Five or So Questions on DIE

Today I have an interview with Kieron Gillen about his new game, DIE! It’s based on his popular comic of the same name. This game has layers – layers! It sounds really cool so I hope you’ll check it out. See what Kieron has to say below.

Tell me a little about DIE RPG. What excites you about it?

I’m going to circle around this before pouncing, as I’m terrible. Sorry.

In my day job, I write comics. My latest book can be basically paraphrased as “Goth Jumanji”. It’s a portal fantasy where kids who got dragged into a fantasy game as teenagers get dragged back as middle aged adults, and so acts as a device to compare teenage dreams with adult realities, explore the purposes of fantasy and do a warped conspiracy-addled history of the development of the RPG. As part of its typically over-researched development, I decided I wanted to do an RPG, in some form. The first arc is called “Fantasy Heartbreaker” which is my mea culpa about the whole endeavour. 

As such, the first thing excites me about the DIE RPG is that it’s not my day job. I am a puppy, running through long grass, on a summer day.

In a previous life, I used to be a game critic – mainly videogames, but I see all games as part of the same form. In terms of adaptations, I tend to believe the most interesting  allow you to replay the underlying structure of a narrative. The 1980s Alien spectrum game was about hunting down the alien aboard the ship, but it randomised which individual actually carried the chestburster. As such, it was interested in the possibilities inside the scenario of the movie rather than the specific example of the scenario played out in the movie. Re-enact the dramatic arc, sure, but find a way to make it your own – that’s how you make it live. I wanted to do something like that. I mean, I had a handful of other design goals, but that was my top line goal – create a structure which allows people to create their own personal version of the structure of the first arc of DIE.

A comic page from the comic DIE in which the Game Master presents the die and the concept of playing characters to the others gathered around.
A comic page from the DIE comic.

First the players get together and generate a social group of messy, flawed people. Who liked who? Who hated who? How has their life gone horribly awry? Each player makes one of these Persona. “Player” includes the GM. This is a pure piece of conceptual story game.

Secondly, when it’s decided this is an interesting group of people, everyone steps away from the table. When they step back to the table, they’re all in character as the Persona they generated. After the proper level of social chit-chat, the GM’s persona lobs a RPG on the table, and everyone starts playing, generating a character. Yes, you play someone playing an RPG. 

Thirdly, after that’s done, everyone around the table gets dragged into a fantasy world. They go through a psychodrama fantasy adventure based on all the Persona’s faults, dreams and issues. After overcoming them they then go home. Or not. That’s kind of the point.

So, yes, it’s a meta game, and how it moves between modes of modern play is key – the three levels are clearly inspired by the story game tradition, the nordic larp and something more traditional (though, really, a bit trindie). That’s the most obvious bit of flash, but the core of the game for me is that it how the game changes depending what persona you throw into the situation. There’s a lot of flexibility, but with sufficient scaffolding to head towards a conclusion with the details entirely up in the air.  In the current Beta, that’s designed to be in 1-4 sessions. That I’ve been playtesting it for so many games, and being delighted how it works with radically different persona, remains exciting. I’m running it, and I really don’t have a clue how it’ll end up.

I think you’re one of the first designers I’ve interviewed who has talked about meta with enthusiasm and I love it! What did you do while you were designing to bring out that meta – how could an experienced player or designer see the key lines, so to speak? – without making it hard to approach?

Now, I warn you. There’s a line which I think I got from the wonderful Natasha’s Dance, with a quote about the difference between 19th century German and Russian writers, which I’ll badly paraphrase. The former will work out a theory in advance, and then try and put it into practice, and the latter will write what they want, and then, almost as a game, work out a theory which fits what they’ve done. I can come across as a German, but I suspect I’m very much a Russian. So much of DIE’s core design was done by instinct, and then analysed to death, so now it tends to sound I had a grand plan. 

So much just came from looking at the nature of DIE. This is a game about messy people who get dragged into an RPG and transformed into fantasy heroes. They travel a world which is a warped version of their fantasies and fears. They have to all agree to go home to go home. Can they come to an agreement? And if so, at what cost?

Logically, you need…

1) A way to generate a group of messy people.

2) A fantasy world which speaks to the specific nature of those messy people

3) A set of core dramatic in-world rules which gather whatever group of messy people you create towards a satisfactory (or at least, interesting) conclusion.

A comic page from the DIE comic titled 1991 describing a character's sixteenth birthday and how they were going to celebrate specially. It depicts two girls walking together up to a house and being greeted by a cheerful woman with wavy hair.
From the DIE comic.

That you’re making a group of players instantly makes it Meta, and there’s just no turning back from it, and I lean into it as hard as I can. There’s a frisson and delight there. You’re people pretending to be people playing a role playing game. That just amuses me, and I tend to pursue it in the games I run. My standard con game of DIE has all the Persona playing people at the con they’re actually at, for example. Seeing what other people approach the idea is the best thing about actually releasing it – if someone had told me how much fun it was to see what people do with a structure you’ve created, I’d have done this years ago.

Not quite as much in the RPG in the Beta stage, but there’s a lot of the other kind of meta in DIE as well – the world itself is made up of elements that all went into the making of the RPG, from German Kriegspeil to Tolkien WW1 horror and more. It’s all about our fantasies, why we get lost in them and so on. A lot of that works its way into the game as well.

The DIE 2 cover with a person wearing an earring and leather jacket with a burning dragon on it and the words "PLAYER" on it who is holding a vape and brass knuckles and some kind of weapon. The red angular pattern of the unfolded d20 over it highlights the title DIE 2.

How do Personas work? I love this idea of layers of play, and I wonder how the mechanics here function! What really drives a Persona, and how does that punch through the layers of game?

The Persona’s are absolutely the thing which makes the game interesting, for me. It’s deliberately the rules-lite approach. It’s just a series of formalised (or less formalised questions) spinning off a given context.

In the Beta, I’ve narrowed it slightly to “You are friends who played an RPG as teenagers, and now have got back together years down the line to play a game.”  That narrowing of a certain shared history makes it easier to give a reliable “This will definitely work” for the later stages in the Beta, but I’ve ran it with completely different set ups too.

There’s a bunch of suggestions for useful angles of questions – “how did the group form? Was it around a shared social interest?” “Was it at school? What kind of school was it?” – which lead to more questions, about the specific nature of individuals (“What did you play in the RPG?” “How did you do in class?”) and their interactions (“Did you fancy any of the persona?” “Are any of you siblings?”). You then work out the gap – “How many years is it since you used to play?” “Why are you getting together to play a game now?” The Gamesmaster is also making a Persona at this stage, and the players are encouraged to ask questions to each other as well. 

There’s guidance in terms of whether to ask soft questions, hard questions or extremely hard framed questions depending on the tone and level of inter-group personal messiness you’re looking for. “Do you hate your brother” versus “Why do you hate your brother?” for example.

