Making an Anti-Fascist Game about War

The following is an essay by John W. Sheldon, someone you may know as the art director for Turn, or as the creator of Roar of Alliance, playtested at Big Bad Con and elsewhere.

A photo of a playmat on a table with cards laid out and stacked in various piles. The playmat has instructional text for the players to reference, and is titled Roar of Alliance.
The Roar of Alliance playmat, photo by John W. Sheldon.

My name is John W. Sheldon, and I’ve been working on a tabletop game called Roar of Alliance for a few years (I used to call it Armored Reckoning). The game is about crewing an Allied tank in an alt-history World War Two and fighting through waves Nazis to set things right. What could be more anti-fascist than that? Lots of stuff, it turns out. The problem is that Nazis aren’t the only fascists, and my game does some things that potentially support fascist ways of thinking. In the political climate of the United States in 2019, it is especially important that we be aware of these things and work to mitigate them as much as possible. I’m writing about my process here in the hopes that others might find a useful example in the steps I’ve taken, and so that people with more experience can point out ways I can further improve.

What My Game Does Wrong

How does a game about destroying Nazi tanks and blowing up their infantry risk supporting fascist modes of thought? One cornerstone of fascist ideology is that they (the fascists) are oppressed by an enemy that is numerous, pervasive, powerful, and simultaneously inferior (stupid, incompetent, or morally weak). Another cornerstone is that the only appropriate way to deal with that enemy is by force.

The rules of my game do specifically these things:

The enemies you face in Roar of Alliance are numerous (outnumbering the players in just about every engagement), dangerous (their vehicles are often more advanced and better armed), and lack intelligence (their actions are automated by simple if/then statements that they never deviate from). The only way players ever interact with these foes is via deadly force. You will lose the game if you do not destroy their vehicles and disperse their infantry.

So, in these ways at least, my game actually promotes a core set of fascist ideologies. Some of this is hard to avoid, given that the game doesn’t have anyone in a central directorial role to moderate portrayals of the enemy or to restrict player behaviors in direct contact with the enemy outside combat, therefore no character in the game is ever confronted by a Nazi outside the specific circumstance of combat. This is a conscious choice to make sure nobody at the table is ever tasked with portraying a Nazi, and it keeps torture* and certain other types of violent fantasy outside the scope of the game as written. Players also have some leeway in narrating the effects of their actions on the enemy: when enemy infantry are removed from the field, players can choose to narrate the enemy’s retreat or death, and players do the same for surviving crew of disabled enemy vehicles.

Since violence and a portrayal of the enemy as numerous and unintelligent are essential to the way the game functions, and I don’t want to scrap the whole thing and start over, how do I make sure the rest of the game refutes fascism?

Focusing on Diversity

An illustration of a woman in fatigues who stands on top of a busted tank, smoke pouring out of it.
by John W. Sheldon

I start with something nationalists and fascists hate: I make sure that every other aspect of the game supports and emphasizes diversity and demonstrates how it creates strength. This paragraph kicks off the rulebook:

This game is set during the 2nd World War in Europe, a time when even the historical victors were rife with bigoted beliefs and policies. You should not let those real world bigotries limit the characters you choose to portray and accept. People of all races and genders from six continents and countless backgrounds fought against fascism and Nazism in Europe, and your characters should reflect some of that diversity.

Moreover, players are asked to identify their character’s country of origin, to help emphasize the diversity of geographic origin of the people who challenge fascism. Some of these choices are informed at a basic level by the themes of the character archetypes the game offers. In particular, the Partisan archetype was a resident of Nazi-occupied territory and a resistance fighter before joining up with the crew, the Collateral is a member of a population oppressed by the Allies and nevertheless pressed into service against the Nazis (e.g., Black Americans or colonial subjects of the British Empire), and the Duty was someone who volunteered for the fight because they new defeating fascism and Nazism was the right thing to do.

For actually producing the game, I’m doing what I’d never recommend: I’m doing the rules writing, layout, and illustrations all myself. What this does mean is that I can make sure that all of the art upholds my stated dedication to multiple axes of diversity. The art within the rules documents already portrays people of multiple genders, races, and body types as members of the player tank crew. Additional art I’m working on will include crew members with visible disabilities, crew wearing items of non-European traditional dress, and different cultural grooming standards.

