have done about this subject!

Five or So Questions with Jason Cox

I interviewed Jason Cox about his PhD!

Tell me a little about what you are doing. What has you excited about it?
I am working on my PhD in Arts Education at The Ohio State University, where I am just about to finish my second year. During my time here I have begun to realize the potential to unite a lot of areas I feel very passionately about, namely art, education, and role-playing games. Currently I am designing the proposal I am going to submit for my dissertation, which focuses on using American freeform as the Media of Inquiry for collaborative arts-based research. The general idea is to use the media with arts educators to consider alternative viewpoints within an educational community, such as those held by administrators, students, parents, and other teachers, and to consider how they believe the discourse of power operates in such a setting. Leading up to that I have built several pilot studies into my coursework to experiment with techniques and concepts that might be of particular use to me. My research is a bit of an odd duck, which is slightly terrifying as well as exciting, but I believe it has the potential to do real good in the world and could open up some tools to academia that many artist-researchers have not yet become aware of.

Why American freeform?
The short version is that American Freeform is remarkably accessible, is typically structured in a format that feels in alignment with that of arts-education, and has an assortment of different meta-techniques that can be used to explore conceptual and emotional states. Let me go into a bit more detail though…

By access I mean a few things. Firstly that the narratives American Freeform games normally use as settings are within the realm of understanding of most players, either in terms of emotions experienced or contexts explored, as opposed to the more epic flavor of fantasy larps. The generally minimal rule systems mean that players do not have to be heavily invested in learning complex systems, and because costumes and props are de-emphasized a game can be played with relatively little in the way of expenses or additional planning. All these traits also mean that anyone within the community of play could alter the form with ease, which is important to me because of the the goals I have regarding collaboration.
The format of most American Freeform is to begin a game with workshops that teach techniques that players might use, encourage familiarity between players, and establish an atmosphere that feels safe enough for the players to take a few risks. The games themselves are often intense for individuals, though it is impossible to know what is going on inside and between every character, and the collaborative nature of the media comes back into play. After the game is a period of reflection, often in a form of group discussion, that allows players to discuss their interactions during the game, make meaning of the event, and remind each other that whoever they were in the game they are once again themselves. This parallels a common format for education which goes along the lines of having a pre-assessment, introducing a new concept, working with the concept through a media, and reflecting on the experience. The reflection is where we believe a lot of the education really occurs, because it is the analysis of the experience that allows a student to look for what their next steps might be.
The meta-techniques get past the straight diegetic layer of any given game and explore things like inter-relationships, interior states, and the nature of time. To me they really open up larp as an art form and allow players access to unique states of exploration that are difficult to find in any other art form. They can affect the tone of the game, or create affordances for how different states are shared or explored, or offer opportunities to enrich the collaborative effort that just do not exist otherwise. Because they are so contextually specific they have a fluid nature that is dependent not only on the framework of the game, but on the players who are playing it… returning again to the collaborative focus I am trying to maintain.

Can you tell me about your pilot studies?
Sure! The first one I did was a game meant to examine the works of Michel Foucault I called “What to do About Michael?” Foucault’s ideas focus on the relations between power, knowledge, and authority, and I found that while most people (including myself) could understand that the systems he identified existed they had a harder time admitting to the idea that they themselves might be a part of such a system. So for this game I had players take on the role of different teachers and administrators at an imaginary school where a young male student was running into some difficulties. Each player selected whatever contextual details they wished in terms of age, gender, subject they taught, and their attitude about the school. Leading up to the game they were sent readings by Foucault as well as short narratives I had written about different events “Michael” was involved in. Each event was actually based on events that had really happened to Foucault, including the last one wherein another student was attacked. The actual game took place as a faculty meeting that was specifically discussing the student’s actions and what an appropriate response may be. In the reflection after the game players realized the positions they had taken to defend the institution, interpret Michael’s actions, or interact with one another were all bound up in the systems of power they operated within.

The second and third studies I actually did concurrently. I used the experience of gathering players to play J. Tuomas Haarvianen’s The Tribunal as an exploration for Action Research and to explore different narrative theories, specifically those of David Herman which are tied to cognitive science. Action Research is communally based research wherein problems, methods, and solutions are all identified and explored by the community itself, and I wanted to see if my goals for creating a community of play that was also a community of inquiry were viable. The narrative theory aspect was an examination of how players created and used their characters to support the rhetorical, synthetic, or thematic aspects of the game. In general my conclusion was that for the systems to work as I wanted them to it requires several different games, both in terms of forging a community through shared experience and so they players get to know and trust the people behind the characters. I also realized my own tendency to make assumptions about what players do or do not need, which I suspect is a bad habit I carried over from my time as a classroom teacher.
Most recently I have been doing an independent study and interviewing different people who work with a lot of ideas about role-playing. This is very much a reaction to the realization that there were things about the form that I simply did not know as well as a way to round out my ideas for what I want from the work I will be doing in my dissertation. The very fact that I can talk about any of this with any confidence is due to the kind people who have helped me out with this.

I’d like to hear a little more about the meta-techniques. Which ones do you find most valuable, and why?
My two favorite are probably monologuing and bird-in-the-ear, both of which give a view of a co-created reality that is concurrent with the one the characters are portraying. The general idea behind monologuing is that when a player is either asked to or chooses to monologue (depending on the game) they give a description of thoughts or events that inform on their current experience. I saw a beautiful example of this at a workshop in the Living Games conference where the other players took on roles described in the monologue, which in that case was a grieving parent discussing an experience that might have happened had they not lost their child. Bird-in-the-ear is kind of like having another player act as a “Jiminy Cricket” and whisper thoughts your character is having to you during a scene. It can color your perceptions and inform your actions, though it doesn’t really control them. In a game of Previous Occupants I was in this was used very effectively to keep the tension high and the story moving. In both cases the techniques employ a lot of (surprise!) collaboration, but they also give a peek at the non-diegetic world I referenced earlier and tap into some very strong emotions.

Finally, what do you expect to see going forward from your research? Do you want to continue on with more game research?

In the near term I would like to work with a wider range of people. Right now I am really just planning on working with art educators, but I would like to open it up to other stakeholders (such as parents or administrators) in educational communities fairly soon. I also would like to apply the techniques in other sorts of institutional communities like hospitals, because I think there is a value in the multiple lenses of role-playing that really has not been explored outside of creating simulations. It’s my hope that eventually other people in arts-education will take the media and run with it, do things I have not even begun to imagine yet, and then work with me to create yet more new things.

My answer probably makes my interest in continuing games-based research pretty clear, though when I started my program I never imagined that this is what I would be doing. I am absolutely thrilled by it because it is a place where so many of my interests come together and it is a place where I feel like I can make a real difference. The only thing I find more amazing than being a researcher into what that difference might be is how many people have supported me in my efforts trying to find out.
Thanks Jason!