Interview on Crow Island Funeral // PROCESSION with Jan Martin

Hello all! Today I have an interview with Jan Martin, creator of Crow Island Funeral // PROCESSION! I’m so excited to share this interview, Jan is an amazing creator and Crow Island is SO cool!

Jan: ” I wanted to have this section of the overall story play out as a game because it underlines the importance of surviving the trip in a way that a short story couldn’t do on its own. Being able to fail, actually fail and lose and not make it at all, would have huge implications in the universe. There’s no telling how the future would have unfolded if that group didn’t survive the trek to the City of Seven Nations. “

Hello all! Today I have an interview with Jan Martin, creator of Crow Island Funeral // PROCESSION! I’m so excited to share this interview, Jan is an amazing creator and Crow Island is SO cool!


Thank you for the interview, Jan! You have been designing games for a while now, but for people who are new, could you tell me a little about yourself and what gives you passion for games?

Jan: I think the biggest thing for me with games is I love how they can help putting together a good story. Every great TTRPG session would make a great TV show, film, book, comic, whatever medium. That’s a magical thing to me, a book with some rules and ideas, in the hands of a group of humans, leads to great stories. Stories that come together organically, with lively characters and compelling scenes. I’ve spent my life writing fiction and I’ve never been able to come close to the kind of story you can make with friends around a table.

It’s that idea that I might be able to craft a game that can help people create compelling stories of their own that really excites me. Game designers have an incredible power in this way, and I guess I’m always trying to chase that same power. To facilitate stories full of laughter, drama, and intrigue between friends with a book of ideas is amazing. That’s what gives me passion, is the pursuit of the dream that I too can someday make a game that can do that.

Beau: Today we’re talking about your solo game, Crow Island funeral // PROCESSION. It is a really well put together game with a lot of content, & I am excited to know more! What excites you about Crow Island funeral // PROCESSION?

Jan: This is the first introduction to a much larger world and Universe that all my games and fiction are set. This game takes place in the same location as seen earlier this year in a short-story I wrote for Wizardpunk by Sandy Pug Games. That story was set in the modern day. In Crow Island funeral // PROCESSION players explore that area in the early years of civilization on the planet. It’s the year 349, exactly 10 years before the discovery of Spirit Trees and Spirit Magic. It introduces some names that will show up again and again, Asogomas and Naad, as well gives a peek into early culture.

Anyone who picks up my games now and follows from here on will keep seeing familiar details and learn more and more about them. I’m really excited to be able to share these bits of the world, and even more excited to see peoples reactions as they learn how things end up. I’m also a little worried, because the deeper it goes, the wilder it gets and I run the risk of alienating some people along the way. The expectations of what this world is and its place in the Universe it lives aren’t obvious at this point. I’ve got some plans to try and keep people onboard and interested so hopefully those work out.

Beau: Creating a world in which your games are set sounds really awesome!
Having read through your game, I feel like there’s a lot of richness
there. What is guiding your planning for this world and what are some
ways you can see it in Crow Island funeral // PROCESSION?

Jan: It’s a combination of things, a large part of it is making sure everything fits within the larger Universe. There are a lot of different planets and even Universes involved so it’s a challenge to keep everything organized. For Crow Island funeral // PROCESSION in particular a key part of keeping organized is a timeline of the planet that starts when Crow Island itself is in year 1, when it created by Kiskik the Creator.

The timeline goes all the way up until current day, the year 13,425, which happens to be the year the larger game in the series is set. You can see this in the game itself through some of the lore, for example the two paths you can take. There’s the Path of Asogomas and the Path of Naad I mentioned before, but another example is the location Mudgash River. This is the location where the story in Wizardpunk is set, and will be an important spot in other games and stories. Some of the areas on the map will come up again more than others, but pretty much everything you see in this game will be present or referenced in future ones.

A graphic of a more zoomed in map matching up to the areas on the main map of Crow Island, labeled East Central Crow Island, with a detailed list of landmarks and settlements. We see the same longhouse on a lake labeled City of Seven Nations, and the paths leading down to the Village Where the Land Ends. On this map we also see more details of the landscape, a dog, ruffed grouse, blueberries, salmon, herbs, and a moose peppered around the landscape which is full of lakes, rivers, and trees.
The map from Crow Island’s text with a zoomed in focus on East Central Crow Island, featuring a legend of the landmarks and settlements, by Jan Martin.

Beau: Crow Island funeral // PROCESSION has a really cool card mechanic and I
love the structure of it. How does the design of the mechanics
interrelate with the world building and the fiction of the stories you
tell in the game?

Jan: The mechanics are meant to reflect the uncertainty of life while still being predictable. This ties directly into the world which is very similar to how my people lived pre-Colonialism. We had great understanding of the land and how to move through it and survive, but there is always that element of unpredictability, random chance, chaos, whatever you want to call it. It makes it so even the most skilled individuals must take care and have constant respect for the dangers of nature. Having the cards always have the same set of resources available, just presented in different order thereby taking something predictable and adding tension.

At the time of me typing this the game is too easy, and I’ll have to tweak things a little bit to better reflect the dangers of travel through the wilderness. The dice mechanic is similar when fording rivers, technically it’s possible to get through river obstacles without issue, but it’s highly unlikely. Basically I wanted to have the mechanics reflect two things, that you are experts of travelling through this wilderness, but despite that, it can still kill you. This is important to get right because future games will be difficult but for different reasons. I want there to be a strong contrast between how things were tough “back in the day” versus modern day, but keeping it clear that both times were rough.

Beau: The timeline of Crow Island seems very significant! Designing your own
universe sounds like a big task, but what are the best parts of making
something so big but accessed in individual play experiences?

Jan: It’s really nice to be able to zoom in on something in your Universe and have people pay attention to it on a deeper level. Originally this was all going to be a sprawling science fantasy novel series, with endless lore and backstory. That felt too tedious to subject readers to, even if I enjoy that sort of thing myself I don’t have the writing chops to deliver that kind of content in an enjoyable way. Anything I wrote sounded like a history text book and I wanted something immersive. Breaking the Universe up into separate experiences allows me to share a lot more about a particular part of it without worrying about people getting bored. It’s also really enjoyable to have a Universe just sitting there to think of like a sandbox. Anytime I’m feeling blocked on progress in a game, I can just hop into the Crow Island Universe timeline or map and find a new thread to pull.