While this is happening, the Gamesmaster is noting all the information that’s relevant. Some of this is absolutely surface stuff (“He really like Harry Potter!”). Some of it is more deeply personal (“He has a really strained relationship with his husband.”) Some of it what I call the character’s core drive – the thing which they’re missing in their real life, and they’re looking for (“I always wanted to be an artist, and have never, ever pursued it.”) The latter is generally approached tangentially, but in a real way, it’s what the game is about – finding out how a group of people respond to being offered their desire… and then discovering what they may have to do to get it.

The players have huge freedom to invent whatever they want about the people’s real lives – this actually continues into the more traditional fantasy adventure. The Master asking the player about details of their persona’s life is a constant. Those details, and all the previous ones are then warped into the fantasy.

Part of the dichotomy of the game is that everything at the Persona level is almost entirely freeform and without classical RPG rules. Conversely, everything in the game is deliberately mechanistically neutral, with all characters being treated equally by the system, and all the persona’s character’s edges coming from in-world reasons. It’s a bit odd that I’ve come back to a hard (if light) simulationist core from a hefty narrativist tradition, but I figured in a game which is about the nature of reality (“Is this place real?”), if the rules already give you the answer (“No, it’s not real – only we get to roll the dice.”), it’s somewhat pointless.

Basically it’s kind of a Cartesian thing – the Persona level is very much mind and the character is the body, and the lack of a true connection between the two is interesting. The game’s more obviously meta in other ways (the “why are these people playing the game?” of it all) but I think this is the stuff which really interests me. A lot just is my love song to the RPG, in lots of different ways.

One of my current things is trying to find ways to write something akin to a Scenario – there’s an early take that we’ll be releasing in the back matter of DIE. It’s basically a more structured set of questions, so rather than being entirely freeform, you can create a social dynamic just by asking the questions. It’s a formalised version of my standard Con game – basically all the group are people who work in the comic industry. So one person is the publisher, another a creator, another a fan and so on. By hard framing questions, you generate a dynamic that gives a lot of space for player expression, but still can be meaningfully prepared for. It’s been fun. The question I most like basically goes like..

“Fan – you want to work in the industry. What job do you want to do?”

“I’d love to be a writer.”

“Writer – does the fan have any talent at all?”

That’s very much DIE at its hard-framing most, I stress. That whole scenario is wicked, but I want to do some other set approaches. I’m hoping the structure gives people enough to write their own, if they want.

A dragon with beams of light shining out of its mouth is surrounded by smoke as it faces off against a group of players. In the foreground, there is barbed wire.

One of the things that comes to mind while reading your responses is the subject of nostalgia – if I were playing a game with old friends, a game we’d played before, I’d expect to have some of that. Does nostalgia show up as a theme in the game? Is it something that was relevant for you as a designer?

Well, designer and a writer both. The first series I did as a comic writer was called Phonogram: Rue Britannia, this urban fantasy about magicians who use pop music (Phonomancers). It was used as an inspiration for the excellent LARP My Jam recently, which was a delight. Anyway – that first series was about – I quote – “Nostalgia, memory and history”. It’s how those things tangle together, and get in each other’s way.  So it’s always been there, and it’s certainly there in the DIE RPG.

What’s more there is a certain critique of nostalgia – it’s like how nostalgia can sicken. It’s not that time any more – what has changed with you? Worse, what hasn’t changed? How much have you failed to escape the person you were there, and the desires you had? I normally describe the comic as comparing these teenage dreams with adult realities, but transformed into an RPG it becomes about the two periods in the persona’s life. They were there. Now they are here. How has their live gone awry? What are they going to do about it?

Nostalgia turned creepy is certainly the another element. There’s one optional element in the design we call the Box Of Crap, which the GM drops on the table at the start of the Persona section of the game, claiming it’s the actual game that a bunch of kids were playing when they disappeared back in the 1990s. The box contains anything the GM collects – I suggest old RPG supplements, and the game dice as a useful minimum, but we cram in anything in there. I’ve included some of my own teenage RPG maps I drew, and character sheets, for example. If a group is okay with it, putting stuff from their own real life games in there is also a move, and very much fourth-wall blurring (as in, putting player nostalgia in the mix, as well as persona nostalgia). There’s not much with the box in the current beta rules, but in terms of stuff in the Arcana (i.e. what I’ll be releasing as optional weird rules) it’s basically used as a tarot deck during play as a device for inspiration.

I’m fascinated by the deeper fantasy world, since it reflects the Personas and the characters themselves. This is something that’s rarely codified, even if it’s alluded to in games. What is this like for the Master and the players to experience? What does it end up looking like to play in?

In terms of what it’s like to experience, what I’m trying to evoke is the experience of being listened to

What happens in the world riffs off what this persona a player has invented. Rather than a lot of games where narrative creation is direct (i.e. a player gets to define a world directly) DIE tends to primarily works as a once remove (a player invents and the GM twists and gives it back). The magical thing is that it’s both the big things the player are aware of (for example, if a player’s persona spends some time talking about how they’re closeted and are scared to come out, that may as well be an explicit ask for that to be a theme in the game) but also what they’re saying without being aware of (for example, a player’s persona making a joke about a random TV show they’ve binged watched, having elements of that show pop up in conjunction with their main theme). One of DIE’s core bits of GM advice is taking one of those big things the players want included and adding an element which the players may not actually have ever expected to be integrated. One core thing, and a twist, both of which show they were being listened to. It’s like being given a present, even when it’s horrific. Sometimes it’s really subtle, with just grace notes. Sometimes it’s just incredibly obvious – in a playtest where all the persona were people who met on a Buffy fanforum back in the day, I just downloaded the map of Sunnydale and went from there.

It’s always a way to externalise a persona’s problems and have them deal with it. It’s how DIE the comic works, and trying to get that explicitly in a game, and codify ways for players to make that work easily at the table was absolutely what I was aiming for. An early playtester noted that the DIE RPG is kind of a manual and mechanisation of how to create a Kieron Gillen Style Story, which made me nod in recognition. Trying to nail down specifically what the story does, so it can either be turned into mechanics or play guidelines was very much what I was trying to do.

It’s been lots of fun. I wish my designer friends had told me how much fun it was to see someone take a structure you’ve created and go and do awesome things with it, as I’d have done it years ago.

The DIE Beta cover with a long haired feminine person in an elaborate dress throwing their head back in response to some kind of impact as light erupts from a stone in their chest and forehead. The red angular pattern of the unfolded d20 over it highlights the title DIE.

Thanks so much Kieron for the awesome interview! I hope you all liked it and that you’ll check out DIE today!

