PTSD, access to role-playing games, and the Luxton technique by P.H. Lee

This post was originally posted on G+ by P.H. Lee on August 28, 2017. It was a significant influence on updates to the Script Change RPG toolbox, and is an essential read in regards to addressing safety in the game community and at every game table. Lee has authorized me to post the text here in full since G+ is dying, which I greatly appreciate – it’s super valuable!

Preamble

I have PTSD. About 6-7 years ago, more or less, various pan-RPG techniques to control triggering[1] content — The Veil and the X-Card, to name two of a vast diversity — became commonplace in the RPG circles that I played in. Around the same time, I stopped participating in role-playing games at meet-ups and conventions, or anywhere else that these techniques were promulgated. These three things (PTSD, X-Card, and my withdrawal from play) are related. I’m writing this essay to discuss the ways that these techniques cut off my access to role-playing games, and introduce know techniques that, I hope, will point to a way forward in terms of accessibility.

Conflicting Access Needs
Before I go further, I’d like to reference a term from the disability rights movement: conflicting access needs. Disabled people are extremely diverse and our disabilities are also extremely diverse. While an ideal world would have everyone’s access needs met at all times and in all circumstances, in many circumstances, with many disabilities, that is practically or fundamentally impossible.

An example, which I’m paraphrasing from Autistic blogger Mel Baggs: A group home for Autistic people have some occupants who constantly verbalize, and others who are hypersensitive to noise. The verbalizers have a reasonable access need to be allowed to verbalize. The hypersensitive have a reasonable access need for quiet. Both of these access needs are reasonable, but it is impossible to meet both of them in the same space.

For this essay, the point is that, while I’m describing ways that my (and others) access to role-playing games has been cut off, I want to acknowledge that the techniques in question were developed and promulgated — often by people with similar disabilities to mine — to meet a legitimate access need. That they cut off my (and others) access to role-playing games does not mean that they are inherently wrong, bad, or ableist.

I do not want this to turn into “X-Card (or The Veil, etc, etc) is bad” and, even more so, I do not want it to turn into “the people who propagate these techniques are bad.” That’s not my opinion and, also, it’s wrong. I am hoping that by writing this essay I can move the discussion of accessibility of RPGs for PTSD sufferers from “use this technique” to a conversation which can account for different players, different goals, different communities, and different access needs.

A Note on Personal Narrative

I’m going to use a personal narrative throughout this essay, because it is based on my own experiences of both role-playing games and PTSD. But I want to be clear: I am not speaking solely for myself in this. Simply from personal circumstances, I can attest that the problems I have are problems that are shared by a number of other people with triggered mental illnesses.

Likewise, there are people with triggered mental illnesses who have a very different experience — most importantly, there are people with triggered mental illnesses who find the X-Card, The Veil, etc. to be vital techniques for their access to role-playing games. I do not want to erase these people — they exist, and their experiences also matter.

Please do not take my use of personal narrative as evidence that I speak only for myself. I don’t. Likewise, please don’t take my speaking on this topic as someone with PTSD to assume that I speak for all people with triggered mental illness. I don’t.

The X-Card, the Veil, and all that

The X-Card, the Veil, and similar techniques have their roots in a section of Sex and Sorcery, a supplement for Sorcerer by Ron Edwards, where he (roughly paraphrasing) suggests a technique dealing with difficult sexual content in the game by “drawing a veil over it,” basically, describing it in loose terms and then moving on with play, rather than playing it out. This is included together with several other techniques, including actually playing it out and fading to black. From there, like many things from the Sorcerer supplements, it developed on the Forge forums as a more generalized technique that could be applicable to all games.

I first encountered The Veil as a universally applicable technique in the context of public play in the Pacific Northwest — I believe it comes out of the Go Play NW convention, but I could be mistaken. By the time it reached this form, it had mutated considerably — it was something that was invoked by a particular player, rather than a general technique for play, and it generally had the effect of erasing the content of play [2], rather than playing it out in a vague sense and then moving on. It became a widespread meta-technique[3], adopted at a lot of public play events.

Simultaneously [4], in the New York City play scene, John Stavropoulos developed the X-Card as a meta-technique. With the X-Card, the system is formalized. By “throwing the X-Card” (either a physical card marked with an X or just an invocation), a player stops play, and the offending material is erased, and play continues as if it had never happened.

The X-Card grew in popularity and was adopted throughout the indie-games public play culture. By the time that I had largely retreated from public play (~2013), it was fairly universal. Although I have not been in touch with public play culture since, it does not seem (from my outsider perspective) to have become any less widespread.

My Experience

My first reaction to The Veil as a meta-technique was simply “well, I don’t want to do that.” At the time, it was not generally regarded as a universal meta-rule, so that was the end of my encounter with it. However, as it grew in popularity, I began to be increasingly averse to it. I remember a particular event — I think it was at Indie Hurricane, although I could not guess at the year — where it was introduced as a generic rule for all pick-up games. I got a horrified, sinking feeling, my eyes started to flutter and my stomach twisted — familiar signs of a triggering [1] event. I cannot remember whether I then said to my players “I’d like not to use that for our game” or not — I cannot even remember if I ran my planned game or left the scene immediately. Poor memory often accompanies being exposed to triggers.

I tried playing a few games with the rule in place, thinking I could maybe get used to it. Even though, to my recollection, it was never invoked, those games left me an anxious wreck afterward.

I stopped going to convention events as often. I started going to local public play groups, but shortly thereafter the meta-rule spread there as well, and I stopped attending those as well.

I did not at the time understand why this was triggering to me. I’m not entirely sure I was conscious that I was being triggered — it seems obvious in retrospect but I think that at the time I was not able to recognize exactly what was going on.

I made several attempts to communicate my distress — I remember talking on separate occasions with John Stavropoulos and Avery Alder about it — but because I didn’t understand what was going on, I could not clearly explain my problems, let alone propose solutions. Obviously, my attempts at communication were unsuccessful [5].

The Veil was replaced by the X-Card, and the technique continued to spread. I continued to retreat from Indie RPG circles, although I continued to play with personal groups and in non Indie RPG spaces such as AmberCon NW.

As an aside, I should say that this inaccessibility was far from the sole reason I retreated from Indie RPG circles and that, also, I do not regret having done so. My retreat has allowed me to spend more time on fiction writing, on personal friends, and on campaign play of RPGs. All of these have benefitted me both personally and professionally.

The problem

Both the X-Card and The Veil (as practiced in the PNW at that time) have as their core concept that the correct default way to handle triggering material in a role-playing game is to excise the material from the fictional timeline and thereafter to continue play. This is a commonplace understanding of how triggers work — remove the trigger, problem now solved.