Graphic comparing two maps, on the left is a full map of one large continent roughly in the shape of a crow mid-flight with five smaller landmasses just above it, all five of which are also roughly shaped like birds in flight. These are labeled as Crow Island World Map. The topmost landmass is completely covered in ice and snow. Nestled into a bay on its eastern shore is a smaller landmass of mostly tundra and bogland. To the east of that is the smallest of the landmasses, mostly mud and sand. To the east of that is a long landmass which has a good spread of biomes, with ice covering its most northern tip. To the southeast of that is another landmass, this one all green with a large lake splitting it into a western and southern side. Below all that is the main continent, with a dry western edge, the southern most tip which is rough badlands full of canyons. The middle of the continent is a mixture of grasslands, rolling hills and thick forests. The entirety of the mainland is riddled with rivers, leading from the most central portions of the continent where the mountains lie. In the north central portion of the main continent is a longhouse on stilts over a lake labeled City of Seven Nations. Far to the south east from there is a peninsula with a spot labeled Village Where the Land Ends. To the right of this map is a more zoomed in map matching up to the areas on the main map. We see the same longhouse on a lake labeled City of Seven Nations, and the paths leading down to the Village Where the Land Ends. On this map we also see more details of the landscape, a dog, ruffed grouse, blueberries, salmon, herbs, and a moose peppered around the landscape which is full of lakes, rivers, and trees. above this map is the label Map from funeral PROCESSION. Both maps sit on a dark blue background simulating the ocean.
The World Map for Crow Island by Jan Martin.

Beau: The experiences of your people are valuable, & it’s really awesome how
you’ve reflected them in this game. Are there any unique challenges to
designing a pre-Colonialism game?

Jan: Absolutely, there’s all kinds of worries about depicting things accurately and not viewing the past through a modern lens. Originally this game was about North America and an alternate-history where Indigenous Nations drove off Colonial forces. The more I worked on it through that lens, the more I started to feel guilty. Sometimes I will talk out loud to my ancestors and ask them about what I’m doing, they never answer me, but, just the act of asking about it gets me to think of it through their mindset. The more I thought about that the more I realized I wasn’t being fair to my ancestors, assuming I or anyone could have done anything differently to predict or avoid what happened.

As a result I ended up re-writing about 40k words or so of my “Universe Bible”, and changed it from an alternate history project, to an entirely unique Universe of its own without any of the trappings of our current history.  I don’t think anyone would have taken issue with my game the way it was, but for me personally it just didn’t feel right anymore and I had to change gears. That same thing happens continually throughout this process. I’ll have some idea for the world, game, or story in this Universe and the more I talk it over with my ancestors, the more I come to realize things have to change. It’s an extra layer in the process that has no clear answers.

Unlike many problems we face in the game design process, some of the questions I arrive at I can’t look up online or even find the answers from my Elders, because we don’t know anymore. The Mi’kmaq were some of the first Indigenous peoples to meet Colonial forces and as such we’ve been subjected to the ongoing effects of their occupation since the start. So many of our practices, so much of our language, is just gone. Often the best we can do is speculate. That complicates things even further, I obviously don’t want to offend anyone living or misrepresent our culture. But more than that, I don’t want to offend my ancestors, the people who actually lived in the time periods I’m romanticizing in my games.

Beau: In playing Crow Island funeral // PROCESSION, players encounter a lot of dangers. How did you design the game to balance those dangers while
still keeping players hopeful of reaching the end of their journey?

Jan: Working out mechanics is a slow process for me, especially the math side of things. Any semblance of balance the game has right now I owe to keeping the math simple. Well to be honest it’s not super balanced right now, I thought it was, but I didn’t account for my own terrible luck. I balanced everything by playtesting it myself, and historically I’m an abysmal dice roller. In games where rolling a 1 is a failure, I roll lots of 1’s.

In games where rolling a 1 is a failure *and* you get XP for it, I never roll 1’s. So in my personal playtests, the balance felt right. I lost a couple times, and most other playthroughs I barely scraped by or had some a series of close calls. But then, all the feedback I’ve received so far from playtesters has been the opposite, that outside of a few terrible run-ins with a river, for the most part they managed to cruise through the game without any problems. Balance will be an ongoing thing.

In the next update I’ll have tweaked the math a little bit to try and increase the difficulty to be more in line with my original vision. I don’t know what will happen after that, if people playtesting say it’s much harder but they’re not having fun anymore, I’ll tweak again. I want to make sure I don’t let my vision get in the way of an enjoyable experience and I’m lucky to have some people sending me this valuable feedback so I’m taking it to heart.

The Choose a Role card from Crow Island featuring the different roles which you can play in the game with simple graphics & statistics for the Hunter, Healer, and Elder. The paragraph detailing instructions states "The Role you choose determines your starting Resources. Or make your own. Spend 160 Points, Dogs cost 20, everything else costs 1." The graphics include two arrows crossed in an X for the Hunter, a wing for the Healer, and a necklace with a symbol on it for the Elder.
The Choose a Role card for Crow Island by Jan Martin.

Beau: I find the visual design of Crow Island funeral // PROCESSION
approachable & really gorgeous! What was your perspective on how to
present the game to your audience, & how did you work to implement it?

Jan: I wanted to capture the same sort of feeling and vibe I got from the original Oregon Trail games I played as a kid on school computers. Everything was pretty stripped down in the version I played, but it really captured the vibe of going on a road trip. To pull that off I wanted to go for really simple graphics, something like you might see on a sign at a National Park. It felt right to go a little more cartoony than that, but that was my launching point.

Beau: It’s remarkable how complex of an approach to your design choices you
have, including in how you involve & respect the experiences of your
ancestors. What about this medium, games, makes it well suited to
telling stories that reflect those experiences?

Jan: Games are one of the best mediums to tell stories that have experiences you want to communicate in a more interactive way. It can help make the gravity of a situation meaningful in a fun way. In Crow Island funeral // PROCESSION I could have written the game as a story, but in the story they succeed in making it to the City of Seven Nations and that’s that. I wanted to have this section of the overall story play out as a game because it underlines the importance of surviving the trip in a way that a short story couldn’t do on its own. Being able to fail, actually fail and lose and not make it at all, would have huge implications in the universe. There’s no telling how the future would have unfolded if that group didn’t survive the trek to the City of Seven Nations.

In later installations of this game world, people will see that importance in a new light. It’s a small thing, but having “lived” in the footsteps of people in this world I think will lend that gravity I mentioned to how things went. I don’t mind spoiling it, but essentially the discovery of Spirit Magic hinged on the body of the Chief being examined at the City of Seven Nations. It’s a hugely important detail, and players being able to fail at carrying out that detail gives more life to the words than I think I could pull off with a story alone.


Thank you so much Jan for this amazing interview! This has been truly a joy to interview Jan and I hope that all of my readers enjoyed learning about Crow Island Funeral // PROCESSION. Check it out today!

Interview on Coyote & Crow

Today I have an interview with Connor Alexander about Coyote & Crow, which is currently on Kickstarter! This game sounds so incredible and is something I have hoped to see in games – a sci-fi fantasy game that’s about an America that was never colonized by white settlers. I feel like this is a really major project and I hope you enjoy learning about it, like I did!

Today I have an interview with Connor Alexander about Coyote & Crow, which is currently on Kickstarter! This game sounds so incredible and is something I have hoped to see in games – a sci-fi fantasy game that’s about an America that was never colonized by white settlers. I feel like this is a really major project and I hope you enjoy learning about it, like I did!