Five or So Questions on Disposable Heroes

Hi y’all! Today I’ve got an interview with Liam and Ren from Sandy Pug Games about Disposable Heroes, which is currently on Kickstarter! It sounds like an interesting take on superheroics. Check out their responses below!

Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes spread out on a table with bright purple, green, and orange backgrounds and lettering and very vivid and action-styled design.
Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes.

Tell me a little about Disposable Heroes. What excites you about it?

Liam: So the basic pitch is a PbTA/Dungeon World based game where the playbooks are replaced by cards that are rapidly cycled in and out of play. We got rid of HP for the heroes, and made it so every hit they take is deadly – when they die, they discard their card and draw a new one – with a new class, weapon and set of stats. Obviously this changes the dynamic of the game a lot, and pushes players to get really creative with their class powers. One thing that I tell people is; you know how every pbta playbook has That One Move. The one that makes you go “oooh snap, yes, this is it right here”? What we tried to do with Disposable Heroes is capture that feeling the whole game. We want players to be hyped and excited and have their minds race when they draw a new character.

I’m also really pumped about the art design. We’ve tapped into the electro-neon-funk of Jet Set Radio and Lethal League where possible, lots of vibrant and loud colors, high energy, thick line art. Stuff rarely, if ever, seen in TTRPGs. It’s mostly being done by my partner Ren, who also came up with the core concept and who I’m assisting with the game, but if funding goes well we’ll also be bringing a bunch of guest artists on board to do a set of the cards – and they have a wide wide variety of styles that we’re really excited to showcase. Like so many Sandy Pug projects, I guess what I’m most thrilled about is getting to show off the amazing talents of other folx.

This sounds very cool! How have you altered the PbtA type system to suit this, beyond HP, to make the disposability snappy but still really grabby?

Liam: Honestly, not a whole lot had to be done to adapt the system itself – We encourage GMs to run things so that whenever they can inflict damage as a move, they do so, and we made armor ablative rather than subtractive (That is, it acts as a HP pool for characters that have it). The rest of the changes really come from applying the PBTA system to a card game. Making moves around the deck and drawing and such. Dungeon World already feels, at least in my opinion and experience, snappy and exciting. Making it so you’re constantly getting new tools to solve problems just amplifies what’s already there in a big way.

Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes with bright purple, green, and orange backgrounds and lettering and very vivid and action-styled design, this one for the Humpback Whale or The Bard character.
Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes.

That art sounds amazing. What are some of the benefits of a variety of artists and how it presents the characters in your game?

Liam: For a start, it means your game looks amazing. I’m a big believer in the idea that having lots of perspectives and ideas makes a project grow and pop more than anything. All the artists have their own really cool takes on the characters who are, remember, just a class and a name and an animal for the most part. To see them take those ideas and make this logo that screams a ton of personality is worth it all by itself for me.

On a more mercenary level, having a big team has always helped Sandy Pug Games punch above our weight. One person yelling about the game they made is one thing, having 10 people doing the same yelling amplifies things a whole bunch, and I’d be lying if I said that wasn’t a consideration when we were kicking around ideas. As for how it changes how characters are presented – you know how people tend toward the same kind of themes for their characters in TTRPGs sometimes? I know I’m a big fan of Fighters With Cool Weapons and playing Tieflings all the time, I find artists tend to have a “vibe”, and while Ren’s vibe is really freaking awesome, it’s rad to get a bunch more “vibes” on the project.

Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes, with bright purple, green, and orange backgrounds and lettering and very vivid and action-styled design, this one depicting the Barbarian, Bruiser, detailing stats.
Mockup/Work-in-Progress prototypes of the cards for Disposable Heroes.

What are the heroes like? Who these one-punch people?

Ren:They are Delivery beings just trying to get the job done and go home in one piece! I say beings because we like to allow players imagination run wild on this one. The heroes are anything from literal animals, animal humanoids, or humans dressed up with ears and tails and process said animal characteristics. As the artist, I particularly found it amusing to imagine a literal whale using a hovercraft pool as a means to get around on land. The art in particular allows for creative leeway and a more versatile cast. 

What are the activities like in Disposable Heroes? What do players encounter?

Liam: Although the Heroes’ main goal is delivering a package, their missions take them through treacherous, neo-future dungeons. The game is essentially a classic dungeon crawler; our heroes solve puzzles, dodge traps, fight monsters, and the usual. The only real twist is the package has to remain intact and undamaged, then instead of facing off against the Big Bad Guy at the end, they simply deliver it. Gotta get that 5 Star Rating!

A promotional image featuring mockup/Work-in-Progress prototypes of the cards for Disposable Heroes, with bright purple, blue, green, and orange backgrounds and lettering and very vivid and action-styled design. It notes the Kickstarter launch September 15th.

Thanks so much to Liam and Ren for the interview! I hope you enjoyed it and that you’ll check out Disposable Heroes on Kickstarter today!

Homunculus Assembly Line Kickstarter!

Hi All!

It’s been a big week for me – yesterday, the Turn books arrived to ship out to backers after a bundle of effort, and today, I’ve launched Homunculus Assembly Line on Kickstarter, led by John W. Sheldon! John is my business partner at Daedalum AP and also did the art direction and some of the art on Turn, as well as the layout. We’re excited to get this project live and moving!

Homunculus Assembly Line is a really fun experimental zine project focused on RPG art that will include some RPG material written by yours truly and some written by John, and focus on several illustrations by skilled and fantastic artists in the RPG scene including Juan Ochoa, Evlyn Moreau, Sandy Jacobs-Tolle, Thomas Novosel, Alex Mayo, and John himself!

If rad art, supporting diverse artists, and trying something new in games sounds like your thing, check out Homunculus Assembly Line on Kickstarter today!

Five or So Questions on Eldritch Care Unit

Hi all! Today I have an interview with Chris Falco on Eldritch Care Unit, which is currently on DriveThruRPG and itchio from Falconian Productions and supported by the San Janero Co-Op! It sounds really cool! Check out Chris’s responses below.

A black and white photorealistic image of someone putting herbs into a bowl with other herbs. The bowl is surrounded by various instruments like carved antlers, sage, and oils.

Tell me a little about Eldritch Care Unit. What excites you about it?

The basic idea of Eldritch Care Unit is that you’re playing a doctor, nurse, or something more occult like a ritualist or alchemist, who’s working in the “Eldritch Care Unit” of a hospital. The ECU is a hidden wing in most modern hospitals, where mostly mundane folks like the player characters do their best to treat supernatural illnesses and ailments, whether the disease itself is magical or it’s just infecting a magical creature; maybe Fae react strangely to a certain strain of the flu, for instance. But, these hidden sections still rely on typical hospital funding and bureaucracy, so you need to try and maneuver the already insufficient and bureaucratic American medical system to try and account for creatures that most of the world won’t acknowledge even exist.