An illustration of a person with natural hair in fatigues who is loading a shell into a tank.
by John W. Sheldon

Part of my plan for taking the game to crowdfunding is to offer backers the opportunity to have their portraits included as the card back art for some of the character archetypes, and as the face cards in the crew deck. Since I believe the audience for my game (one about Tanks in World War Two) skews significantly male, white, able-bodied, and cis, simply offering all of these art opportunities on a first-come, first-served basis would further skew the art for my game towards a monolithic default. To maintain my dedication to diversity, I need to give up potential sources of revenue and pre-stack the art with diverse portraits. I’ll won’t be offering backer levels for the Jacks in the Crew Deck, or for half of the character archetypes. Instead, I’ll be creating those portraits before the crowdfunding campaign begins. The portraits for the Jacks will be portraits of non-binary volunteers, and those for the first half of the character archetypes will be of volunteers who are one or more of non-white, queer, or visibly disabled.

Heroes that Need Help

Most fascism thrives on mythologizing heroes as paragons of strength, capable of facing great hardship alone and without aid. The heroes of fascism also contain within them a paradox: the enemy they face is terrifying, but they never actually feel fear. Roar of Alliance refutes these mythologized ideas of heroism idea on multiple fronts. The very nature of combat in my game requires players to rely on one another at all times (no person can operate a tank single-handedly). The player characters also begin the game by admitting fear: one of the first tasks of the first session is to identify a fear your character has about the fighting to come.

During the game, player characters will take Stress (the game’s unified resource representing both physical toughness and mental resilience). Characters who max out their Stress during an engagement play out a Last Stand for significant effect, then leave the Crew (the player decides whether they have died or simply become unable for whatever reason to continue on as a tank crew member). While the characters have a limited set of resources called Motivations that the players can expend to avoid stress, the only way to actually recover Stress relies on spending time with the other characters between battles. Only by working together, by comforting one another, and by acknowledging their own dependence on others can characters reduce their Stress and gain new Motivations to help them engage in future battles.

An illustration of two soldiers are crowded by a campfire with a pot cooking food, and one soldier has placed their hand on the shoulder of the other.
by John W. Sheldon.

Every archetype has scene prompts that show them needing help, and the whole game requires players to rely extensively on one another. Even the player’s Crew is supported by a company of non-Crew characters that players will occasionally be called on to portray between battles. No lone strong hero, or even small group of heroes, can accomplish the monumental task the players are facing.

Humanizing the Enemy

Fascism dehumanizes its enemies, making it easier for its adherents to attack, belittle, and eventually exterminate those that oppose it. You can see this in language comparing enemies to animals, assigning them undesirable traits as a group, in racist and anti-Semitic propaganda images that exaggerate enemy features to cartoonish extremes, or even in recent online language where some members of right-leaning web forums call people who oppose them “NPCs” – implying that there is no real individual personhood in those that disagree with their fascist ideology.

In my quest to make the game as hostile as possible to fascist ideologies, I must design the game to humanize the enemies that players face. Everyone should be reminded that the Nazis and members of the Wehrmacht were not inhuman monsters – they were regular people who became willing to commit evil acts because of an abhorrent philosophy. Reminding players of this is important because dehumanizing even Nazis creates an easy defense for modern fascists and authoritarians to mount, in the form of a “but I do these good things over here, I’m not a complete monster” defense. Reminding people that Nazis were regular people, even while they did terrible things, reminds us that we must examine ourselves for the kinds of behavior they exhibited.

Next Steps

Is there more my game can do? Almost certainly. In fact, I’m extremely open to suggestions for additional ways to improve. You can get in touch with me on Twitter, Pluspora, or Mastodon if you want to give me some feedback.

In the meantime, if you’re interested in ways to make your own game hostile to fascist ideologies, check out these two essays that helped inform my own process.

*Despite everything pop culture tells us, torture does not work. It is immoral and wrong in every circumstance, and this would still be true even if it worked – which it categorically does not.

 A photo of two rulebooks for Roar of Alliance, illustrated with tanks in orange-red and black.

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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.

Five or So Questions on Rosenstrasse

Today I’m so excited to share that I have an interview with Dr. Jessica Hammer and Moyra Turkington on their game Rosenstrasse, which is currently on Kickstarter! I hope you enjoy hearing what these amazing women have to say about this project – check it out below!