I’m excited for the opportunity to interview you about Coyote & Crow! It has been very successful on Kickstarter thus far, but I’d love to know more about you and the project. Can you tell me a little about yourself and how you came to work on the game?

Hi Beau! Really excited to chat with you. Thanks for taking the time. I’ve been a gamer my whole life, but I only started working in the hobby game industry in 2014. Pretty quickly I began to notice the representation gap in both presentation and in creative teams. The gap in the game industry seemed to mirror most of the rest of media and pop culture, which surprised me a little at first. Doing something about it didn’t occur to me until I was chatting with a Native representation consultant and they said something to the effect of, ‘even when they do representation accurately, it’s almost always through a colonial lens’. That really stuck with me. Then I saw the trailer for the video game Greedfall and I knew I had to take some kind of action.

I feel so very privileged that I have a steady job in the game industry and had access to many experienced voices who were willing to give me advice. I’m just a working stiff so it was really tempting to create a proposal and try to just sell the idea off to another publisher and let them run with it. In the end though, I felt that there were too many ways that the project could lose integrity along the way. Once I decided to tackle it myself, it became about team building. And that’s where the game began to become something much bigger and more important.

A promotional image for Coyote & Crow featuring sci-fi styled structures embedded in hilly landscape.

It’s pretty clear there’s a lot that makes this game unique and intriguing. How would you approach a new player to pitch the idea of the game to them, and are there any things players should know starting out?

That’s actually been one of our biggest hurdles. There’s almost no comparative media out there. When you talk about classic fantasy, even non-gamer audiences know Game of Thrones and Lord of the RIngs. Traditional sci-fi and cyberpunk also calls up a dozen properties and tropes. That cultural shorthand is embedded deeply in our collective conscience. On the one hand, you have to battle all of the negative stereotypes and assumptions non-Natives have. On the other, you have to create a world that’s both exciting and challenging to Natives, but also speaks to an incredibly broad array of Native cultures and traditions in a way that’s inclusive while not appropriative. It’s an extremely narrow ledge.

So to answer your question, when speaking to someone about it for the first time, I try to put them in the mindset of when they first read about Wakanda in the Marvel Universe or when they first played Horizon Zero Dawn. Not the cultural specifics of those worlds, but the idea of shifting your perspective of what could be. Once they’re in that headspace, I usually ask folks to picture what our continent would look like if Europeans or any other colonial forces had ever set foot here. And not at the point of contact 500 years ago, but in the future. From there, I usually can start filling their heads with all of the little details that make this world feel lived in. And while our game has a speculative future with fantasy elements to it, we made it a point to build a world that has a lot of potential grounded in reality.

As for things players should know starting out, there’s a big one that many folks have mentioned. I’ve heard so many variations on ‘I want to play but I’m worried I’ll do or say something insensitive’. I love that so many have asked that. It means there’s progress being made. But we are designing the game so that non-Natives can jump into this and play without worry. There’s a section at the beginning on how to approach the book and what to avoid. And throughout the book we give explanations for words and phrases and additional context for certain concepts or rules. On the flip side, we have specific things we call out where we indicate that Natives can add on or tweak a rule to help it fit their tribal specific customs or context.

A promotional image for Coyote & Crow featuring  a figure in purple and black with face paint, a staff, and a hood in a beautiful landscape.

That’s all really useful to know! You have a great team with a lot of varied experiences. What is the process like for deciding which ideas for mechanics or content goes into the final product? How do you ensure the most voices are heard?

That’s actually one of the most rewarding portions of development for me. I created the broad parameters of the game and set the stage. Once we had an initial draft, I invited everyone on the team to comment on it and if they felt strongly about a section or a concept, invited them to have a chat with me about either doing edits or re-writes. Nothing in the book is so sacred it can’t be changed. If someone on the team has a brilliant idea, I want it in. As long as the idea doesn’t derail the core concepts or conceits of the game or cause internal inconsistencies, I’m on board. It’s led to some really vibrant discussions and concepts I never would have thought of on my own.

We’re certainly in the ‘kill your darlings’ stage of development and with that comes the pain of seeing some of your initial ideas break in play testing. From a personal standpoint that stings, of course. As the game development progresses, it’s like I built the framework of a house and I’m seeing people add walls and paint and windows. The more work they do, the more mine becomes invisible. But that’s fine. I never wanted this game to be some sort of statement about me personally. From the start I knew this project would be better thematically and mechanically if we had a chorus of voices.

You’ve shared a lot of cool stuff on the Kickstarter page, but I would love to know more! What are some of the exciting things we can expect from the game, the kind of things that really make you want to share with others? 

For me, it’s the little details that make a world feel lived in. A perfect example is the underground transit system of Cahokia. It was built originally as a system of tunnels to keep people warm and safe during the brutal winters. As we thought about it practically, we saw flaws. How would this be lit? Keeping fires going in enclosed tunnels would be difficult for so many reasons. Our answer was one that I think is equal parts inspired and reasonable. The people of this world eventually grew their light sources through cultivation of bioluminescent fungi along the walls and ceiling of the tunnels. The effect is that in this future the interior ceilings and walls of these tunnels and the magnetic levitation rail transit system all glow green and blue and purple. While having a living ceiling as a light source is a cool image, I like to also think that it represents a different way of problem solving. We’re working hard to fit as many of those kinds of thoughtful ideas as we can into the book.

We’ve also got bigger ideas that we at least want to set up. I’ve always been a fan of storylines in games that involve shadowy organizations or grand conspiracies. Mystery in TTRPGs is one of my favorite hooks. So we have lots of story prompts and adversaries that are based around those kinds of adventures. It also leaves lots of room for Story Guides to build out around their own concepts.

A promotional image for Coyote & Crow featuring a stylized illustration of a person with a bow and arrow fighting against a large purple and black creature.

What led to the decision to make this a game that focused on sci-fi fantasy vibes and encourage the specific style of play (which seems unique) that you did?

That’s a great question. I don’t think there’s a way to answer that without addressing my own personal tastes, so I hope I don’t come off as self-absorbed. I grew up on original Star Trek, Star Wars and authors like Ray Bradbury. Stories that were full of forward thinking and hope. In contrast, my Native heritage always felt grounded in now, in today. It was a very personal and not always a happy part of my relationship with my father and our family.

But in the last decade, we’ve seen some media that has started to meet somewhere in the middle of those two points. It’s not all utopia and hope or escapist fantasy, but it’s also not grim and dirty reality. Shows like the Expanse, newer Star Trek, video games like Horizon Zero Dawn and tabletop games like Android Netrunner were all able to put fresh spins and new perspectives on some of those old concepts, while also highlighting diversity and representation in a way that didn’t feel obligatory.