Eldritch Care Unit is my first “full” independently published game, which is itself exciting, and it’s an idea I came up with kind of at a weird whim while listening to other people talking about something entirely different (if I recall, they were talking about clerics healing people on a battlefield after a fight). What excites me most is the unique concept combined with the unique but fairly simple system I came up with for it, called the Adversarial System, which relies more on rolling to withstand external pressures than to see if you’re skilled enough.

This sounds fascinating! How do players mechanically interact with the game? What is gameplay like?

It’s a fairly simple system. Essentially, characters have “training” in various fields, which has a simple numerical rating, and said numerical rating is almost always higher than the difficulty of the task that’s being done; for example, your highest rating starts at 25 and the highest difficulty usually used is 15. You then roll dice not to see how well you use that rating, but to see how well you withstand any external pressures; instead of flat penalties, they provide dice to an “Adversarial Dice Pool,” which is rolled to see how much your rating gets penalized. For example, if you’re pitting your rating of 25 against a difficulty of 15, but are on a tight schedule and your patient’s noncooperative, that might provide 2-3 (d6) dice to roll, so you need to roll a 10 or less on them to succeed. There’s ways to negate or lower those penalties too, though, and other little permutations and optional rules, but for the most part it comes down to that core mechanic.

As for the core gameplay, it revolves around difficult patients. While your day to day might involve some checks to continue long term care or check up on normal patients, the interesting part that the game’s meant to focus on are those that have some difficulty; either the ailment is unique and difficult to deal with, the patient’s insurance is bad and you need to work around that, there’s a time crunch before the disease really sets in, the hospital lacks the right ingredients for a curative, or anything similar. It’s left largely to player creativity at that point, to come up with ways to get around the problems, and usually involves a series of different things they’ll need to get done, whether working together or in parallel, depending on their time vs difficulty needs.

To note, there’s no combat in the game. The system doesn’t even work particularly well for it, as we don’t track health as anything more than maybe lingering dice penalties (3d6 on manual tasks while your hand’s injured, etc). You COULD make it work, but I don’t see many doctors and ritualists being thrown into fights in a hospital.

A person with long hair in sunglasses and wearing white while holding two bowls that are pouring smoke while they stand in front of a blackboard covered in complex equations and diagrams.

What are the bounds of the fiction here? How weird does it get?

The fiction is pretty open. There’s some basic guidance on how magic works, and how the supernatural exists within the world, but the basic idea is that if there’s some folk tale, movie, or other story about a given type of creature, it probably exists in some forms. Most of the time, they integrate well into the modern world; think of how it happens in Men in Black, but with supernatural creatures instead of aliens. They’re everywhere, and most people don’t realize it. It’s less your typical “they stalk you in the shadows” and more “they’re trying to figure out how to do their thing in a modern world.”

The ECU itself isn’t the only “human” organization that knows about magic and the paranormal, of course; the book mentions that there’s government agencies, supernatural lawyers (never sign a demonic pact without one), and similar groups out there, but the ECU is the main focus of the game. Though, the nature of the Adversarial System would make it pretty easy to play some of those other sorts of groups too, with a bit of tweaking, if someone wanted.

A black and white photorealistic image of potion bottles and chemistry bottles.

How do you handle being respectful to potential human, real life people who might identify with the supernatural entities – allowing for safety tools, special guidance, or otherwise?

The book makes it clear to avoid getting into too much detail unless you’re sure your players will appreciate it, and despite the general motif of “Life isn’t fair,” the general goal is that when the Player Characters are involved, things will usually get fixed up. It inherently gives a bit of hope for even a broken medical system, and focuses on the good people in that system. It’s something I’ve found cathartic, as someone who’s been given the runaround by insurance companies and hospitals

With it being a small book, I didn’t include a lot of full writeups for tools beyond that vague advice to make it a cooperative, positive experience, but I’m personally a strong supporter of systems like X cards and other safety tools, and definitely recommend them.

It’s awesome to have a game with no combat! What are a few exciting or compelling examples of experiences players have had with ECU?

In the one shot I’m running right now, the characters were going about their day to day when a Dragon more or less barged its way into the hospital, demanding treatment. Dragons are rare beings even in the open ended sort of world involved in this game, so there’s a bit of excitement and stress involved in making such a large, none-too-cooperative creature comfortable so they can diagnose its diseased wing, especially since experts on dragon anatomy aren’t really available.

And pity whomever ultimately has to ask them to pay the bill…

A photorealistic image of a person in a white shift inside a pentagram with candles at the points. The person is holding a book that flames are erupting from, as they appear to be casting a spell from it.

Thanks so much to Chris for the interview! I hope you all enjoyed the interview and that you’ll check out Eldritch Care Unit on DriveThruRPG or itchio today!

Five or So Questions on Hit the Streets

Hi all! Today I have an interview with Rich Rogers about Hit the Streets: Defend the Block, which is currently on Kickstarter! Rich had a lot of nifty stuff to say about the game, so check it out below!

Tell me a little about Hit the Streets: Defend the Block. What excites you about it?

Hit the Streets: Defend the Block (HtS:DtB) is a tabletop RPG about street-level supers. A game series of Hts:DtB will have the entire group working together to make up their team of Super-Powered Beings, drawing out a simple map of the neighborhood where they live and work, and dreaming up their rivals and threats to their neighborhood.

What excites me about HtS:DtB is how well it plays at the table, allowing players to exist in the space of shows like Luke Cage and Daredevil, or to tell stories like you might read in Spiderman or Spider Gwen comics. I also love how the game pushes characters to expend or lose their Spark, a resource similar to Hit Points that represents their will to struggle and fight the good fight. That loss of Spark then sets up scenes where those characters have to regain that resource by doing positive things for the community or forging tighter bonds with their team. It has such a nice flow of emotional scenes to action and conflict and back again.

A person with a ponytail and a red mask in a red and black superhero costume and scarf who is drawing a purple-handled weapon from over their shoulder.

Nice! How did you find the right vibe for the game, considering how widely superheroes are interpreted in different mediums and styles? What is the right style for Hit the Streets?

Hit the Streets: Defend the Block came from a need for something that would fit in a new living campaign that I began with Lowell Francis and Jim Crocker this year called Gauntlet Comics, which is for the Gauntlet community (https://www.gauntlet-rpg.com/ )  as you’d suspect. See, I pitched them the concept of a shared GM setting called New Gauntlet City where each of us, and other GMs who wanted to join in, would run games set in this comic book universe. We have a city map with only a few neighborhoods defined, and we’ve been adding neighborhoods and characters to the map and wiki as we play. New GMs have jumped in, like Alexi Sargeant and Chris Newton, it’s been a real blast to see the world evolve, to create new characters and see different players’ spin on them. 