A person in a sweater leans over a table to write on a form. The table has the character sheets, cards, and book of Rosenstrasse spread out for use.

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

JH: The Rosenstrasse story is an incredible story of non-violent protest and resistance to unjust authority. The game puts you inside marriages between Jewish and “Aryan” Germans. You play out what I like to call “ten years of marriage in three hours”; then, at the end of the game, the female characters have the chance to protest the roundup of the Jewish men in their lives. The historical protest we’re exploring was spontaneous, women-led, non-violent – and successful. That’s something we want to remember. At the same time, we remember that even these women, who were willing to stand up to the Reich, didn’t do so until their own families were on the line. We can honor their courage and still aspire to do better next time.

MT: A lot of things! Jess has the first thing that comes to mind – it is history that belies the story we’re told about our effective potential to affect oppressive regimes and that makes it an urgently important story to me in our current political climate. But I’ll also pick one that I don’t often mention – that it’s designed to be very procedurally easy to run! Unlike many games that require GM skill sets that experienced gamers take for granted (world building, scene framing, narrative positioning, mechanical management) Rosenstrasse takes care of the lion’s share of that work for you. In this game, the  primary GM skill is emotional calibration – listening to a scene until it has reached an emotional place of fulfillment, asking questions to reveal how characters are processing the events in their lives, and checking in to make sure players are coping with the material. Because these are core emotional intelligence skills rather than specialized GM skills, this makes the game accessible to folks who have historically found GMing daunting – and as a result we’re seeing better representation among facilitators.

The photo shows the game materials for Rosenstrasse including the book, colored cards ranging from dark to light purple, a form, and further cards with character names in orange and blue.

What inspired you to create the game specifically as a live action experience?

MT: Rosenstrasse is actually a hybrid larp & tabletop game so groups can play it as a live or tabletop experience. Because most of the gameplay involves the emotional negotiation between two people, the delineation between tabletop and larp start to naturally blur anyway; a scene where a husband and wife have a difficult conversation at a kitchen table looks and feels very similar in either game mode. When I run the game, I tend to do so in larp mode because I find that embodied roleplay is a powerful conduit to adopting the headspace and heartspace of the character, especially when there are strong relationship ties. I think that the emotion follows the body and vice versa.

JH: In contrast to Mo, I tend to run Rosenstrasse closer to a tabletop. Players still get to have meaningful in-character conversations where they embody their characters verbally and physically, but adopt a very different relationship to the game materials. For example, players in this mode often describe experiencing the card deck as a ticking clock, counting down to new horrors. This sense of dread is palpable at the table and very powerful for play.

What is the game like in play – what emotions do players normally experience, and what do they physically do?

JH: The game comes with eight pre-generated characters, and more than eighty scenes for them to encounter. In a typical scene, players get the description of a situation – for example, maybe two of the characters are going to work on the morning after Kristallnacht – and then a prompt for role-play. Prompts typically ask the characters to have a conversation, react to the situation being described, or show how their marriage changes.

MT: The game is meant to feel like an elegy – a thoughtful observance of the loss of security, dignity, freedom, and selfhood incurred under an oppressive regime. But it’s also a game about resilience and resistance – players through their characters struggle to hold on – or sometimes to let go. They discover that in an active genocide, that the minutiae of living and thinking and loving are themselves, resistance. The game play is often quiet, somber and serious – one where everyone shares a deep breath before the next scene because the story just keeps on getting harder. But there’s also moments of lightness, bright love, and true courage that also make it bearable.

A person is leaned over a table or desk writing on a document, next to a document listing various information to support play.

What kind of research did you need to do to create Rosenstrasse?

MT: Research for historical games about people in marginalized situations can be hard. And it becomes harder still when you try to uncover their stories from a time where oppressive regimes have a stronghold on the narrative in which even documentation of your own story can be prosecuted as a treasonous crime against the state. You can double this down once more in a locus of war (Berlin) where victors literally displace the regime and with it wrest control of the story to broadcast their own victory. Stories get lost, they get distorted, they get overwritten – the stories of victims get defined by their victimhood in service to the vilification of the enemy and the righteousness of the victor.