This is, for me, a disaster, because it replicates the environment of denial and powerlessness that caused my PTSD in the first place.

Fundamentally, any approach to triggering material that contains any element of “pretend it never happened” is emotionally disastrous for me, because it recapitulates the environment of denial and dismissal around my traumatic experiences. This is not limited to excising the material from play — it also includes attempts to dismiss, deny, or minimize it.

No technique that centers this approach can possibly be functional as an accommodation; furthermore, any game or community that uses a technique that centers this approach is necessarily inaccessible to me, because an environment that centers denial as a coping strategy for triggering material, is in and of itself, a traumatic trigger.

Centering status quo vs centering healing

Fundamentally, these meta-techniques center the status quo — the goal is to “deal with” the triggering event, or the triggered person, and then return to regular play as if the interruption had never happened. I submit that, due the nature of PTSD, this approach is fundamentally flawed.

Once I have been triggered, I am in a traumatic experience. No amount of care or concern or comfort or accommodation can untrigger me. The question is not “how do we return Lee to the status quo?” or “how can we stop Lee from having a traumatic experience?” because those goals are impossible. The question is “what kind of traumatic experience is Lee going to have?” It can either be a damaging experience — one that reinforces the trigger and my PTSD — or it can be a healing experience — one that lets me recontextualize the trigger and its part of the trauma into my normal psyche.

Denial and social pressure to “return to normal” are damaging experiences.

Acknowledgement, empowerment, and story-building are healing experiences.

I believe that, in principle, good techniques for dealing with PTSD in role-playing games will avoid damaging experiences and center healing experiences.

The Luxton Technique

I didn’t post about my problems with X-Card, The Veil, etc for a long time because, among other factors, I did not have a proposed solution or alternative technique. All I could do was say “I’d rather have nothing than this,” but “no technique” is not particularly good rallying cry and it was not really a meaningful solution, just an attempt to get back to the somewhat-more-accessible-but-not-great status quo.

Until last year, I truly believed that there was no technique that would improve access to RPGs for some PTSD sufferers without also excluding PTSD sufferers like myself. But, last year, I played in a role-playing game at AmberCon NW that was specifically focused on traumatic experience and, particularly, centering the trauma of the players in the story we made. In that game, we used a particular technique — which I’d like to call the Luxton Technique after the GM of the game — which I found to be empowering, healing, and accessible to me.

It’s difficult for me to summarize all the parts of this that worked, but, roughly, the Luxton Technique includes:

* An honest discussion of potential traumatic triggers prior to play, in a supportive environment, with the understanding that there is no possible way to identify or discuss every conceivable trigger or trauma, and with no social pressure to disclose particulars of individual trauma.

* When, in play, a player encounters triggering material, they can, if they choose, talk about that to the other players. When they do this, the other players listen.

* As part of talking about it — and possibly the only thing that they need say — the player is given absolute fiat power over that material, expressed as a want or a need. For instance “I’d like to play [character name] for this scene” or “I need this to have a happy ending” or “I want this character to not be hurt right now” or “I need this character to not get away with this” or “By the end of play, this should not be a secret” or “I need to stop play and get a drink of water” or “I don’t have a specific request, I just wanted you to know.”

* A player does not need to use their traumatic experience to justify any requests or demands. We just do it.

* A player does not need to be the one to speak first. We keep an eye on each other and we are watchful for people who seem withdrawn or unfocused or upset. If we are worried about someone, we ask.

* We play towards accommodating that player’s requests.

It’s hard to overstate how much the Luxton Technique (or, really, set of techniques) helped us approach extremely difficult, extremely person material, both for the trauma survivors at the table and for the non-survivors. Rather than having our traumatic experiences — already a disjoint with reality — cause a disjoint in play, we were able to integrate them into play and tell a story about or, at least, at an angle to, our traumatic experiences, real and pretend.

Healing and RPGs

I am well aware that it sounds both pretentious and terrifying to talk about RPG play as a process by which one might legitimately heal from trauma. But I’d like to elaborate on that a little, because I think it’s important.

Fundamentally, a traumatic experience is an experience that is at a disjoint with the narrative of one’s life. Having PTSD means that your trauma exists out of time, out of place, and always in the present tense. A big part of recovering from PTSD, inasmuch as it is possible, is not about excising the trauma or your continued experience of it. Rather, it’s about integrating the trauma into normal memory and a normal narrative of your life.

A big part of that is story-telling, because a story is about incorporating disparate elements into a coherent narrative. And, for me, a big part of that story-telling has been role-playing games. In this essay, I present the choice as a binary — either a game can harm, or it can heal. That’s a lot of pressure to put on something as casual as a role-playing game! But, also, story-telling helps, and the story itself doesn’t need to be traumatic. Any story-telling experience can contribute, constructively, to healing, because PTSD sufferers need to be able to tell our own stories to the world and, more importantly, to ourselves. As an accessible storytelling medium, RPGs can’t be beat. They have been, and continue to be, a great help to me. In introducing these techniques, I am hoping that they can continue to be a help to others as well.

This is not limited to “heavy intense” sorts of stories that directly reference trauma. Ordinary RPGs can be stories about friends sticking together, or triumphing over evil, or just being clever and solving traps and puzzles, all of which have the potential to be healing narratives. Don’t think that I’m limiting the healing potential of RPGs to “serious” games or “serious” stories. I’m not.

It’s a reasonable reaction to say “I don’t want to do anything that heavy in my RPG!” or “I can’t be responsible for this!” And, obviously, don’t play in circumstances that you’re uncomfortable. But RPGs, and the people I’ve played them with, have given me so much healing. It’s wrong for me to dismiss, deny, or belittle that simply because games are a recreational activity. I hope that, in looking at problems of accessibility of RPGs, we can look to their potential to heal as much, if not more, than their potential to harm.

My hope (edited addition)

My hope is that this essay will start / continue a conversation where we look critically at our tools and techniques for RPG play. I hope that we can get to a place, as a community, where we understand that they are not one-size-fits-all and that we are able to take a look at what that means in terms of accessibility. I’d like for us to be able to make better-informed choices about accessibility and our RPG play, and the trade-offs that entails.



[1] Because I have no alternative vocabulary, I’m going to use “triggering” in this essay to describe images, words, or ideas that trigger traumatic flashbacks, panic attacks, or other PTSD symptoms. I’m aware of the popular usage of “triggering” as a derisive term for an emotional reaction. I am not using it in that respect. Please, also, refrain from doing so in responses. Thanks.