Of course, there’s lots of Masks: A New Generation happening in Gauntlet Comics and I’ve loved those games, but I like to run a different RPG system each month for this series. Last October as I prepared for Gauntlet Comics, I sat down and pored over the hundreds of Supers RPGs that I have on PDF and created a list of “Want to GM” games. When I looked over the games on my list, I didn’t see anything that would work in a single neighborhood, that would deal with smaller scope problems that I saw on shows like Luke Cage‘s Harlem or Daredevil’s Hell’s Kitchen on Netflix, or Black Lightning‘s Freeland on the CW. I’d tried out the RPG Icons, which had most of what I wanted, but it was a bit heavy of a system for my tastes.

I’d been running an RPG: 1%er – The Outlaw Biker Game, from Creepy Doll Studios (a.k.a. Robert Nolan) for a couple of years for the Gauntlet and loved the sessions we’d had. I even hacked it for Star Wars and called it 1%er Swoop Gang (Kark yeah!) and it was so thrilling and fun to run and play. There was this yummy mix of thrilling action and connection between the characters and their community that I enjoyed. I started wondering if this simple but clever d6-based system would be the right chassis for a street-level supers game.

I started calling it 1%er Supers and put it on the Gauntlet calendar. Playtested an early version in November and December of last year, and it was solid. It needed some more bits, like a neighborhood-creation system as well as a few rules tweaks, but the vibe was spot on. Eventually, I renamed 1%er Supers to Hit the Streets: Defend the Block (hat tips to Patrick Knowles and Alex Prinz for that name) That vibe, to finally answer your question, is a bare knuckles game where the Super-Powered Beings (I don’t call them superheroes) have day jobs, they have connections to people in their neighborhood, and they have to fight to keep the people they love safe.

They can’t just topple an alien invasion and walk away from the wreckage. They’d have to LIVE in the wreckage. Hit the Streets: Defend the Block characters have to make choices about how to deal with threats to their neighborhood, and punching it isn’t always the best answer. Of course, it’s comics, so punching is the best answer sometimes. Usually once per game session. But the fights in HtS:DtB are super quick, often one or two die rolls, then it’s dealing with the aftermath.

A person with long dark hair stares deeply at the viewer while stretching out their arms, which turn into black, sharpened points. They are wearing a purple jumpsuit with knee pads and heavy boots. There are some of the dark spikes poking out of the ground.

Tell me more about Spark and how it interacts with other mechanical bits. What are the core mechanics of the game like? Do different players use it differently?

Spark is the “killer app” of Hit the Streets: Defend the Block. It’s a reskin of a mechanic in 1%er – The Outlaw Biker Game. Your Spark represents your character’s will to fight. It’s the strength of their body as well as their mental resolve. You can spend Spark to add dice to an important roll. You can throw a Spark to another player to help them on a roll of their own. But you have to keep a close eye on that Spark because in big conflicts, the hits that your character takes reduce your Spark.

When you run out, your character is “out of the crime-fighting game”. Maybe they’re in the hospital. They might be locked up in jail. Perhaps, they’re dead (that’s up to the player). They aren’t out of the game if the player wants to bring them back in, but you have to regain their Spark somehow.

How do you do it? Help to rebuild your community with works of charity or help to fight crime as a regular everyday citizen. Or you can call upon your team, the other player characters, and bond with them, share what’s important, ask for their help, or tell them how they’re important and how they make the world better, worth fighting for. Once you regain some Spark, you can don the mask and get out there again!

How do you support players in engaging with things that could be difficult to address like threats to home and family and trauma?

When I started writing Hit the Streets: Defend the Block, I made a decision to have it reflect the ways I most enjoy gaming, which is with an engaged and safe group of friends. To that end, the book starts with an excellent discussion of the X Card safety tool written by my late friend Paul Edson who was also my developmental editor. The game stresses that the safety tool is only part of the process, that each participant needs to look out for their fellow players, check in, and proceed with best intentions while remaining aware that we are here to have fun.

The GM section covers Roses and Thorns, my feedback tool of choice. This is another powerful tool to ensure safety, giving voice to players after a session on areas of the game that may have been sketchy. Of course, my preference is the use of the X Card up front, but a Thorn that mentions the content is a nice fail-safe.

One important factor to Hts:DtB is that it isn’t supposed to be a grind of a game. There are lighter moments in the game with Refresh scenes where the player characters take the opportunity to perform charity work to improve their neighborhood and help out their neighbors. Also, there are bonding scenes where player characters strengthen their connection to one another to lift themselves up to continue the fight.

What are some of the threats these superpowered characters encounter in their experiences, and how does it go down mechanically with some different threats?

During the first session, the playgroup works together to not only draw out their neighborhood, but they talk about the threats to their home, whether it’s financial, corruption, or otherwise. Then, they create a group of Rivals, these are GM-played characters (GMCs) who are opposed to the player characters. They aren’t black and white villains, they are rivals. Sometimes they seem villainous to the players, but the GM should ensure they have a motivation. Also, the rivalry is messy. At least one player character has a personal relationship of some kind with a member of the rival team, the rivals have something the PCs lack, and the PCs have some way to thwart their rivals when they need it. That sets up a nice opposition between the team and the world.

Mechanically, your characters will face down threats and conflicts by declaring their intention, then they look through their character’s details to pull from different areas, like the mode of their approach, the stat they’re leaning on, if they’re fulfilling their team role, what powers, if any, are in play, then adding in Spark from their own pool or from anyone who’s trying to help. That builds their die pool of six-sided dice that they roll against a GM declared difficulty. In most conflicts, it’s a single roll to bring things to a resolution. The system is quick and has a nice bite when things are on the line.

Along with the regular approach to a challenge, the GM has some neat little tools to play with that difficulty to amp up conflicts. They can set two difficulties for a challenge. The first is a lower, “get it done” target number. The second is a higher difficulty with an even more comprehensive victory or with adding benefits (something as simple as “you’ll look awesome doing it” or something more tangible like “and they won’t be able to fix their security system any time soon”). That gives the player a bit of a tactical risk-reward decision to make as they build their die pool. It’s really fun to see folks consider how much to push towards the big win. 

Last, but not least, is the Big Threat or Big Bad. This how HtS:DtB models a conflict with a major foe or an extended stressful conflict (like a large fire burning down the block, a torrential rainstorm, open warfare between gangs on the streets, whatever is most interesting to the group). The GM sets a Total Threat Difficulty, a very high target number. Any player who decides to have their character tackle the threat can slowly winnow it down, but as long as that threat still has muscle (the total number of successes needed hasn’t been met or exceeded), each attempt is at best a mixed success and things will continue to escalate. The Total Threat Difficulty often ends up with player characters in dire straights, hurt, and paying the price for their victories, which then leads to Refresh scenes where they work back up their Spark. It’s a lovely cycle of play.