For Rosenstrasse we got very lucky in that an academic named Nathan Stoltzfus found the thread of the Rosenstrasse protests early enough to locate people who were actually impacted, and to collect their first hand accounts of the events. Those first-hand accounts became the heart of our research and our design. And since that work, many other academics have focused on the story and it has become a locus of debate in Resistance Studies – so for research we situated ourselves in the lives of people who told their story and followed as many threads as we could find outward until we felt we could create a palpable feel of what it was like to live in that time.

JH: While Mo focused on the historical research, I spent a lot of time looking into the challenges of Holocaust education. I have a lot of experience designing and studying educational games – that’s actually part of my day job as a professor at CMU – but Holocaust education has some pretty specific challenges that we needed to understand. For example, Holocaust games can backfire if they make the player feel that they could have done a better job in the circumstances. That can lead them to have contempt, not empathy, for the targets of Nazi persecution. So, we did research to identify these challenges, looked at what’s been done before, and specifically targeted our design to address them. Our research with the game so far, and our observations of playtesting, suggest that we’re succeeding!

A woman with short dark hair in a dark green shirt sits on a yellow couch beside a large bookcase full of books and games, and in front of her is a table with game materials from Rosenstrasse. She holds a copy of the Rosenstrasse in her hands, presenting it to the camera.
Dr. Jessica Hammer, one of the creators of Rosenstrasse.

How is Rosenstrasse important to you as a creator, and as a person?

JH: I’ve been making transformational games for nearly twenty years, and I’ve rarely seen a game that has this kind of power. It’s humbling and a bit frightening to know that you’ve made a game that deeply impacts players. But, I’ve brought everything that’s in me to the table – my work with transformational games, my commitment to activism, my expertise in psychology and instructional design, my family history, my love of role-playing games – and I think that creates a special kind of alchemy.

I’m particularly grateful that Mo agreed to dedicate the game to my grandmother, Helen Hammer. She survived five different camps, including Auschwitz, and went on to live a life of intellectual commitment, grace, and dignity. I was particularly close to her growing up. She pushed me to read bigger, think bigger, adventure bigger; she wanted me to have a vision of the world as it could be, not just of the world as it was. She died when I was still in college, so I hope this game stands as a testament to her memory.

MT: Rosenstrasse has a harmony that’s critically important to me. Its historical focus, its design, the story it tells, the player experience, the impact of play, my personal goals as a creative activist, and the design relationship Jess and I have built are all aligned with a harmony that’s incredibly satisfying. I will forever be grateful that Jess agreed to do this work with me – it has been a uniquely fulfilling and powerful experience, and I am humbled by her trust and her courage.

The cover of Rosenstrasse with the subtitle "A story of love and survival, Berlin, 1933-1943." It features two figures offset, from the shoulders up, facing away from each other. One figure is orange, the other is in dark blue. The word "Rosenstrasse" is set in all caps over these figures, and the base of the figures melds together to form the skyline of Berlin, upside down.

Amazing! Thank you to Jessica and Moyra both for the interview! I hope you all enjoyed it, and that you’ll check out Rosenstrasse on Kickstarter today!

Official Statement on Perpetrators of Harm

I have puzzled for days on how to make this statement, so I hope this ends up being good enough. The Twitter statement was brief and to the point, but this needs to address some things more specifically. I do appreciate your patience.

Content Warning: Sexual assault, sexual harassment, harassment, grooming, threats, doxxing, rape, missing stairs, abuse of authority.

It starts out bad.

There was recently a statement released by Mandy Morbid and two others, Jennifer and Hannah, all ex-partners of Zak Smith (a.k.a Zak Sabbath, a.k.a. IHitItWithMyAxe, a.k.a. dndwithpornstars). The statement described domestic and sexual abuse by Zak towards the women in some detail (link here, content warning for domestic and sexual abuse, ableism). It was followed up by a statement by Vivka Grey reporting similar issues (link here, content warnings for domestic and sexual abuse, toxic objectification).

The internet in indie and OSR gaming erupted. It spilled elsewhere, too. Zak has been a troublesome member of our community for some time – people have been reporting his harassing, threatening behavior for around a decade, including many marginalized people who were pushed out of the community by the bad behavior or by backlash after reporting. Some people were pushing to excise him immediately, others wanted his story. Some of us got caught up in community in-fighting that served to muddy the waters, but I think it’s beginning to clear.