When I knew I wanted that kind of feeling for Coyote and Crow, it just became a process of elimination. I didn’t want just fantasy because too often non-Natives exoticize Native Americans and that setting is just too ripe for them to abuse, even if it was told well. And pure science fiction doesn’t leave as much room for the subjective and the immaterial that I wanted to make sure spoke to so many Native beliefs across tribes.

I wanted it set in the future because I wanted Natives to see this as a hopeful view of what could have been and maybe some things that might still be, but it had to be built on  a different past because I wanted it very clear to everyone that this was a world that colonists and specifically Europeans, had no part in building.

It was also important that the core mechanics offer combat as an option and not the default. Most fantasy games are geared toward going somewhere unfamiliar, killing everything there and then measuring your success based on how much you looted. That sort of storytelling is really limited. For me, the best stories are about building bridges, righting wrongs, finding equilibrium in the middle of chaos and optimizing your gifts in ways that benefit as many as possible, not just yourself. I’m really hoping that Coyote and Crow becomes the launching pad for those kinds of stories.

A promotional image for Coyote & Crow featuring an older Indigenous person in a high collar with split tones over their face of red and blue, lighting their eyes with those colors.

Amazing! So much good stuff here. I just have one last question to finish this off. As you’ve worked on the design and playtesting for Coyote & Crow, what are some experiences that stand out and excite you for the game and for players to enjoy? What lasting impact do you hope for?

That’s actually a long list. The first time we did a playtest and one of the players got to experience the exploding dice mechanic and they were so thrilled. I knew I was on to something when I saw that look of joy and excitement. Another great moment was when my Native group of playtesters got to meet the supernatural entity that we were using in our adventure (and appears in the one shot that’s in the book). That feeling like we were all playing something that was “ours” was palpable and deeply gratifying.

Since I’ve passed along some of the play testing to our team, I’ve heard some incredible stories from our Story Guide. They said one group just decided to completely cozy up and become friends with a group we’d originally written as sort of adversarial. That was great! As much as I love writing stories and being a Story Guide, having players take it down their own path is always such a treat. Most of my own personal favorite RPG stories over the years usually involve some amount of deviating from the gamemasters plans.

Which leads me to the second part of your question. The lasting impact that I’m hoping for is that people, Native and otherwise, find themselves exploring the world we’ve built and feel inspired to tell new stories and new kinds of stories. I’m a firm believer in storytelling and the power of it. It has the power to unify, to heal, to inspire. My greatest wish is that Coyote & Crow does what all of the best science fiction does, which is to bring some hope to our real lives by giving us a thought provoking world to temporarily escape to. If I can do that for some folks, especially my Native cousins out there, then I’ve succeeded.

A promotional image for Coyote & Crow featuring two characters in gorgeous Indigenous outfits surrounded by colorful patterns, with what appears to be a flying robot overhead.

Thank you so much for the interview, Connor! Coyote & Crow sounds like a really amazing game and I’m excited to see all that comes from it. Check it out on Kickstarter today!

Interview on Tomorrow on Revelation III

Today I have an interview with Dominique Dickey about their project, Tomorrow on Revelation III, which is currently on Kickstarter! This project seems really amazing and explores a lot of complex themes, so I hope you enjoy hearing about it! Check it out!

Today I have an interview with Dominique Dickey about their project, Tomorrow on Revelation III, which is currently on Kickstarter! This project seems really amazing and explores a lot of complex themes, so I hope you enjoy hearing about it! Check it out!


I’m excited for the opportunity to interview you about Tomorrow on Revelation III, which you’re launching on Kickstarter. It sounds fascinating! Before we talk in detail about the game, can you tell me a little about yourself and how you came to be designing this project? 

DD: I’m Dominique Dickey! I’m a writer, editor, and consultant. I’ve previously worked as a freelancer on projects such as Thirsty Sword Lesbians, Sea of Legends, Lost Roads, and Pathfinder Lost Omens. You can also find my rpg TRIAL on itch.io: it’s a narrative game that explores race and the criminal justice system via the story of a murder trial, and was my first foray into games as a mechanism of social change.

Last summer, I had the idea for a game about farmers avoiding becoming obsolete on a space station. I was interested in themes of capitalism and finding meaning outside of labor. I also wanted to design a game about community-driven social change, and find a way to represent that change through game mechanics.

I spoke to my dear friend Charles Linton and realized that my initial premise was more suited for a one-shot than a campaign, as resolving the problem (making sure the space farmers had rights and protections) would break the game (by obliterating a core aspect of the setting). I also didn’t want it to become a game about making oneself necessary to the capitalist machine: what if the farmers’ profession actually does become obsolete, but they find value outside of their labor? The way I initially envisioned the game would not allow players to answer that question, or others like it.

From those discussions with Charlie, the game shifted to be about a group of people on a heavily stratified space station, all with different backgrounds and levels of privilege, working together to improve their collective circumstances. I was really excited by the idea of developing the eponymous station and its stratifications—this was my first time writing a game with a super concrete setting, and I wanted to create a rich and generative sandbox for players and GMs to enjoy.

Continue reading “Interview on Tomorrow on Revelation III”

A New Masculinity: The Men of Wolfenstein: The New Order

I want to talk about so many things in the realm of Wolfenstein and how it portrays masculine characters, but I want to talk first about the characters themselves. We’ve addressed how Wolfenstein: The New Order talks about masculinity through the main character William “B.J.” Blazkowicz, and how it functions in genre. Now I want to address some of the other characters that are in the game and how they are presented (I may not address all your faves, sorry).

This is part of a series on masculinity and the game Wolfenstein: A New Order. The series focuses exclusively on Wolfenstein: A New Order and the characters within it, though it does reference the backstories of characters that may not be revealed until later games in that series. Much of the specific details here were sourced in the Wolfenstein Wiki.

Content warning: Nazis, hate crimes, domestic abuse (parent-child, spousal), violence, homophobia, racism, ableism, eugenics, torture, suicide, animal cruelty

SPOILERS for Wolfenstein: The New Order and elements of Wolfenstein: The New Colossus.


I want to talk about so many things in the realm of Wolfenstein and how it portrays masculine characters, but I want to talk first about the characters themselves. We’ve addressed how Wolfenstein: The New Order talks about masculinity through the main character William “B.J.” Blazkowicz, and how it functions in genre. Now I want to address some of the other characters that are in the game and how they are presented (I may not address all your faves, sorry). I also played the Wyatt timeline, one of the most vital decisions in the game, so I won’t address Fergus or his timeline much (playing thru again hasn’t been possible with my cognitive issues). I’ll likely address characters like Caroline, Frau Engel, and Anya in a separate article, because that’s a very different matter. 

Note: I may not discuss Sigrun, Frau Engel’s daughter, from The New Colossus in detail due to how her experiences are related to my own trauma, and since she is from a later game. We’ll see!

First up, we’ll address the Resistance. Note that I don’t think that these characters are without flaws, but I want to appreciate their good characteristics. 