[2] I’m not sure exactly when the pivot from “veil as not playing out blow-by-blow” to “veil as erasing the content from play” occurred. It might have been after this.

[3] I use the term “meta-technique” to mean “a role-playing game rule intended to be used with any game.” In some cases, it is “a role-playing game rule intended to be used with every game.”

[4] I am not sure about the historical relationship between the X-Card and the Veil. It’s possible that there was some inspiration. It’s also possible it was a parallel development.

[5] I do not want to cast any aspersions on John or Avery for our failure to communicate. Both of them listened as well as they could have to my concerns, even though I was unable to communicate them clearly. The failure was definitely on my end, and I want to thank both of them for their patience in waiting this long to hear my thoughts more clearly expressed.

Script Change Changes, Reflection

Hi y’all!

I recently made updates to Script Change (itchio) and wanted to break them down a little! You’re going to get some of my recent photography with it, also, because I wanna.

All photos by Brie Beau Sheldon (c) 2018-2019.

Whatcha got for me? Charlie is ready to go!

Sorting it out

Some of this was just some reorganization – I wrote this document originally starting like 2012-2013 and it went through some shuffles over that time, and some organization for clarity and approachableness was vital. Now there’s a more smooth flow, and the layout is tidied a little bit, too. I also added what I think is an awesome table handout with brief explanations of the tools, with larger text so it’s more accessible! There are ways I can expand this, but I gotta take my time sometimes.

Figuring it out

I needed to ask what Script Change was doing in regards to addressing different needs at the table. One of the recent discussions about the topic of safety tools was the Luxton Technique, discussed on Google+ (I’m asking the author of that post if they’d like to duplicate it here, since G+ is dying, but that’s where it is now), which addressed the ability to not pretend something didn’t happen, to give more narrative control, and to change the way we approach when content comes up in game that we don’t want to have ruin our play experience.

One way I wanted to address this was ensuring that it was clear you discuss potential triggers, squicks, etc. up front. Since Script Change approaches this with a “control all content, even without triggers” focus I tried to frame the initial discussion as choosing the rating, then addressing categoric avoidance, noting that they should be recorded but do so without listing player names (because for me, personally, being the person with a giant list of don’t-wants is actually really upsetting and makes me less comfortable sharing).

I am considering further expansion by making a printable “triggers, squicks, and dislikes” list where people can print it out or save it (make it digitally editable) and have it separated to “do not use, fast forward if used, pause to ask if used” or something like that. This is a challenge because some of this stuff changes, but if I remind people it can be altered at any time, that should be okay. This is a “next time” piece – I wanted to get the latest update out when I did.

Next I worked on how the actual tools work. I did an expanded explanation of how each tool works, including expanding that pauses can be used for discussion, ensuring that you identify what the content is that’s an issue, and noting that you can identify subjects that frame-by-frame is always used for. This is probably the deeper game design part, so I’ll try to detail a little more later. I also, however, added a full question and response to address the issue of pretending things didn’t happen.

Every release lately has felt like I’m traveling up a steep hill, with no other side, so I gotta get done what I can.

In one q&a, I detailed how you can discuss together what it means when you rewind – is it a dream? is it a prediction of a possibility that didn’t happen? Or is it simply cut on the editing room floor? Nonetheless, I noted:

However, final rulings do reside with the person who called for the tool to be used – in some cases, people may want to just say it didn’t happen and there’s no narrative representation. If this is what is safest for them, we must respect that – just like we should respect people in different scenarios asking to have it be represented as a part of the fiction, if they are the one who called the tool.

It’s important to note that the experiences happened in real life – whether it was triggering content or just simply off tone, it wasn’t disappeared into nothingness for us in real life. Do not erase people’s experiences. Script Change is a meta-toolbox, and we must acknowledge reality regardless of the fiction.

I think my language could be refined, so I’ll be revisiting this in the kind of quarterly review I do.

A log with fungus growing on it in the sun, with a lens flare in orange and bright pink.

But My Feels

Some people have expressed a desire to educate in response to content they might use Script Change for, or even explain their trauma to others, which is a valid want. My issue with this is that I know how easy it is to trigger a friend when you vent your trauma, and also how sometimes when we’re in need of support, we ask for it in a place that can’t support it. I tried to keep my language gentle here, like I do in most of Script Change.

If you need to talk about it, you can ask for a pause to explain what’s going on, and the other players should listen. It is also good to discuss topics that come up at a Wrap Meeting. Remember to respect each other in how much you ask of each other, and keep in mind that their capacity is just as other players or possibly friends. You should all be generous to each other, and understanding of each others’ limitations.

During this discussion, if you plan to share anything potentially triggering of others’ traumas, make sure to warn people so they can be safe for themselves. If they need to excuse themselves so you can address the topic, be understanding.

Basically, I want people to have the avenue to discuss things, to speak about why they called the tool. But, I also care about protecting everyone at the table, and that includes the people who are unable to handle triggering content for their own private reasons. I know I am often willing to speak up about my triggers and trauma, but I also know I’ve hurt people in doing it. This section is to hopefully help ensure we can do one without the other.

Other Players

I’d previously addressed whether others would take tools seriously, but I expanded this section to cover something I’ve written about before – leaving the group, or finding an alternative way to engage, including using a tool other than Script Change.

If you encounter an issue where you are afraid or uncomfortable using Script Change tools with your group, it’s possible that Script Change is not the right toolbox for you. it’s also possible that the group is not right for you, and you should consider finding an alternative option. If you want to press forward with both of them, the best option is to speak plainly about your concerns. If you trust these people enough to game with them, you will hopefully find the day they respond with care to you saying “hey, I don’t feel comfortable.” If they don’t, then you have a bigger problem that needs to be approached with a longer dialogue – or by ending the dialogue.

Sometimes you gotta have rules on what you’re willing to take.

Speaking of other players, I also encouraged people to speak up for other players! This was talked about in the Luxton technique, too, and is something I have personal experience. Once, while playing a horror game, the story turned and headed into a mental hospital. I froze completely, just totally not okay with dealing with one of my worst fears. My husband John knew I was not okay both by looking at me and by our prior discussions about content, so he tagged an X-card for me. Saved me from a real rough experience! So I broke it down a little:

You can use Script Change tools on behalf of other players! If you notice your friend is acting uncomfortable and something is happening in game that might be causing it, it’s okay to use a tool to either check in with them (like a pause) or to directly address the content (like rewind or fast forward). It’s okay for you to do that and say that you feel like it might be making people uncomfortable, and not put any direct light on the person in question, or to just say you personally don’t want to see that content.

Sometimes, we step up for other people, and it makes the game a better experience!