A white-haired, white-skinned person with a green snake tattoo wrapped around their wrist is playing a purple and translucent guitar giving off waves of energy. They are wearing a skeleton long-sleeved tee, dark pants, and brown shoes.

Thanks so much to Rich for the interview! I hope you all enjoyed it and that you’ll check out Hit the Streets: Defend the Block on Kickstarter today!

Five or So Questions on Magical Kitties Save the Day!

Hi All! Today I have an interview with Justin Alexander from Atlas Games on Magical Kitties Save the Day, which launches today on Kickstarter! It seems like a fun game for players of all ages, so check out Justin’s responses below!

A Siamese cat riding on a horned blue and green dragon.

Tell me about Magical Kitties Saves the Day. What excites you about it?

What has me truly excited about Magical Kitties Save the Day is how much fun everyone has during our playtests. People are enthusiastic about trying the game. People are even more enthusiastic to try it again. As a game master, that kind of enthusiasm is infectious. And the world of Magical Kitties, based around just a few core principles, so endlessly varied and effortlessly rewarding to create in: Your magical kitties can be in your hometown. Or in the Old West. Or fighting aliens. Or living in a Martian colony. Or, really, anywhere.

Let me back up. In Magical Kitties everybody plays a kitty with a unique supernatural power. Every kitty has human. (Some humans believe that they own the kitties, but that’s clearly ridiculous.) Every human has a Problem. The kitties need to use their powers to solve their humans’ problems and save the day! On top of that, every hometown has Troubles. Troubles can be almost anything: Witches. Aliens. Hyper-intelligent raccoons. To run an adventure, all the GM has to do is take a Trouble and point it at a Problem. As the Trouble makes the Problem worse, the kitties have to fly into action! (Often literally.)

A grey cat with unusual markings with a blanket over its head and a stick with a feather on a string in front of it. Behind it, there are runes in the air.

How do players create their human characters and kitties?

You can either very deliberately craft your kitty or you can use the random character generators to discover your kitty. Either way, character creation is very fast, so it’s more about whether you have a specific vision or if you want to be surprised and challenged. You can also mix-and-match the approaches: Maybe you care a lot about what your kitty’s Magical Power is, but want to randomly generate your kitty’s Talent and Flaw and then figure out what your kitty’s personality is from that. You can do that!

Kitty’s attributes: They are Cute, Cunning, and Fierce. They also have Talents and Flaws, describing what they are particularly good at (being a talented actor or a keen sense of hearing) and also what gets them into trouble (like having a big mouth or being a scaredy cat). And, of course, they also each have a cool Magical Power — invisibility, telekinesis, technopathy, frost breath.

When it comes to humans, the most important thing is their Problem. Again, players are empowered to customize their own Problems. But we also include a generator that combines an emotion — like sad, angry, scared — with a source, things like money, illness, family, friends, work/school, and so forth. This is ultimately a creative seed, and so you need to make it specific to your human (and your kitty).

So if a human is scared about money, for example, that might mean they’ve fallen behind on their mortgage payments and they don’t know what to do. Or maybe they owe money to dangerous monsters. If they’re angry about money, on the other hand, then maybe someone has stolen something from them and they’re furious about it.

A robot with purple lighting in its head and clamp arms, plus two tentacle robot limbs coming out of its chest.

What’s the mechanical structure of Magical Kitties Save the Day, especially in regards to dealing with Troubles and Problems?

The core mechanic of Magical Kitties is a streamlined dice pool system that effortlessly creates degrees of success:

  • Failure
  • Success, but…
  • Success
  • Success, and…
  • Super success!

Each degree has some generic structure to outcomes. For example, on a Success, but… the kitty will succeed, but also:

  • A foe uses its reaction.
  • You suffer an Owie.
  • You get into a sticky situation.
  • You are unable to act for some time.
  • You have one fewer die in your next pool.
  • The GM forces your flaw.
  • Something else that’s creative.

By moving beyond a simply binary of success and failure, the game inherently encourages both game masters and players to engage deeply with the outcome of any action resolution. Young players, in particular, get really engaged by the results.

Problems have a Severity and Troubles have an Intensity. Both measure how difficulty it is to solve or overcome them. As Problems and Troubles are resolved, the story of your magical kitties will slowly come to an end… or you can have new Trouble come to town.

This sounds like a really lighthearted game, but I admit some of the Problems you mentioned hit nerves for me as a player. How are you supporting players in encountering topics that might be a little bit, uh, Problematic?

One of the reasons we’ve embraced the Source + Emotion method of generating problems is that it isn’t providing specific problems. That specific problem is still coming from the player. If you ask a six-year-old what “money + sad” or “friends + angry” means, you won’t get the same kinds of problems you will if you ask a twelve-year-old or twenty-four-year old that question.And since we’re not pushing a specific problem into the playing space, the players generally self-control for what they’re comfortable exploring through play without even really thinking about it.

Three cats clamber on trees and look down into a clearing in which there is a crashed ship of some kind.

Magical Kitties is framed as an all-ages game. What have you done to make the game approachable for people of different ages, backgrounds, and abilities?

In working on Magical Kitties I’ve personally done a lot of research into age-appropriate cognition. The results are frequently surprising! For example, character creation uses d6-as-percentile tables. I initially thought that might be a difficult concept for our target age range and was looking at alternatives, but it turns out that specific exercise if used in Grade 2 curriculums.

Our creative team for Magical Kitties is already diverse, and making it even more diverse as we bring more creators onboard is a priority for me. Bringing all of these different viewpoints into the Magical Kitties universe is making that universe bigger and more exciting in every way possible. If there’s one thing we’ve discovered, it’s that the love of kitties is about as universal as you can get! Kitties and the people who love them can be found everywhere.

I also believe that Magical Kitties can be an opportunity for people who have never played a roleplaying game before to discover a whole new hobby. We think reaching out to all-new audiences is really important in terms of making sure that all voices get to be part of our conversation. To that end, Magical Kitties includes a lot of tools for new players: There’ll be a solo play scenario, for example, so that within literally moments of cracking open the box you can start playing the game for the first time. And there’ll be a My First Adventure book for first-time GMs, taking them step-by-step through running their first scenario.

Magical Kitties are for everybody!

A light colored kitten plays inside a protective bubble while a dark red kitty climbs on top of it playfully, with green foliage in the background.

Thanks so much to Justin for the interview! I hope you all enjoyed it and that you’ll check out Magical Kitties Save the Day on Kickstarter today!


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Friday Hi-Day YouTube Post Live!

Five or So Questions on Red Carnations on a Black Grave

Today I’ve got questions for Catherine Ramen about Red Carnations on a Black Grave, a historical RPG currently on Kickstarter! Check out the interview below!

Tell me a little about Red Carnations on a Black Grave. What excites you about it?