Max Hass from Wolfenstein: The New Order, a large white man with a visible brain injury in suspenders and a thermal shirt, sitting on a bed. Image from user joumur on Steam.
Max Hass from Wolfenstein: The New Order. Image from user joumur on Steam.

I want to talk about Max Hass with a desperation. Max is a pacifist, and was born with a brain injury and abandoned as a child. I love Max for a lot of reasons, but I will note that he experiences the stereotype of many mentally disabled folks in that he is physically minimally vulnerable, very strong, and speaks simplistically – only saying his name. This portrayal is obviously from a challenging perspective and can be harmful. However, the character is well-loved, heroic, shown to be mostly capable except for his own traumatic responses, and while he is shown to be childlike, he is distinctly masculine in his presentation. 

Max is flawed in his presentation in regards to ability, though he is definitely fitting a trope. But he’s portrayed as a masculine character in a youthful way, which is something we rarely see in war games. Childlike natures are often presented as juvenile, rather than something understandable that people respect and support, like when B.J. helps recover Max’s lost toys as part of an achievement and story thread. Max Hass is an example of a character that could have been done better, but to me his inclusion was valuable – it’s okay to be disabled, to perhaps be childlike, regardless of the reasons behind those things. You can still be loved, still be a boy at heart. These are things we often strip from disabled masculine people, so it mattered to me.

Next to Max, we don’t go so far to find Klaus Kreutz, who is the one who recovered Max from behind a dumpster after losing his own disabled child to the Nazis eugenics. He was originally a Nazi soldier, and after losing his son and his wife in a tragic encounter, grew to deeply hate the Nazis and their ideology. He turned against the Nazis and became a member of the Resistance, and while he encountered initial conflict with B.J., they eventually become colleagues that respect each other. This encounter is shown in The New Order, and is important because in many instances, we frame Nazis or fascists as not real men or even men who change sides as not real men because they’re disloyal or because Real Men don’t do violence, and this is a flawed and messed up concept. In the game, they don’t portray the situation as such, instead focusing on the Nazi atrocities and whether Klaus might harbor any Nazi beliefs. 

Klaus is shown as caring, and loving towards Max. He is without a doubt portrayed as a masculine character with a past of violence, but now he instead cares for Max as if he was his own child, and doesn’t question giving his life for the resistance. He embodies heroic qualities and paternal qualities we associate with adoptive fathers. Doing this to someone who left Nazi service and showing that people can change is a vital element of the storytelling in The New Order.

Wyatt from Wolfenstein: The New Order, a white man in fatigues in a black and white closeup. Image from user Joey Stick on Steam.
Wyatt from Wolfenstein: The New Order. Image from user Joey Stick on Steam.

The flip of the coin is Probst Wyatt II, a dedicated and initially idealistic soldier who served alongside B.J. and in one timeline of the game, he is the character saved from the terrifying Deathshead, a villain who tortures the characters quite horrifically. Wyatt experiences post-traumatic stress disorder from the war and depression after the suicide of his mother. He is one of the few genuine portrayals of mental illness in a masculine character I’ve seen in AAA games where the illness is recognized and respected. Wyatt is given space to struggle through his illnesses and not forced to participate in further war, and granted space within the Resistance compound to recover and rest. 

I cannot describe how much Wyatt’s story impacted me. I am so very used to seeing symptoms of mental illness hidden in games, washed over or described as supernatural or unreal. They’re often shamed, or dismissed as unmanly or unmasculine and masculine people who struggle with mental illness are emasculated and lose their agency. They’re shamed if they take space to deal with or struggle with their trauma. How many moments ask you to “Man Up”? Doesn’t Wolfenstein itself use a frankly shitty difficulty level imagery with B.J. in baby clothes if you choose the easier difficulty? (Don’t think I’ve forgotten it, I think about it every day.) Wyatt’s struggle is vital and important, and the way the rest of the characters treat it is even more important for any type of character, but definitely a masculine one.

Note: From what I know, Wyatt copes with addiction in an attempt to help his illness in The New Colossus, but does recover after some challenges. I think this is also an important story, and hope to play through it someday.

J, one of my favorite characters, is one of the few Black characters featured in The New Order (aside from Bombate, who I adore) and is the survivor of a hate crime by United States white supremacists. He is a guitarist and initially, as mentioned in the previous article, finds conflict with B.J. because he tells B.J. that in the U.S., white people (and implicitly, I think, the military) were the Nazis. J is so important to the story that it disappoints me not all players might fully engage with his story and his scenes, since they aren’t mandatory, but he opens B.J.’s mind literally and figuratively by playing music and giving B.J. drugs that cause him to hallucinate, but also reflect on his thoughts about Black Americans and about the role of white U.S. citizens in the oppression of Black people. It’s a beautiful scene.

J from Wolfenstein: The New Order, a black man playing a guitar. Image from user eg0rikTM on Steam.
J from Wolfenstein: The New Order. Image from user eg0rikTM on Steam.

J himself is portrayed in many ways like Jimi Hendrix, who he appears to be based on – natural hair, colorful clothing styled like 60s and 70s funk fashion (as much as can be managed in the war). He does not fit the white concept of masculinity, and that’s important. He could be seen by some to be flamboyant, but instead he is presented as expressing himself. He could have been presented as hyper masculine and robust in a racist stereotype, but instead he is thin, scarred, but still resilient. I could say a lot more about J, but I would want to hear more from Black players on his masculine portrayal, and on that of Bombate. 

Bombate is a Resistance fighter and I know that in The New Colossus he is portrayed somewhat as a womanizer, cheating on one character with another. However, in The New Order, he’s steadfast and tells stories of his experiences at the hands of the Nazis. Bombate traveled north from his home in Southwest Africa (Namibia) to face the Nazis head on, and after two years was put into a forced labor camp. He has been through immense trauma, but it never once is designed in The New Order for you to feel any disrespect for him for the way he processes that trauma or to see him as anything other than heroic. 

He is framed as masculine, and is not dismissed as a threat to the Nazis. Bombate is an immediate powerful ally for the player as B.J., respected and trusted. It is refreshing to see a character presented so simply as someone just and who did the right thing, even if they suffered, and not have the whole story be how they are now weak because of their trauma (but not presenting them as unrealistically powerful, either). Especially for masculine characters, I feel like this is underrepresented.

This video on Whiteness and Judaism in Wolfenstein does a much better job than I could discussing the subject.

The final Resistance character I want to address is Set Roth. Set is one of the only Jewish characters we interact with, aside from B.J., and the highest profile masculine Jewish character whose identity is relevant. While there are absolutely concerns about the portrayal of Judaism in Wolfenstein, I was happy to see a Jewish character at all since past games kind of blurred over that beyond the main character (whose identity wasn’t really addressed). As far as masculinity goes, Set is presented as an elderly man, but still virile, still brilliant, and would by many be stereotyped as a wise old man (never failing to lose that vibe of men-are-smarter-than-women). However, he works alongside Caroline as an equal, and never once places value on masculinity of himself or others over that of the mission or the women in the game. 