That was important to me, honestly.

Addressing the Crunch

I personally play some games that are pretty crunchy sometimes, where it might seem like the players or even the facilitator are at the whim of the calculations. I also kind of hate that aspect of it – if a mechanical result is going to traumatize me or ruin my fun, fuck that, I want a different option. So I clarified something that I’ve been hesitant to do, but have been doing for a while: Script Change can change mechanical results. In fact, this has been core in Turn’s design since the game’s inception. Example:

In our current game of Turn, I’m playing Beau, a cougar Late-Bloomer who has struggled a lot. He’s queer, and over the course of the story, he’s had to come out to friends and family members in both shifter and queer identity, and also deal with an ailing adoptive father. His biggest upside is he’s found his true love, a guy named Diego who is also his best friend. Beau currently has one mark left on his town exposure track, meaning he could be expelled from the town or killed if the roll goes badly, because small towns are fickle with their love when it comes to being different.

I might have shared this before but every time I feel kind of sad for being weird I think of these damn pumpkins.

I updated the “don’t wants” kind of list by telling our Town Manager, John, that if Beau has to leave the town, Diego comes with him – no arguments. If I get to the roll and it’s really bad, I could back up the scene using a rewind and approach it differently, and when the roll comes again it could be different. But, at least with this, I know I have the security to get a satisfying end to my character’s story – a character who carries my chosen name, who I have played for like a year.

It may not always be what you want, and I can understand how people might fear its abuse as a toolbox function! So I wrote it in like this:

Script Change can also be used for mechanical results if the group agrees to it. There are times when one bad roll, or one potential consequence, would be enough to make a game unpleasant or even upsetting for us. So long as the group agrees to use it in this context, it’s okay to rewind a roll or fast-forward an unnecessarily long combat. It’s important to remember that when you rewind a roll, you will typically rewind to before you took the action that prompted the roll, and have to take a reasonably different action going forward. This helps to ensure fairness in play!

I personally love it! If someone’s deeply in love with crunchy games (like me with Shadowrun 3e!) or just gets super attached to characters, using Script Change and knowing it takes some thoughtfulness to use may help them have a less risky play time.

Wrapping It Up

The last BIG change was that I added a lot of detail to wrap meetings! I even offered a list of questions to help guide the meetings, encouraging a supportive environment, one where you ask questions and elaborate as you’re comfortable. It includes this section, which I think is important:

If someone is uncomfortable addressing the issue from game during the wrap meeting out loud and at that time, they should be an option to send an email, write a note, or have a later discussion to follow up to make sure that everyone is comfortable and knows what’s happening. This lets people address topics more safely and reduces repeat errors.

I realized just now there’s a duplicate later in the actual PDF, so I’ll add that to the to-fix. But, this part was important to me because sometimes we don’t process our feelings right away, or need to calm down, but still deserve to be heard. So, I’m encouraging using all the tools at our disposal to ensure wrap meetings are effective!

One final change I plan to make in the next revision for sure is changing all uses of GM to facilitator. It was irresponsible to leave it this time – I just didn’t feel like dealing with what it might do to the layout, but GM isn’t the best term. Added to the list!

So that’s that! The work I’ve done for Script Change has been extensive. I do a fair bit of reading, and a lot of thinking and writing/re-writing. The project means so much to me, and I love it a lot. Every time someone shares and recommends it on social media and tags me on like @ThoughtyGames and stuff, it makes me feel proud! I don’t feel proud a lot, so that matters. And it matters most that people are learning about some options for how to stay safer at the table, and have a more fun time. 🙂

It’s sometimes worth it to hold still for a while and see what’s underneath the surface, and watch the water turn to silk and blur. When you see the rough edges, will you try to smooth them out, or flow with them to create something beautiful?

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Five or So Questions on Turn

As I have my game Turn currently on Kickstarter, Tracy Barnett and J. Dymphna Coy were kind enough to ask me some questions. Check out my answers below!

The Turn logo with a vine growing out of the T in the word Turn, with leaves in various stages of growth, and above it a half circle with footsteps transitioning from human to beast

Tell us a little about Turn. What excites you about it?

Turn is a slice-of-life supernatural roleplaying game about shapeshifters in small towns, where the shifters try to seek balance between their beast and human identities while finding community with shifters and mundanes alike. It has relatively simple mechanics, a lovely town building system, and the play is quiet drama about life in small towns as a shifter. 
I’m excited about Turn because it is the game I designed to satisfy myself! I was looking for a game that scratched a particular itch, and couldn’t find it in other games I played and learned about. But Turn has that play experience, it is the game I was looking for. I get to play out quiet scenes, intimacy that explores a range of emotions, have some fun and cheerful moments, and explore the identity of my character, and the game supports all of that.

What do you think of popular portrayals of rural life? How does your game differ from those (or not)?
There aren’t a lot of popular portrayals of rural life, to be honest, and many portrayals are negative. See any depiction of West Virginia hillbillies for what I mean. Obviously that’s not the route I chose for writing about real rural life. There is one portrayal of rural life that doesn’t perfectly sync up with Turn but is not super far off, and that’s…Letterkenny.
For those unfamiliar, Letterkenny is a Canadian comedy set in the fictional small town of Letterkenny, population 5000. It follows a number of characters, but primarily Wayne and Katy, siblings who run a produce stand and farm, and their friends. There’s not an exceptional amount of violence in the show, but when there is violence, they show that it hurts and has consequences, which I value. Most of the show is just their day-to-day lives at the produce stand or the farm, time spent socializing between characters, and important events to the town like elections of local officials and the St. Patrick’s Day party. 
The pacing is so simple, and there aren’t typically the biggest stakes, but they’re stakes that matter when push comes to shove. Relationships are vital, people comfort each other, and people learn. And there’s always chorin’ to do! So I love that, and a lot of that comes through in Turn for me.
What doesn’t come through is that there is no representation of the shifter aspect, so that’s definitely something different, and Letterkenny is also hilarious as heck, which Turn isn’t as much of. There’s definitely some goofing off in Turn and some funny moments, but I wouldn’t ever expect the banter of Letterkenny levels in Turn. And that’s okay! Turn’s meant for a more mixed bunch of emotions. 
A bear dangling in a tree while digging into a stash of fancy and expensive things
A Bear by Rhis Harris.

What do you find compelling about stories centered around shapeshifters?

Aside from like, it just being kind of cool to be able to turn into an animal and have superpowers and regeneration and wanting to explore what it means to have a body that’s functioning at peak rather than dwindling at minimum?