I will give full disclosure that, by my experiences, Zak has made my life more difficult. The actions of his supporters have done so, as well, including some people who will go on without ever apologizing or making up for it, I know that. I don’t trust a lot of people because of Zak. I think his actions have threatened my professional career and they have been part of the impetus for the clinical acute paranoia and trauma triggers I suffered that partially led to me having to leave my rather lucrative corporate job in 2015. Yes, I was vulnerable in the first place. That doesn’t mean that making it worse through ill behavior was a kind and loving thing to do.

That means it is easier for me to make a statement that I will not publish articles supporting his work, that I will not go to conventions that support his work. However, Zak is not the only missing stair in our community (link to blog post about what missing stairs are, content warning for sexual assault and rape). There are people I used to work for who have done harm too, and one of those has been public since around the Harassment in Indie Games series I did in 2017, but I didn’t make a public statement. I should have.

It gets worse.

Matthew McFarland, someone who I have interviewed for Thoughty and who I have worked for while doing the Demon: Interface project, is a serial predator. Cheyenne Grimes came out about this in 2018 to IGDN (link to Cheyenne’s recent post, content warning for sexual assault and trauma), and the investigation that occurred then is being re-investigated because at the time, Michelle Lyons-McFarland was IGDN president. When Matt was removed from RPG.net as mod, reportedly Michelle was still a mod and helped to prevent further survivors from speaking up. Some of those survivors like Luka Carroll have spoken up publicly (link here, updated link here, content warning for grooming and assault and specifically noting relation to trans individuals as targets.)

I am angry about this. I am bitter that this entire situation occurred, that Matt could keep doing harm, that it was covered up, that people were ever harmed at all. I am angry I ever promoted Matt, or considered him a friend. The thing is, Matt is not the only person I have had an experience like this with.

There is a situation some people find themselves in where they know secrets. These secrets are very important, and if they confessed them, maybe someone could be protected. But if they confess them, maybe someone could be hurt very badly. This is the peril of knowing about missing stairs in the community, and knowing on behalf of their survivors or yourself. I know about multiples of these and until I am authorized to do so by the survivors or those currently affected, I won’t release the information. I made that choice. It still feels absolutely vile. I am angry about it every single day.

In for a band aid, surgery later.

That’s part of why I have taken on some specific rules that I talked about on Twitter.

  • Understand forgiveness is hard and complicated.
  • Work toward it anyway.
  • Don’t harass, doxx, or threaten anyone for any reason ever.
  • Take care of yourself.
  • Take care of each other.
  • Remember that infighting is what bad actors want.
  • Center the survivors.
  • Try to love, if you can.

Sounds harder than anything right now, honestly. But, I’m trying. With these comes people making statements, and sometimes those statements are less than great. I’m not linking to the good ones or the bad ones. I don’t have that time.

What I do have time to do is give my statement. The official Thoughty word, as it were, here on the blog, not just on Twitter. This is what I can do right now. What I will do going forward, a bit, but it’s a now. How do we fix our fractured community? How do we build bridges between indie and OSR and trad when somehow they’ve all been blown up by this? How do we deal with the fact that there are missing stairs everywhere, and they mostly remain some charismatic fuckers? I can’t tell you that.

I can tell you to learn about DARVO, the way abusers behave when called out (link here, content warning for discussion of abuse and trauma), and when someone is an asshole, don’t blame it on the internet. I can tell you to practice apologizing well. I can tell you to check those rules I just shared and follow them. And I can tell you this:

I love you. Even if you fuck up, I will love you. All I ever ask of you is to try to be better. If you are doing bad things, stop doing them. Apologize. Try to make up for it. Don’t hurt the people any more than you already have. If you’re not doing anything bad, keep an eye out for the things that might make you slip up. We all fuck up. Thoughty isn’t a site only to promote and praise the perfect, but we had better do a damn good exercise in trying if we want to make the world stay alive for tomorrow. I expect you to be better. Every chance you get.

The Official Thoughty Statement

Thoughty supports survivors of abuse and harassment and believes them.

This platform is not a space for anyone who perpetrates acts of harassment, abuse, or violence, especially against marginalized individuals. Thoughty will not post to promote or endorse these perpetrators on the main site or on social media.