Set is unusual in that his gender and presentation is not so overt and this may be a case of how we tend to de-gender or minimalize the genders or presentation of people who aren’t the standard issue white person, but it also may be related to the fact that he is older and we desexualize and de-gender the elderly in a similar way we do some young children. However, as I have limited exposure to masculine Jewish culture, I could also be witnessing my own bias in action – and this is something I would love to hear more Jewish perspectives on. I am far from an expert, I’m just sharing what I experience and witness. 


And now, a note on the other side of the conflict. We won’t dwell long on them, for obvious reasons. Note that none of my allowances for the possibilities of characters having trauma or reasons for their actions means that I excuse their actions or that I think anything they do is okay. Just for clarity! There are absolutely more masculine characters in the Nazi side, but I don’t want to give too much attention to them – they are mostly hypermasculine, toxic, and cruel characters.

B.J. Blazkowicz from Max Hass from Wolfenstein: The New Order, a white man saying "Breathe in, count to four. Breathe out, count to four." Image from user joumur on Steam.
We’re not sharing pictures of Nazis here. Take a breath, let’s get through this together. Image from user joumur on Steam.

Hans “Bubi” Winkle is the 15+ years junior companion of Frau Engel. His presentation is harder to address, because at first you might think that he was effeminate as a way to mock the unmanliness of Nazis or frame them as subservient to women, making women the enemy. But this… did not play out for me in the end. Hans (I refer to him by his name, not what he’s called by Engel) is absolutely a villain. He is absolutely a masculine character, but frankly he’s not the kind of masculine United States citizens are used to. German masculinity, from what I’ve witnessed being there and knowing a number of Germans, is not the same as U.S. masculinity. Hans is still within the range of masculinity in his dress, many of his mannerisms, and even his toxic masculinity of killing for the woman he loves. Engel is his “everything,” and for that, he wells with cruelty and indulges her atrocious acts.

It is important not to forget the masculine characters who are not what we stereotype as masculine. It’s important to address toxicity and the cultural context of the characters we see in media, regardless of whether it sounds good. The relationship between Frau Engel and Hans is toxic, especially when you factor in her abusive nature to her own family, and Frau Engel’s own favoring of time-typical masculine behaviors and dress, and masculine people over feminine people in her life. You note in the game that Hans plays up his ditzy boytoy attitude when around Engel, but becomes more brutal and masculine when apart from her. Hans stays in his position of power by following her rule, which is his failing as a human as much as it is clearly a method of survival. He is the passionately loyal lover and companion – willing to do anything to maintain his status, especially since his past life as an unsuccessful prison guard would never be worth going back to in comparison. 

Wilhelm Strasse, a.k.a. Deathshead, the initial villain of the game, is a polar opposite of Hans. He’s immensely powerful, and while he does fall in the end thanks to B.J., he’s held up as the epitome of Nazi brilliance and cruelty. However, it becomes very obvious throughout play that his eugenics and white supremacy (and male supremacy, if his cadre is any indication) is flawed. The dog brains he puts in robots still maintain habits of regular dogs, his creations suffer in pain, and his pride is what leads to his fall. 

He is absolutely portrayed as a masculine character in the same way that other Nazi generals and authorities have been portrayed in propaganda, like the doctors who performed atrocities. Their maleness, their masculine nature, is supposed to be what makes them so brilliant, so dispassionate and willing to be cruel and cold in the pursuit of science. It is a vile concept, but it is clear in the game that the Resistance and those opposing the obviously villainous Nazis don’t buy it. He is a villain in part because of this perverted toxic ideal of pristine and perfect masculinity. Instead, the characters embrace the imperfect masculinity of characters like Max, J, and B.J.

The Wolfenstein title card with B.J. swimming through water shirtless. Image from Moby Games database.
Image from Moby Games database.

That’s part two of this detailed series on how masculinity is designed in Wolfenstein: The New Order. Design includes how characters are written, how they interact, and how they are presented, beyond the mechanics or rules in the game. I hope to explore more of this topic in future installations of this series, and I appreciate your time as I pick apart my feelings on the game. Please consider supporting me occasionally or monthly on ko-fi.com/thoughty as I do more posts like this!

Celebrate #Epimas2020 by Giving Games!

I hope you all are staying safe and celebrating any holidays you do while respecting COVID-19 guidelines! I want to share some fun and interesting games with you as part of the #Epimas2020 bundle that I’m a part of. I hope you like what I share! The bundle ends in three days!

To tell you a little about Epimas, it is a created holiday season bundle run by Epidiah Ravachol, who I am lucky enough to have known and worked with over the years. The bundle was originally conceived as a way to share games with friends or new players and expand the hobby while maximizing use of the PDF format. You gave a bundle, you got a bundle. This year, it’s on itch.io and while the give/get format isn’t yet feasible on the platform, there are 69 designers contributing to this amazing bundle you can gift a friend or colleague to help them explore so many amazing games that soon, they’ll be inviting you to play them!

This is the first year I can really participate in the bundle, and may be the last. I’ve wanted to be a part of Epimas since I first started in games years ago and saw it, because it demonstrates something I really love – games as a gift, as a way to grow the hobby, as a way to try new things, and as a way to spur new creation when inspiration strikes after checking out so many amazing games. I am so excited to be a part of it, so in the last few days of it, I wanted to recommend you check it out!

This year’s bundles are named in a trend with Santa’s reindeer, starting with the overarching Dunder & Blixem bundle, which covers all games offered in the bundle. The others are Vixen, Comet, Cupid, Dasher, Dancer, and Prancer, which break down the bundle into smaller bundles of games. I am in the Vixen bundle with Turn, alongside these others! Note that I haven’t played most of these games, but I’ve read the reviews and some of the text from a few and that’s how I’m compiling my notes.


Continue reading “Celebrate #Epimas2020 by Giving Games!”

Into the Mother Lands with Tanya DePass and more!

Hi all! Today I have an interview with the creators of Into the Mother Lands, a new project being performed on and sponsored by Twitch and released on YouTube, developed using the Cortex Prime RPG system. You can keep up to date on the project through their Twitter or Discord, and until then, check out the responses from Tanya DePass (T.D.), B. Dave Walters (B.D.W.), and Gabe Hicks (G.H.) below!

Catch Into the Mother Lands, a Cortex Prime RPG actual play using a new sci-fi IP created by Tanya DePass, leading a team of veteran Black & POC creatives as they build the world and its stories together at twitch.tv/cypheroftyr, Sundays at 4pm Pacific/6pm Central/7pm Eastern/5pm Mountain time.

What an amazing team, and with Tanya at the lead! For our readers who may be new to your work, could each of you introduce yourselves and talk about your experience and specialties that you’re bringing to the Into the Motherlands RPG?