Well, shapeshifters are great for the metaphor. See, people ask me sometimes what the shapeshifters represent, and I did a podcast recently where they were like “oh, we thought it was about being the other!” when I had just described how some of the inspiration for the shapeshifters had been rooted in my experiences with bipolar disorder and mixed episodes. The thing is, I’m queer, I’m nonbinary, I have invisible disabilities, I have mental illnesses. I am other, in a lot of ways. So when people read into the shapeshifters a sense of other, that’s not unintentional.

But it also wasn’t always intentional. People read a lot from shapeshifters because the nature of their second identity, so different from their surface identity, and the nature of secrecy – these are things that the “other” experience, too, in many situations. We talk about going stealth as queer and gender nonconforming people, and passing, and so I see a lot of that too, but not just with queerness, not just with gender, not just with disability, not just with mental illness, or any other kind of other we are as humans.

Shapeshifters represent what you want them to represent, I think, which makes them an excellent narrative focus.

How are your experiences growing up in small towns reflected in Turn?

They are Turn. Honestly, it’s hard not to see it when I play. In things other people do (even people who aren’t from small towns!), in things I do, in the way the Town Manager pushes people together to fiddle with their secrets and relationships, in the map of the town. Even in games I haven’t participated in, some stuff is unmistakable as what I built into it.

My favorite bits are when people instinctively realize how long it’s going to take to drive to the other side of town or that the local store/hospital/police/whatever isn’t going to be as well staffed or supplied or that their family members are like, absolutely going to hear about this, and when we’re building the town and people are like “well obviously rowdiness goes real close to the town and connects directly to a bloodline” or something like that – not all of these things are “rules” but they’re small, rural town things that reflect in the game and I really do count some of that as my design, and the rest of it on the weird small town knowledge we culturally share.

When people expand to Italy or other countries like in the stretch goals, who knows! Maybe someone else’s experiences will shine through most!

A bearded person struggling while using a tablet, clipboard, and cellphone
The Overachiever by John W. Sheldon.

What’s the most compelling thing to you about focusing on the tension between a person’s animal and beast sides, rather than, say, violence?


So, violence for me is three things (sometimes combined, often separate): repulsive, spectacular, and catharsis. And it’s also in 99% of other games, movies, tv shows, books, and other media. It’s everywhere. Even in shapeshifter media, you will far more often find people exploring violence and brutality than you will find them exploring issues of identity. And that’s boring!

Like, don’t get me wrong, violence can be amazing to watch for a variety of reasons, and playing it out can be really incredible. But, violence is also all around us. Our world is violent. We’re constantly discussing it, experiencing it. And maybe, I guess, I wanted a game where you could do violence, but you had to fucking deal with it, too. So I did that. And it didn’t need to be explored so deeply? Like if you can do whatever you want with violence but just actually have to deal with consequences, not just take a potion and leave the bodies in the road, that conversation is already happening.

Digging into identity is more fascinating to me because majority culture is cool with dealing with exploring the identity of the average white cis man of privilege, but like, there’s a fucking lot of the rest of us. Using shapeshifters as our embodiment in the game when in rural, small towns you’ll immediately run into like bunches of other intersections. We’ve had queer characters, poor characters, characters with trauma.

You end up with these deep questions of self and community when you look face on at poverty, drug use, family struggles, loss, and so on. And when you’re struggling with yourself, you have a harder time addressing them – so you gotta try and work stuff out! It leads to these introspective, intimate, caring, emotional scenes! Like, we have – in our longest running game – a weekly tea party with our three characters who are trying to figure this shifter crap out, while one of them is trying to get their shit together, another is trying to come out as a gay man and keep his life, and one didn’t realize until just lately that they didn’t have their shit together. We play these out, and they’re wonderful, and also constantly at risk of running afoul of the hectic lives these shifters lead.

So I’d say it’s more interesting because it’s not what we’re doing every day, and because it opens opportunities to tell moments of stories we sometimes forget to tell. And a cougar, bison, and wolf having tea is just *chef’s kiss.* Moments I truly treasure!

four wolves exploring a set of human clothing
A wolf pack by Rhis Harris.

Thanks so much to Tracy and Dymphna for asking me some questions! I hope you enjoyed the interview and that you’ll check out Turn on Kickstarter here today!


Tracy Barnett’s Work
Tracy on Twitter @TheOtherTracy
J. Dymphna Coy’s Work


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Quick Shot on Ancient World: Atisi

Hello all! Today I have a Quick Shot with Marcelo Paschoalin about Ancient Worlds: Atisi, a Dungeon World campaign setting, which is currently on Indiegogo. I hope you enjoy hearing about the setting that Marcelo has developed!

What is Atisi, both as a product and as your vision?

Atisi is a work of love and research — I’ve put a good effort in mixing the various cultures depicted in the book with something a game designer should never forget: playability. The best reference book would be meaningless in a gaming table if the material there is not able to make the players excited about it and eager to play. In other words, I’ve hit the books about sub-Saharan people, sought real life for inspiration, but I’ve also considered what fiction tells about all those, directly and indirectly. So, if one wants a simple answer, Atisi could be compared to Conan in Stygia, but it’s (a lot) more than that.

Consider this point: people in Atisi are not the Caucasian Eurocentric types. This, for once, is a change of paradigm when compared to standard sword & sorcery. The original book (Atisi was published in Portuguese powered by Barbarians of Lemuria system) was even used as a tool for teaching children about ethnics/racial diversity, so I believe I transcended the original goal — I wanted a fun campaign setting to play, but I’ve also got a kind of bridge able to bring people together.
So, as a campaign setting for Dungeon World, Atisi is a book that goals beyond describing the world: it gives the Game Master tools to create her own setting, as the multitude of questions (each point of interest on the map — big enough to include lots of blanks to be filled later — has its own set of questions, for example) will help the gaming table make it unique. This means the playbooks, the moves, the magic items, the monsters, the people, and the landscape add together to make this an exquisite sword & sorcery campaign setting. And as Atisi (one of the insular realms of the setting, and focus to this book) is inspired by a fantastic Egypt, you’ll surely find a lot of adventure inside the mysterious pyramids that dot the place.
It’s 280-pages full of wonders for the Game Master and the players, and we have 70% of the basic goal funded already (at the time of writing this). I’m pretty sure we’ll fund this crowdfunding project soon and aim toward the first stretch goal.


I’d love to hear about your research. What are some of the things you’ve researched that you’re really enjoying putting forward in the text? Did anything surprise you? 