Red Carnations on a Black Grave is a freeform rpg about the Paris Commune, a brief but intense socialist revolution in 1871. For ten weeks radicals, socialists, and the working class controlled the greatest capital in Europe–until the French army arrived and brutally put down the “rebellion.”

The game explores the lives of 12 characters caught up in this intense moment in history, exploring their personal lives and relationships against a backdrop of a doomed resistance.

I came accidentally to this moment in history and then became fascinated by it. The Paris Commune is not well known, and I’m delighted to bring this crucial moment in the history of revolutionary struggle to more prominence. As a designer, it succeeds pretty well in capturing the kind of drama-infused and emotional play that I love to bring to the table.

A red headed woman at Square Louise-Michel in Paris in front of an iron fence in a black top, black cardigan, and striped pants.
The creator, Catherine Ramen.

What kind of research did you have to do to write the game and capture this experience?

It started when I picked up, more or less by chance, a copy of Mary and Bryan Talbot’s graphic novel The Red Virgin and the Vision of Utopia which is about the socialist and anarchist activist Louise Michel (who is a playable character in the game). I’d never learned much about the Paris Commune before this time, but I had been looking at maybe doing some kind of French Revolutionary-themed game. The Commune is much later than the original revolution, but it quickly became a source of deep interest to me.

I read several works in English (John Merriman’s Massacre: The Life and Death of the Paris Commune is an excellent overview and introduction), mostly on the academic side of things, with a focus on the experience of women in the Commune, but also some primary sources written by the participants in the Commune. My French isn’t terrible, so I was also able to read some of the primary accounts of the Commune in French–this was the only place I could find anything in depth about Joséphine Marchais, for example, even though I mostly left that information off of her card in the game. 

The one thing I think that really helped was to look at some of the many, many posters the Commune government issued during its brief life. I used those as a source for the Inspiration cards in the game–these are cards that contain a historical event or situation and some sense impressions; it’s a good way to get some historical information into the game without overwhelming the players. About 90% of those cards are based on actual posters I found. 

Who are the people in this story? How do you think modern players can relate to them?

Right now there are twelve base characters in the game, plus a thirteenth optional character we were able to add thanks to hitting a stretch goal; we’re also going to have some more optional characters become available if we hit other funding goals.

The characters are a mix of historical people and plausibly historical characters. There’s Louise Michel, who was a badass (and a pain in the ass) all her long public life; Joséphine Marchais, one of three women to be sentenced to death for arson after the fall of the Commune (the sentence was commuted). There are two families, the Marchandons with a former political prisoner and a young widow among them, and the family of Amanda Mercier a single mother and sex worker. She is in an explicitly queer relationship with Lodoïska Caweska, another historical figure who was often described as an “Amazon” and wore a uniform and carried pistols; in the game she’s a veteran of the failed Polish revolution of 1864. I wanted to make sure that the community of Montmartre (where the game is set) was vibrant and diverse–as it was in reality; plus I wanted to make sure there was representation from France’s imperialist ventures: so we have Dominique Rousseau, a physician from Martinique who got her MD in the United States, and Tariq Tannoudji, an Algerian light cavalryman who stayed in France after the war against the Prussians. (Algeria went into revolt during the period of the Commune, and was repressed pretty brutally as well.)

These are characters mostly living on the edge of society and of poverty, with a political system that is unresponsive to their needs and wants and voices that are not heard over the shouts of the rich. This is unfortunately probably relatable to a lot of people right now! Certainly as a queer designer I often find my anxieties about my future and my place in society are a pathway into these characters’ lives.

But also: one of the things I do when facilitating the game is to remind the players that while the game is often intensely political, those politics will emerge from the situation and the various historical inputs into the game. The best games of Red Carnations on a Black Grave in my experience have been the games when people focus first on their relationships, rivalries, hopes, and fears, and let those flow into the situation formed by the historical events. I mean, I don’t know how to play a revolutionary socialist in 19th century France, and I actually did the research! But I do have some thoughts on how to play a queer person caught up in a tangled love triangle, or an artist afraid of never having her voice heard, or someone trying to figure out how to keep food on the table. In that way I think most players can find a way to understand and relate to their characters.

The Kickstarter image for Red Carnations on a Black Grave with three people dressed in red bandanas and period clothing for 19th century France surrounded by buildings with columns, storefronts, and trees. The tagline is "a story game of resistance."

What decisions did you have to make in design to encourage the complicated relationships and drama you want to see?

I have a story about that! When I first started designing the game, I knew the characters were going to be the most important part of the game so all my early work was concentrated on trying to come up with plausible candidates and thinking about how they related. I knew I wanted Louise Michel; I found references to Lodoiska Caweska in several sources and she seemed too interesting to pass up, as was Josephine Marchais. Beyond them I had plans for a physician, a priest, etc. Around October of 2017 I thought I had my final cut ready.

Then I went and saw Peter Watkins’ film La Commune (1871). It’s an amazing and powerful movie, five and half hours long and in French, filmed on a soundstage with over 200 actors, most of whom weren’t professionals; I highly recommend it even with its eccentricities (for example, there’s ahistorical television stations broadcasting from both Versailles and the Commune) and after I got home at 2 AM I realized I had to tear up a lot of what i had started and ground all the characters in the working class.

The other main change came after the early playtests. I originally had several questions for each character printed on their cards; but I quickly realized this was too limiting. One of the earliest rules changes was to create a small deck of questions that the players would randomly draw. These are pretty provocative and leading questions, and answering them fills out the deliberately skeletal relationships between the characters. It also really increases replayability as the setup will change every time the game is run–and there are a lot of ways to answer the questions and use them. At one recent game at Dexcon, one of the players leaned so hard into Marie having been a police informant that she remained a spy for the Versailles government, challenging her father’s beliefs and causing havoc to everyone around her. I’d never seen that in a game before!

How do you support players emotionally and safely in such an intense emotional environment that also deals with difficult political issues?

There are safety tools mandated in the game; right now these are the XCard, Open Door, and Lines and Veils, but I’m exploring the incorporation of other tools. I’ve also asked Jonaya Kemper to help create some exercises to deal with traumas that emerge from the game and do de-roleing after it ends.

This goes back to asking players not to concentrate on the politics of the game when framing scenes–the game is suffused with political content and doesn’t paint the Commune with utopian colors (although the game is of course very sympathetic to its cause). This helps I think ground players and distance them a little bit from the grinding, mechanistic tragedy that will overwhelm their characters.

This is an area that is going to continue to be worked on as we finish development on the game; I’ve had games of Red Carnations that were extremely cathartic and games that were extremely emotionally draining. I’m very invested in making sure that this experience is emotionally deep but also safe for everyone to enjoy as much as possible.

Thanks so much Catherine for the interview! I hope you all enjoyed it and that you’ll check out Red Carnations on a Black Grave on Kickstarter today!