I will not attend or endorse conventions without an effective and enforced code of conduct, and if I know a known perpetrator is a guest, I will not attend or endorse.

Thoughty can and will refuse any and all submissions for interviews, features, reviews, or endorsement if there is a publicly or privately known allegation of abuse or harassment that I can in any way reference.* If I am made aware of an allegation after posting an article, I will assess whether it is safe to contact the accused to let them know they can appeal, and whether it is or not, I will take the post down or post a warning at the top of the post based on the perspective of the survivor if I am able to obtain it.

I reserve the right to take down posts or apply warnings at the top for any reason, even beyond this, because the safety of my readers is paramount.

If you are aware of a post I have up that supports a perpetrator of harm in our community, please notify me using my content form and I will assess it as appropriate. Please understand I am running the site on my own, so things may take time, but they will be resolved to the best of my ability.


Thank you for your time and attention on this big post! And thank you for taking this in, and moving forward for the better. Believe survivors!


*ETA 2/16/19 5:31pm – changed “confirm” to “reference.” The former is not what I meant. I just mean I need to know what the allegation is.

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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Last 46 Hours: Behind the Masc

This is the last 46 hours for the game zine I’m curating and contributing to, Behind the Masc, which is currently on Kickstarter. I wanted to write a quick post to remind everyone!

Behind the Masc is a collaborative effort with a team of great creators: Eli Eaton, Patrick Lickman, Raiden Otto, Adrian Heise, Lemmo Pew, Alex McConnaughey, Lawrence Gullo, and Tracy Barnett. They’re all making something new and original for this project! And they’re all non-cisgender masculine people like me, across the spectrum.

To my knowledge, Behind the Masc is a first of its kind as a crowdfunding project in indie games focusing specifically on our goal of reenvisioning masculinity – especially one by entirely non-cisgender creators. We’re using historical and mythological archetypes to show our perspective on masculinity and do so while making cool game products that work with existing games like the Demi and Minotaur skins for Monsterhearts 2, the Apocalypse World Trickster playbook, and the D&D 5th Edition male Baccae character background and Sorcerer recreation.

We’ll also have standalone products with a Twine game about the protector and my audio-text game, Echoes, about the hero. It means a lot to me. Last night, I wrote the first draft of the text for Echoes and I’m really excited to make this game!

My only stretch goal for this project is a higher pay rate for the contributors at $3000. We’re not trending toward that on Kicktraq, but we’ve raised those numbers a bunch throughout this campaign! We can work toward it, with your help!

Behind the Masc is new, and niche, and I knew that going into this project. We’re a collection of creators that make cool things but might not otherwise be noticed – and that’s part of the point. I would love to see more people back the project and potentially raise the pay for the contributors, but I will say now that I’m grateful we’ve come so far, that we’ve funded, and that the community has shown enthusiasm for the project!

Please back the project on Kickstarter if you’re interested, or share it on social media if you’ve already backed/can’t back! Tell your friends and colleagues about it, post it to message boards and raise awareness! We have less than two days to raise funds, and I’d love you to have a copy in your hands when we fulfill. Thank you!!

Hear me talk about Behind the Masc:

Modifier Podcast
The Lounge
[insert quest here]

(Cross posting to a KS update!)


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Game for #TransDayOfVisibility


Roll 5 dice (any size). Choose two of them & add the number together. Now, publicly & positively recognize that many (out) trans, genderqueer, & nonbinary people.

To win the game, put this on a calendar reminder for next year & play it again.
💜

This post was supported by the community on patreon.com/briecs. Tell your friends!

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You Can Talk All You Want

On the subject of Cartel and the disclaimer I put on the interview:

I was enforcing my blog policies. I have a private policy that if I receive a complaint about a post and its not blatant trolling, I  post a disclaimer with what happened. I’ve done it before. It’s never caused a mess before. But hey! You know my secret! I have policies I enforce!

Here’s the thing I want to be clear.

I am not saying whether someone is the right person to write anything, but I do think that people it impacts deserve to be heard. I am not saying whether a game should be made, but I do think it’s worthwhile to consider the perspectives of the people affected by the game if they are alive and accessible. 