At first it’s difficult to leave the castles and crusades behind, the knights in shining armor, the dragons… As we are all the fruit of our past experiences — and we are usually surrounded by Medievalish and Eurocentric settings — I had to approach everything with a clean mind. A blank canvas, to be honest. I was already familiar with the writings of Robert Ervin Howard, Fritz Leiber, Michael Moorcock, Poul Anderson, Marion Zimmer Bradley and Jessica Amanda Salmonson (to name a few), so my sword & sorcery background was sound. What I needed was to focus on the people and their mythology.
What we call mythology, however, is another people’s religion — and I’ve learned a lot about Kemetism (a revival of Ancient Egyptian religion) and African religion (there’s a shamanic vibe in those, but it’s a lot more than that) — and I needed to respect that. This led me to many monsters of legend particular to Sub-Saharan Africa and I’ve tried the best to convey their spirit (even if I used different names).
Learning about the people, the culture, was also delightful. There’s such a vast amount of details that, together, creates a wonderful tapestry. There’s honor. There’s mutual respect. There’s a constant fight for survival. And those reflect today, as those values were never lost.
Yet I’m no Historian. So I grabbed some of my research and talked to some scholars (I dare to call them such, as this makes my writing journey a little more epic, don’t you agree?) to give me a better perspective of everything I was learning at the time: History and Sociology professionals were my best friends during those research phases of my work.
And I’m glad I’ve learned so much. It gave me a better notion of who I am, as I believe we only know about us when we learn about others.
Multiple figures of people from the text - dark skinned, wearing patterned clothing and jewelry.
Sample image by Brazilian artist Paloma Diniz.
How do you envision the material you’ve researched and developed will integrate with Dungeon World? How will it work together mechanically?
Not everything was “translated” into rules. After all, Ancient Worlds: Atisi is a game, not a treaty on those cultures. And another important thing: this is a fantasy world, not an exact replica of the reality (albeit real world sometimes is more fantastic than we can conceive at first, there are limits on what is “gameable”). So the heroes, the Player Characters, are larger than life, with abilities that mimic the legends, not the ordinary people (and, as a side note, I need to thank David Guyll and Melissa Fisher for the help in designing the playbooks — they were fantastic people to work with). Monsters of ancient tales are part of the landscape, old stories are forged once again and are transformed in tidbits of the lore of the places of the kingdoms of the land…
This means magical items and monsters, while inspired by Egyptian mythology, have their own tags and moves, becoming familiar to those used to Dungeon World. Even each point of interest becomes an adventure in itself (like a proto-dungeon starter), but none are set on stone as the related questions the GM may ask are able to turn Atisi into a unique setting for each gaming table.
Of course, everything is already written and playtested: I’ve started this crowdfunding campaign with a set goal in mind and the backers are already receiving an “alpha” version of the book, so they can start playing right now, even before the campaign ends. This way, all mechanics are already interwoven with the setting, as one reinforces the other.



Thanks so much to Marcelo for the interview! I hope you all enjoyed it and that you’ll check out Ancient World: Atisi on Indiegogo!


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I love you and I adore you updated!

I love you and I adore you, my queer love letter writing game, is now fancier and up on https://briecs.itch.io/i-love-you-and-i-adore-you!

the very simple cover for I love you and I adore you


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Boot ‘Em

Today, Paul Stefko tweeted about not playing with people who are problem players. This was in a thread about saying no to your players, which is a thing I’ve discussed before. I wanted to address the topic, so I tweeted about it! The following is the content of my tweets, but expanded.
I want to talk about booting players – including GMs – from your game.

It isn’t the GM or other players’ jobs to fix a problem player. The player should be alerted of the problems and asked to fix it, and if they don’t fix it and it disrupts everyone’s experience, eject the player. Even if they live there. Even if they’re your family. Boot. Them.
This includes GMs. It sounds like a mess to do so, and it may be. But if a GM violates player consent, they could go farther. Just like any other player, GMs should follow a standard of behavior that respects others and is ethical, and one that ensures everyone has the most fun. If they don’t, boot them. You can play a GMless game, keep your character sheets and continue play without them, or start another game. There may be emotional blowback, or even social blowback.
It’s hard and it sucks but honestly, problem players can be a soul sucking experience. They can hurt people. A lot of things like talking over people can lead to bullying, or rude jokes can lead to harassment, ignoring rules to violating consent. Catch it early.
I know this sounds very harsh, but people don’t grow and change if we never make them accountable and provide consequences. If a player is ruining everyone’s fun and doesn’t change after a warning or two (depending on severity), they need to go. If it’s severe? No warnings: boot them.
You need to make a decision as a gaming group what behavior and what kind of disruption is acceptable. People who refuse to follow rules can and will harm people. Don’t be complicit in that. Don’t create more perpetrators of disrespect and harm in games. Be better!
Here are some suggestions on how to address this with your group and set yourselves up for success!
1) Put together a group standard. It doesn’t have to be long or complicated, but it needs to be meaningful.

When I was invited to the Indie Game Developer Network (IGDN) by Mark Diaz Truman, I was excited – but nervous. One of the first things I did was create and put forward an organization code of conduct. It wasn’t easy, but it meant a lot to me. I wish I’d instituted it in other parts of my gaming world, but I didn’t. What I’ve learned is that even something simple makes a difference. Here is an example of some standards that are actionable and have consequences baked in:
“As a group, we will:
Respect each other’s consent and privacy,
Respect each other’s personal space,
Ask for consent before we act,
Be honest and trustworthy,
Listen to each other’s perspectives, and,
Participate fairly in play and game tasks.
If anyone does not meet these, we will ask them to change their behaviors. If they do not change their behaviors, they will leave the group. If their behavior causes immediateb or serious harm, they will leave immediately.”
It sounds silly and formal. So does asking your friend before you take an action that might affect them in game, honestly. But if they protect people and make the game space better? Worth a little formality.
You can also provide these at cons, local game spaces, and so on. If people want to play the game, they can consent to guidelines like these.
2) Use safety and content tools consistently.

There are a variety of content and safety tools, including my Script Change, lines and veils, and John Stavropolous’s X-card.
These tools are about guiding behaviors, respecting boundaries, and making sure the game is the most enjoyable it can be. They aren’t about shutting people down or bailing, they’re about honesty, openness, and trust. This is important to remember.
Choose a tool based on the game you’re playing or style of play, or even try a few out over the first few sessions. Once you figure out what works best, always have it available. Get everyone’s buy-in, and use that as a habit.
3) Talk to each other.