Quick Shot on Hearts of Magic

Content Warning: There are allegations against Erika Shepherd for abusive behavior. I don’t have any links, but have been notified in private and respect the privacy of those raising the concerns, and I’m making this note as part of my policy against perpetrators of harm.

——

Hi all, I have a few quick questions with answers from Erika Shepherd on Hearts of Magic: Threads Entangled! It looks like a really interesting game, I hope you like what Erika has to say!

What is Hearts of Magic, both as a product and as your vision?

Hearts of Magic is a Firebrands Framework game about fey nobles, arcanist-bureaucrats, and anarchist witches vying for control of a magepunk fantasy city, getting in messy entanglements with eachother amid an undeclared magical war. It’s a story told against a backdrop of imperialism and class struggle, but it’s also a story about individuals finding ways to resist that system, and just maybe finding eachother instead.

It’s intended for one-shot play, with zero prep and an easy-to-learn ruleset you can pick up and play; while it has a set of factions and setting elements built in, it’s easy to adapt to other settings/factions, and flexible about how you portray your faction, without defining a lot of the worldbuilding.

It’s also, not to put too fine a point on it, *gay as hell*. An Oblique Discussion is explicitly and intentionally a game about, not being able to say out loud the thing you want to tell somebody, and As A Lesbian, it was important to me to put down in a game that feeling of, talking around something and hoping your were understood. It’s a game about fighting with your friends and allying with your rivals, but most of all, about falling in love with your enemies, and about how love (or something like it) can overcome the things that keep us apart and the systems that tear up our world.

The Hearts of Magic cover with three people in fancy historical dress are standing around a table reading a spellbook. One person is in a purple and pink dress and looks like an elf with pointy ears. The other two are human-looking, and one is stabbing a knife into the table near melting candles. The text reads "Hearts of Magic: Threads Entangled" by Erika Shepherd.
The cover of Hearts of Magic, illustrated by Finn Carey.

What is the design process for a project like this with the ten games in one design, especially when trying to create these messy entanglements?

I have to give almost all the credit to Vincent and Meg Baker, for the overall design – Hearts of Magic started as a 1:1 reskin of Mobile Frame Zero: Firebrands, and much of that design is still part of Hearts of Magic. I did, however, remove a couple of the Firebrands games, and added two of my own – Weaving a Spell and A Wizard’s Battle. With that said, I did have to think about the kinds of entanglements I was looking to create. This game is as much the story of The City as it is a story of the characters themselves, and I wanted to make sure to focus as much on the ways characters interact with The City as the ways characters interact with eachother.

In “A Chase”, for instance, I wanted to make sure to fill out the landscape of the city and the range of setting options, for the players, being sure to include a range of physical locations in the City to expand the range of whats possible, there (Like trains! Can’t have magepunk weird-fantasy without trains!). Another example is how A Wizard’s Battle makes sure to include as much about how a violent confrontation affects the City, potentially devastating the surrounding neighborhood.

With that said, the real core of the game is about the interactions between the player characters; by making Weaving A Spell focus closely on the intimacy of doing magic with another person for instance, by keeping the focus of the games on the relationships between the players and not just their factions, I wanted to make sure that there was more binding the players together than keeping them apart.

A fancily dressed horned person with branch-like legs wearing an outfit with a long train that is being carried by a small bug.
Sketch by Sasha Reneau.

What kinds of characters do we see in Hearts of Magic, and what are they likely to encounter mechanically in the various games?

The three factions of Hearts of Magic are the Lords and Ladies, the fey nobles whose families have controlled The City for generations and who hold their power with the magic of nature, promises, and prophecy; the Order, a bureaucratic empire of scholar-mages who use the might of empire to, supposedly, try and protect the world from the dangers of magic; and the Witches, anarchists trying to free the city from nobility and empire alike and teach Magic to the masses. Each faction has their own set of adjectives to describe the characters with, but aside from the faction description and the adjectives, very little about character creation is dictated by the book – you can explicitly be any kind of person you can imagine, certainly not limited to traditional fantasy archetypes. My favorite character I’ve played as is a noble Lady whose body is a musical instrument of glass, wood, and clockwork, and that’s pretty tame on the scale of what the game allows.

The ten games that make up Hearts of Magic are:

  • Solitaire (what were you doing? what have we heard about you?),
  • A Chase (do you have the nerve to pursue?),
  • A Conversation Over Food (at ease together, or a tense meal?),
  • A Dance (when the music ends, will I see you again?),
  • A Free-for-all (why do we fight, and what are the stakes?),
  • Meeting Sword to Sword (steel meets steel, gaze meets gaze – who will blink?),
  • An Oblique Discussion (how can I tell you the things I can not say?)
  • Stealing Time Together (alone, together, with a gentle “may I?”)
  • Weaving a Spell (how do the two of us make magic greater than either alone?)
  • A Wizard’s Battle (can you resist the full strength of my powers?)

The games are all played by taking turns choosing prompts, except for Solitaire, which you play by yourself quietly to establish some context for yourself, and A Conversation Over Food and An Oblique Discussion, which give you the choice between choosing a prompt or engaging in actual improvised conversation. A Chase and Meeting Sword To Sword involve coin-flips to determine the outcome, but all the other games let the players decide the outcomes, and even in the fights, your character’s fate is always in your own hands – only you can decide if your character’s life is on the line, or how badly they are hurt by their opponent’s blows.

A witch with a witch's hat and sparkling coming from their eyes. Their one hand unwraps the other, revealing a bird-like claw.
Sketch by Sasha Reneau.

Thank you Erika for the interview! I hope you all enjoyed it and that you’ll check out Hearts of Magic: Threads Entangled on Kickstarter today – hurry, only a few days left!

Turn is out!

Turn has been released in PDF to backers, and has been officially released to the public at briebeau.itch.io. We hope to have it up on IPR when the print is finished, and further to DriveThruRPG soon! Keep an eye out there.

Turn is a slice-of-life, rural supernatural tabletop roleplaying game for three to six people. Players are shapeshifters in a small, rural town–able to turn into animals like raccoons, cougars, and bears. They must balance their human lives and habits with their beast lives and instincts, while pursuing acceptance and community with other shifters – and with the mundane humans and beasts that populate the town.

Players and the Town Manager build their town together using a unique town building system, and create the characters who populate it and the wilderness around it. Turn uses the Script Change toolbox to support player comfort and consent, and explores themes of identity, community, self care, and otherness.

Thank you so, so very much to all of you for the continued and seemingly endless support for the success of this project.

As a reminder, you can submit for a community copy if you’re in need as a marginalized member of the community. We’ll provide PDFs with no issue, and print until we run out.

Two horses on a green hillside in front of some trees.
The horses on the farm where I grew up in a small, small town. <3