B.D.W.: I say words about things! I have been playing games for about 30 years now. I’m the writer and co-creator of Dungeons & Dragons: A Darkened Wish and DM for the streaming series of the same name. I also have written for Werewolf the Apocalypse 5th Edition and some other unannounced World of Darkness projects.

I have also consulted on increasing diversity and inclusion in a number of well-known gaming properties. 

T.D.: I’ve been a diversity & inclusion consultant in RPG’s for the last few years, have writing credits with Green Ronin, Paizo, Monte Cook Games, WotC and have been playing RPG’s since I could hold a D6. 

G.H.: Hi, my name is Gabe Hicks! I’m a voice actor, streamer, and designer who works in digital and tabletop. I have written for MOBAs, worked with Paizo, Zweihander, a plethora of other companies and systems and narrative work and taking those experiences and working with different worlds is part of how my design and narrative process have helped me in building this world for Into the Motherlands RPG. It’s learning a little bit from each piece that I’ve done and considering how it all blends in the world together.

There is hype for Into the Motherlands already, but what are you most excited to explore? How does your use of streaming and your varied backgrounds impact your presentation of these exciting elements?

B.D.W.: I am most interested in being able to explore a sci-fi setting that’s not ultimately a bland retelling of the Westward Expansion!  We have the privilege of painting an entirely new portrait of a civilization completely free from colonialism, and that has been an incredibly satisfying mental exercise. I can’t wait for you to see it! 

TD: I’m excited to tell a story without colonization and slavery as part and parcel of the world’s lore and history. To see where our folks wind up and how their choices become a canon part of our world. 

G.H.: I’m really excited to give a core premise for worlds and then see how people build onto them or build their own. There’s a lot here that we have to build up and create more and more, and it’s an opportunity not often given to really have a whole fresh start especially when it comes to world’s imagined specifically by people of color. With the different skill set and experiences of the team as a whole when it comes together it’s beautiful. We’re able to figure out and design a game that plays well in a show format but doesn’t have to be a show to be fun. 

That sounds great! So tell me about Into the Motherlands. What is different about it from other sci-fi settings? How are you demonstrating the unique elements?

TD: It’s different in that we’re not going for super grim dark, it’s populated by a variety of cultures and does its best to invert a lot of tropes. 

G.H.: We built this system with such a heavy emphasis on storytelling in a sci-fi setting. So many people try to make games that are combat in space without as much emphasis I’d like in story, world building, and creating entirely just new ideas rather than playing off tropes. Not to mention, when we do see these things there is almost never African inspiration tied into them.

What is it like debuting a game on Twitch? Are there unique challenges or benefits that come from this platform as your showcase?

TD: It’s hard because we discovered people will backseat literally anything, including a brand new system and even the production of the show. Benefits are that people can see it done real-time, but also you get to see the weird commentary and other things people are throwing around. For me, it’s hard because all these theories are so incredibly wrong, but you can’t stop playing to address it in chat. 

G.H.: I honestly think I’m spoiled now with development. We get a chance to see LIVE what people are interested in, what people want to see more of, what people want to know more about and it honestly makes my job so much more interesting. It’s an opportunity to literally focus on the things people want and then create extra on top. This isn’t a circumstance where we have to wait and see what gets people interested during development. It’s such a fortunate thing. 

Where did the inspiration for Into the Motherlands or your work on it come from? How have you workshopped ideas when you’re working to avoid colonialism? Does that come naturally to your team?

TD: We just talked, and decided there would be no colonialism, slavery etc. It’s not that hard and we didn’t need to workshop it. With an all Black & POC writing team, we just opted out off that, simply because Sci fi and fantasy don’t need those to tell a compelling story. 

G.H.: It does come pretty naturally. It’s a team effort and that’s so clear when we sit down and work. Like Tanya said it was just a straight up choice, none of it. I’ve literally been reading into the different biomes and environments in Africa, the way flora and fauna interact, and how much variety there is in life. It’s been a never ending supply of inspiration and stuff to share.

The Into the Mother Lands logo with a black and white starfield background and the text Into the Mother Lands in a stylistic font with two yellow lines swooping through like rolling hills.

What’s it like working on an inclusive and diverse team that’s got such varied perspectives? Does it feel more freeing to work in this way, and does it help on this specific project to be such a diverse team?

TD: Absolutely it’s more freeing. However, we assembled this talented team of Black & POC creatives not just to be ‘diverse’ but because everyone is super talented and capable. While it’s being pointed out that we’re an all Black & POC team, by us because for me (and maybe others) it’s the first time we’ve had that option. But it’s not the only thing about our group, game and show. 

G.H.: It’s freeing. Someone always has a new perspective or an insight. IT’s not just one point of view but it’s like knowing we all have some different experiences in some of our similar views. I feel a bit like I have less to prove of myself, a bit like I can already say “These people get it.”. On this project especially, having a diverse team is huge part of why this game works as well as it does. It’s a testament to diversity being such a boon in creation.

Thank you so much to all three of those able to respond for this interview! I hope you all enjoyed this interview, and that you’ll check out Into the Mother Lands on Twitch each Sunday!

Catch Into the Mother Lands, a Cortex Prime RPG actual play using a new sci-fi IP created by Tanya DePass, leading a team of veteran Black & POC creatives as they build the world and its stories together at twitch.tv/cypheroftyr, Sundays at 4pm Pacific/6pm Central/7pm Eastern/5pm Mountain time.

Five or So Questions on Last Fleet

Hi all! Today I’ve got an interview with Josh Fox about Last Fleet, which is currently on Kickstarter! Check out Josh’s responses below to learn more about the game!

An illustration of a bearded person standing holding a blue crystal, staring out a window at the sky expectantly.

Tell me a little about Last Fleet. What excites you about it?

The elevator pitch for Last Fleet is that you’re brave pilots, officers, engineers, politicians and journalists aboard a rag-tag fleet, fleeing from the implacable inhuman adversary that destroyed your civilisation. The game focuses on action, intrigue and drama in a high-pressure situation.

The game delivers the experience I got when I first watched Battlestar Galactica (the noughties reboot). I remember the incredible sense of pressure, an exhausted fleet and characters both on the edge of collapse, the high stakes, and the explosive action. I remember the simmering political tensions between different factions. I remember how everyone was under constant suspicion of maybe being a secret traitor, and sometimes people even suspected themselves. And I remember how all of this was demonstrated through personal conversations between friends, family members, lovers, and rivals. That’s what the game is designed to do.

Also, I just flipping love the bad guys in this game. The Corax are a hive mind, an immense extradimensional fungus network that live in the tenebrium, the realm outside normal space that FTL ships travel through. When the Corax fleet attacks, it’s by extruding these huge fungus tendrils out of a dimensional rift and then launching swarms of spore ships.They’re able to absorb their victims’ genetic material and also the information content of their brain, enabling them to create an exact copy of the victim, memories and all, but who is actually a flesh puppet for the Corax. And so, if you lose a fight to the Corax, rather than just getting killing you’re typically paralysed and dragged off to be deconstructed in a biological cauldron. The next time we see you, you won’t be you anymore. Which is pretty horrible.