Be clear about which behaviors are okay, and which are not. Talk to each other regularly about what’s working for you in game, and what’s not. Tell each other when their behaviors make you uncomfortable, and when they make you happy!
Have group discussions, mediated discussions, or one-on-one discussions, but talk. Be honest. If you can’t talk to and be honest with a person in your group, that isn’t good, and your game experience will be better if someone changes their behaviors or leaves the game.
Know that sometimes, that person might be you. Be willing to change. If you feel you can’t or that others who need to change won’t, it’s time to find a new place to be – and try to learn from what you’ve experienced. It’s okay to leave a game or group you don’t enjoy or you can’t comfortably engage with. You just have to make that choice.
This sounds like a lot, I know. Still, you need to ask yourself: does the game matter more than the people?
If your answer is yes, I don’t think we’re gonna get along.

Be honest. Be caring. Be better.
Boot ’em.


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Playing Nice in Monsterhearts

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Description: Jensen Ackles giving two thumbs up.

<3

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


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Script Change has been updated!

All,

Please check out the updates to the Script Change RPG tool on the Thoughty website! There have been some minor text edits for clarity and an addition, as shown below!


Frame-by-Frame is a mechanic that lets players express that they want to take it slow moving through the next scene. When a player calls “frame-by-frame,” they are indicating that the upcoming scene may be new, sensitive, or even just a topic they’re unsure about, and they want to let the group know that they want to move carefully through the scene. The player who originated it should say “play” when they want to indicate that regular play can be resumed.


This can be used when players are purposefully encountering content that they’re sensitive about, or when they experience new topics or content in game. The group should be considerate of the player’s needs. Continue introducing the topics or content that was originally planned, but pause occasionally to check in with the player who called frame-by-frame and ensure they are still okay with continuing. This allows the opportunity for that player to feel safe using other Script Change tools without feeling like they’re interrupting the game.


Frame-by-frame may also be announced at the start of a game or session so that when these subjects are encountered, the group can take it slow. Consider making notes of these topics on index cards for the GM.


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Big Bad Con 2017 Report – Intro & Friday

Hi all!

This will be probably a three-post report because I’m trying to break down my panels and games pretty detailed, so I wanted to warn you ahead of time. These will be paid posts! Thank you for your support. 🙂

Me on my flight in, very tired.

Overall Con Thoughts

Big Bad Con is the best con I have ever attended. I don’t say this to like, make other cons look bad, that’s not the point. I came out of Big Bad Con feeling much more positive about the experience than any of my previous con experiences, I didn’t get hurt while I was there, I felt safe and comfortable throughout the con, and I was able to play the games I wanted, see people I wanted, navigate registration super smoothly, make it through my panels with a lot of encouragement from the audience and fellow panelists, and I felt supported coming to the con after a death in the family.

The con also seemed very diverse, compared to what I expected or maybe what I’m used to, I don’t know – I saw a ton of androgynous-styled people, I know of many trans people who attended, there were more people of color that I interacted with than is my norm, and so on. It was awesome.

The rooms were great, local food options were tasty and at least accessible to me (I went out to dinner 3 times and had no real issues getting to the restaurants), and the food at the hotel was good so I didn’t get stuck if I was too sore to walk. I will note that the panel room was super chilly and that could be worked on.

I played two games that I really enjoyed, met so many new people in an environment where I wasn’t feeling pressured to rush, and it was just really great. Sean Nittner and the entire incredible staff (who talk about Big Bad Con here) made it a great experience for me. I honestly really want to go back and I don’t know how I’ll make it happen, but it would be worth it.

Note: My experience is only my experience, and others may feel differently. For example, Stephanie Bryant expressed that being the only woman in a large crowd of people outside Games on Demand was awkward and uncomfortable. This is something that could use review – for me this is a consistent Games on Demand issue but my experience isn’t universal.

more!
>>>
Hazy!
Friday
I arrived at OAK airport around noonish on Friday, and Jeremy Tidwell was kind enough to pick me up and transport me to the hotel. The hotel is pretty nice! I had some minor room issues, but they were quickly resolved, and I got to meet Jeremy Kostiew FINALLY (his beard is gorgeous, fyi) and forgot how hugs work, as well as getting say hi to James Mendez Hodez, who I’m interviewing right now also.

I got to hang out with Mickey Schulz, Lex Larson, Misha Bushyager, and Rachel Beck. I loved talking with them and having a space where I could get settled into the con after the long flights. Also got to meet Tanya DePass, my roomie, who is awesome. Later I got to meet Sandy Jacobs-Tolle, who is really nice! I screwed around a lot but also spent a significant amount of time talking games culture, current work, and so on.

I noticed that there is a huge trend of people just really feeling like there’s no safe space for them. We talk about this online a lot, but in person, we were just really venting it out. We have to fight our way through just to be able to play. The number of people who said “I don’t play at tables with people I don’t know so I don’t game at cons” was significant, and heartbreaking. I know this feeling, and it’s just not fucking fair.

Later I went out to dinner with Tracy Barnett and some of the others. We discussed games a lot, but also some really challenging personal experiences from growing up, our own baggage, and how it influences our play styles, our gaming, and our lives. I had a few conversations like this over the weekend and was reminded that gaming is an incredibly human hobby. 

I was on the You Don’t Look Like a Geek panel with Kristine Hassell, Tanya, and Jahmal Brown. I admit it was weird (but good) to be the only white person on a panel. The experiences that the others shared we’re very far from my own, but I felt really lucky to be there as a part of it.

I was, to my knowledge, the only non-cis person on the panel, which is part of why I was there, plus my orientation queerness and disability. Those don’t all seem super visible, and in narrower communities like indie games they don’t seem remarkable, but those things still can fall into the category of weirdo for a lot of geeks.

Thankfully Big Bad Con had made steps to welcome people like me. Like Metatopia, all-gender bathrooms made a difference for me, so much.
We talked a lot about things that made us feel unwelcome or out of place. I am the only one who actually uses “geek” as a label for myself much, and it’s not a constant for me. We discussed ways to make geek environments more welcoming for people like us, how to handle exclusionary behavior, and also (my favorite) what benefits we had from being nonstandard geeks, much of which centered on finding others like us.

I liked when Jay talked about being a veteran and how when he had gone to basic training everyone had to be in it together, and how that’s how he participates in games: everyone is in it together, and they should try to find common ground. I will note this can be challenging (sometimes more for some than others), it’s a good intent. It’s relevant to the discussions that happened here and elsewhere about those behavior you will allow at a table, and why you would let people like racists stick around.

On the subject of being white, I was reminded how much white people contribute to ostracizing and distancing people of color from the community. That’s bad, and something I hope to continue working on.

I personally spoke a little about forgiveness and moving forward in geekdom. We have a hard tendency to hold tight to people’s mistakes, which is understandable. But when someone has apologized, even if they’ve demonstrated change and tried to make up for it, we so rarely give them forgiveness or allow things to move forward. They can continue to be pariahs, treated with disrespect, and so on. It hurts me to see that, and my heart ached when someone from the audience came to thank me for talking about it because they had messed up in the past and they feel like they can’t do enough to make up for it. That sucks! If you continue to be treated like a bad person even after you’ve apologized and made changes, the motivations to keep trying get fewer every day. This sticks with me.

That being said, we discussed the nature of exclusion and inclusion where keeping racist, sexist, homophobic, and other bigots in your space excludes people of color, women and trans and nonbinary people, queer people, and other marginalized people from your space. Even if they’re still at the table, they are likely uncomfortable and may have already checked out. This subject came up A LOT at my panels.

John Brieger caught up to me after the panel to talk about his current project and ask for my thoughts on his safety mechanics. It was fun to meet him and the others I caught up with, but my exhaustion and medication caught up with me and I hit the sheets early.

Before I crashed out, I was gifted a pocket size Script Change card by Tomer Gurantz! I received a lot of good comments about Script Change this weekend, and on Sunday spoke with Dante (Bryant Stone) about adding a new mechanic to it. It’ll be coming soon as one of the optional mechanics. 😀

Front of the fancy pocket card. 😀
And backsies! 😀
That was Friday! It was REALLY packed somehow, even though I wasn’t actually that really busy. I am still processing a lot of what happened before I left for the con (work crises, loss of a family member, etc.), but I honestly have a lot of love for Big Bad Con. I had heard so much good stuff about it, I thought it would disappoint, but nope. 😀 
Saturday (with two panels) and Sunday (with two games and talk on Script Change) coming soon! Thank you for reading!



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Just Say No

Content note: brief mentions of rape and sexual assault, violations of consent.

French translation: http://ptgptb.fr/apprenez-a-dire-non

Cards from Archipelago, a game written by Mattijs Holter

“Yes, and…”

This is the statement I see encouraged endlessly in game introduction texts, at game events, at game tables. This is what is supposed to be the key of play – the center of improv, the best way to have good dialogue and storytelling in games.
But like… no?
Don’t get me wrong, I did improv for years (surprise!), and Yes, and is a huge part of it, but even when I did improv, it wasn’t always the best tool. Sometimes, it leads to consent issues, others, it waters down the story. I want to talk a little about important things that go against the passionate promotion of “yes, and.”
There are alternatives to Yes, and: Yes, but…; No, but…; and No, and… Here’s the thing: most story gamers are familiar with these already. They’re Powered by the Apocalypse/Apocalypse World move result structures.

10+ – Yes, and 

7-9 – Yes, but 

6- – No, but (or) No, and

Some of this comes up in many stratified result systems in games (“success at cost”), but we don’t really talk about that, I think, and it might not be brought into player-to-player interactions.  They’re pretty simple and can be easily understood and taught. Most are familiar with “yes, and” (I accept your fiction and build on it), so here’s the rest:
  • Yes, but – I accept your fiction, except this piece is more difficult. Basically Archipelago’s “That Might Not Be Quite So Easy!”
  • No, but – That doesn’t work, but you still get something out of it.
  • No, and – That doesn’t work, and this is why/here’s how it’s different.

No, but and No, and function similarly to “Try a Different Way!” in Archipelago. To be honest, Archipelago is one of my favorite RPGs because it is so beautifully developed for building rich stories and really flavorful and intense social interactions because the ritual phrases are gorgeous and work really well.
The option to say no (and add to it, or give good reasons why) can make some cool things happen. It can keep things in tone, or allow players who are being left out of controlling the plot to take charge. I also have some problems in general with Yes, and that impact play in a very important way.
Yes, and can impact consent. Oh, no one is being forced to accept something in a story, but if you start playing with the assumption that an idea can be pitched and has to be accepted or else it will negatively impact the story, it can make people feel like they have to give in or they’ll ruin the game. It feels to me like a bad writer’s room gig. Like, why did Tasha Yar come from a rape gang planet?

Writer: Here’s this cool lady character I made for the show, she’s a security officer. 

Random Creepy Executive: Yeah and she totally has sexual trauma that made her so cool. 

W: Um… I… I guess so? 

RCE: And what if there were rape gangs! That she had to run from! 

W: If that’s what you think would be cool? 

RCE: We’ll have an episode where she’ll have to relive it! It’ll be awesome!

And so on.
How many women in games can say that someone didn’t try to introduce shit into their backstory like this? How many just felt pressured to let it happen even without a Yes, and culture? Now imagine with all of your cool friends saying that you should accept people’s ideas because otherwise stories get boring.
That, and it can lead to the most enthusiastic, outgoing people to controlling the story. Who suggests the most ideas in your group? How much of the time do they dominate it? Now bring in a shy player and say “hey, in this game we play like improv, and when someone suggests something in game, you’re supposed to be like ‘yes, and’ and play on it.” What if they have an idea? If the dominant player pitches them an idea, do you think they’ll feel comfortable being like “hey, that actually doesn’t fit my character, let’s try it a different way.” What if that person has good ideas, but they feel pressured to accept whatever someone throws at them?
Improv is great, by the way. But, improv itself can be harmed by exclusive yes, and culture. Especially in regards to consent! When I was taught improv originally, Yes, and was highly emphasized. I was 15 (I did improv at events until I was 18), and over our practice I struggled with it, but hey, my trainers knew best. So when a 35 year old guy grabbed my arm and started licking my hand and talking about how he was my lover, I was afraid to say no – almost as afraid of the situation. I eventually pulled my hand away and denied it, but that guy – also an improv actor – knew that we were in a culture where I was supposed to say yes. I have felt this way in RPGs, too. Abusers gonna abuse, but they sure as hell can do it better when peer pressure helps it along.
But it’s also important to remember that not all games require improv. We aren’t on a set stage without freedom to ask questions, or step back. One of the reason my safety measures in Script Change suggest talking before you continue is because prioritizing immersion and story over the comfort, safety, and enjoyment of everyone at the table is not only uncool, but also pretty boring. In games where there’s combat and strategy, being able to step back and be like, “hey, is this okay?” is useful. In games without… it’s also useful.
I’ve heard people condemn out-of-character discussion as metagaming and saying that rejecting other people’s ideas stifles play. I don’t agree with that. There are degrees of metagaming that aren’t unreasonable, like pausing to check in with people before moving the story forward, or someone saying “hey, that is a way gorier way for my character to die than I’m okay with, can we rewind and try again?”
 I think controlling the narrative is part of the beauty of RPGs, and part of that is being able to say “no.”


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