The Last Fleet cover image with a large mass covering the top of the image and an opening surrounded by tendrils and filled with pink light and debris spilling out. On the left of the image, four hexagons display different characters including an engineer, civilian, pilot, and commander. The title, Last Fleet, is in all caps in white letters at the top inside a white pointed box.

How does the game mechanically approach the Battlestar-style relationship environment?

A key part BSG is obviously the political environment: a military hierarchy, the presence of elected officials whose interests are only partly aligned with the military, and other factions such as Zarek’s people, Baltar’s cult, the union and others. I’ve baked that into the game setup, so that whether you create a setting yourself or use one out of the box, you’ll generate groups whose agendas will push against fleet unity. That’s then reinforced by the Call for Aid move, which enables players to get certain benefits that they can’t get anywhere else – like access to rare equipment, or the ability to perform an action at a larger scale – often in exchange for tying themselves more closely to that faction.

Of course, like most PBTA games, Last Fleet also comes with a set of charged relationships between the player characters, to get things going. These are handled fairly loosely initially, just little seeds of friendship or rivalry or a grudge or suspicion. But then the game’s core mechanic reinforces that. The nub of it is that you can voluntarily ramp up pressure on your character in exchange for bonuses to your die rolls – an effect that allows you to succeed at almost any roll, if you wish. But to get that pressure down, you have to take actions that generate interesting relationship drama.

There’s three ways to do it:

  • You can Let Loose, indulging a vice and losing control. Let Loose is an easy, almost-guaranteed way to reduce pressure, but it also automatically puts you in tricky situations: even on a hit you’ll do something you otherwise wouldn’t like revealing a secret, making a promise, or falling into another character’s arms.
  • You can Reach Out, sharing a hope or a dream or a fear or suchlike. Reach Out reduces pressure by strengthening relationships – but then everyone who you build a relationship with has a bit of that pressure invested in them, so if something should happen to them, the pressure comes rushing back all at once.
  • You can hit Breaking Point, allowing the pressure to come to a head and then doing something foolish or dangerous. Breaking Point is a bit like getting Marked in Night Witches, in that initially it’s evocative and fun, but do it too many times and you’ll come to a sticky end.

So between all of the above stuff, you get a pretty rich stewpot of political, social and emotional drama.

Two people in casual clothing look at each other in sadness as one hands the other a set of identification tags. In the foreground, there is a photograph of three people embracing and hugging next to pens in a cup, a set of glasses, and a decanter.

That potential result with the enemy changing you instead of death sounds really intense – what is the effect of this on the game, and on the players?

That potential result with the enemy changing you instead of death sounds really intense – what is the effect of this on the game, and on the players?

It’s not something I’d typically expect to happen to player characters. The game’s principles encourage you to build up interesting NPCs and make the players care about them, partly so you can “kill their darlings” later on. Or better yet turn them into baddies.

If it does happen to a player character, you have two options: bring them back as an NPC, or give them the Sleeper Agent move. Sleeper Agent is a start-of-session move, which generates bad stuff that your character has secretly been doing off-screen. Even you, the player, don’t know what it is. How well you roll tells us how bad it is, how much evidence there is to implicate you, and how much chance you have to stop it.

Incidentally you can start as a Sleeper Agent by taking the Scorpio playbook.

An illustration depicts a woman in a battle uniform giving directions in a fiery battle.

What do players typically do in Last Fleet to occupy their time – are there adventures with strange worlds, or are they more likely to be negotiating in a dramatic scene?

It really depends a lot on what roles and playbooks are chosen. The roles include soldier types to engineers to more political characters. The playbooks are slightly more personality-based, but each one will colour the type of play you’re likely to see, with playbooks like Gemini bringing in skulduggery, or Scorpio bringing in intrigue, or Pisces bringing in the supernatural.

There’s always a lot of stuff going on in Last Fleet, which could include things like:

– Dealing with a tense stand-off between civilians and the military, or between other political factions

– Handling the results of mass panic: protests, riots, or other civil disobedience

– Addressing practical problems like mechanical breakdown or resource shortages

– Investigating suspicious stuff, which could turn out to be political, or could turn out to be enemy infiltration

– Handling the fallout from the above – bomb threats, sabotage, poisoned food supplies, etc

– Battling the enemy, whether in tense space dogfights or holding off boarding actions

Whichever roles and playbooks are chosen, the above will be going on at some level, but the emphasis and the approach to problem-solving will vary massively. So you could get more politicking, crisis management, investigation, scouting/away missions, or battle scenes. All interleaved with the interpersonal drama generated by the pressure system.

An illustration of a soldier leaning against an alien shape with pink growths on it.

How do you control the level of violence in the game for players to ensure they’re not veering into monstrosity?

Last Fleet is the first game I’ve written where violence is explicitly coded into the rules, because the war-time setting makes it inevitable. Nevertheless in my experience, violence in play is typically instigated by the enemy who, by definition, are implacable – intent on humanity’s destruction or (as the canonical bad guys, the Corax have it) borg-style absorption. Indeed the nature of the setting makes this almost inevitable. Desperately trying to fend off waves of enemy fighters, protect civilian ships, hold off boarders, and so on. So there’s violence, but it’s mostly defensive in nature or (Night Witches-style) action aimed at destroying military targets.

But violence is a thing that can get more extreme if an enemy, particularly an enemy infiltrator, is captured. We see that in the source material as the characters are so desperate to win the war that they’re prepared to torture or kill in cold blood to get their way. All I can say here is that the game provides absolutely no benefit to doing this. The only interrogation moves are in no way enhanced by putting the target under duress, except perhaps emotional duress (by using the move “call them on their shit”).

Even so, something about the setting is likely to make some players go there, let’s face it. My games always contain a section discussing safety (not yet written for Last Fleet) and war-time issues like violence and torture would be front-and-centre for an initial discussion around lines and veils. Every game I’ve run to date has banned torture from the game before the first scene is played, for instance. That is what I’d recommend unless a group is keen to explore this very dark territory.

There is one particular playbook, Capricorn, who is a risk in this regard. They are explicitly set up as a character who is willing to do anything to defeat the enemy, with moves that hard code in collateral damage, for instance. In this case play is focused on the social and personal consequences of this behaviour: if you’re lucky you steady the fleet, if you’re unlucky you can cause more damage than the enemy, and spark panic. In a way the story of the Capricorn playbook is “can you avoid becoming a monster”, and obviously there’s a chance that the answer is “no”.

A person in green and orange clothing with safety gear on welding metal parts.

Thanks so much to Josh for the interview! I hope you all enjoyed it and that you’ll check out Last Fleet on Kickstarter today!