I repeatedly say that we should ask ourselves whose stories we tell, and I’ve talked about changing games entirely to reduce negative impact when considering social issues. I have absolutely asked whether a game is a net positive. I have asked people to explain how their perspective adds value to the product they’re making, and whether they have considered others’ experiences. I ask that we look at what we’re doing and why we do it. I don’t think that’s unreasonable, considering how people claim games are so important and impactful and useful for education. 
I have not, however, led harassment campaigns, led my actions with the intent of causing financial or social harm to someone, or bombarded people significantly enough to cause them panic attacks and fear – that I know of. I have not told anyone they’re not valid, or said anyone should absolutely do or not do anything. If I have and don’t remember, I’m really fucking sorry. I am trying to be better. 
I have no intention to cause harm or upset to anyone involved with this, and that includes anyone who objected to the development of the game.
I’m not saying anyone involved in this has done or is doing these things. I’m just responding to some of the accusations flung my way. I wasn’t given any time to investigate what has been brought up before the messages started flying.
When someone says to me that something being created offends or distresses them for a reason I find valid (and yes, “I find the depiction of a current violent and active conflict that is immediately relevant to me offensive” is a reason I consider valid), or if it is relevant to an ethical issue or something similar, I will put up a disclaimer. I notify the designer if appropriate, and investigate what I can to see if it’s a deeper issue.
There we go. Final notes:

– I have no responsibility to host debates on my blog.
– I have no intention to ever reveal the identity of a reporting party or to demand that they justify their position. 
– I will continue my policy.
– I will not receive further messages about this with anything further than an archive button.
– I will not be investigating further because the information I found during the multi-platform messaging and searching has resulted in my decision to leave the post as-is.
Thanks!


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Holstering Your Concepts

I have mentioned a few times that I’m working on a project that is based on the concept of the John Wick universe with assassins, etc., called Shoot to Kill. It’s a pervasive larp that I’m working on an augmented reality app for. I’ve been pretty excited about it! However, it’s being revamped. Here’s why.

(Content note: discussion of gun violence and mention of suicide.)

(This will contain my personal feelings on gun use. I honestly Do Not Care if you disagree. *shrug*)

Description: A United States flag over an illustration of ships, with the words “knock knock. it’s the United States.”

Well, in case you’re unfamiliar with the United States, we have a fucking problem with guns. While there are recent events that are particularly notable examples, our incidences of mass shootings are common and significant. I’ve been thinking about it a lot.

I grew up in an environment with a lot of guns. Like, my dad, pap, and cousin owned probably nearly arsenals and my brother wasn’t far behind (I don’t keep track of how many they own these days). While my pap was shot twice (by someone else, once when he was a kid – in the eye – and once while hunting small game – in the dick, no lies), in our direct family I only know of one other incident of gun violence in my family, which was a different cousin who committed suicide.

I’m pointing this out because when I was growing up, guns were used “responsibly,” as in, we didn’t use them in unsafe ways, we were taught gun safety very early, etc. I shot a rifle for the first time when I was like 9. I actually own guns (that may be changing, I’m not sure). So these people misusing guns, they were not us, they weren’t responsible gun owners. 

But I totally grew up right next to some of the classic trash bags who own a shitton of guns and want to use them to hurt people. You can be “safe” with your guns all you fuckin’ want but when it comes to mass shootings, that’s not about how well you can avoid accidentally shooting someone. Like, let’s be real. Responsible gun ownership means shit right now. People are electing to go kill people, in public, en masse, with guns. For like, a whole host a reasons that are… okay nah. There’s no good reason.

Description: Andy Samberg as Jake Peralta pressing a button to speak to someone who has been arrested, saying “Cool motive! Still murder.”

(My official opinion on guns: it would be nice to have strongly regulated gun use for those who hunt and stuff, but otherwise, fuck it, we don’t freaking need them. If I’m wrong, you can shoot me later.)

How does this relate to games, you ask?

I was writing a game about shooting people in public.

I have thought about this so deeply. I’ve been thinking about it for a while. And I can’t make a game about shooting people in public.

I especially can’t make one that’s supposed to be actively played at conventions in-between other games. Like, there’s a whole host of problems with pervasive larps that involve finding other people in the first place.

So, the original game was, you’re professional assassins like in John Wick and you find people who are also playing the game and “shoot” them (originally just getting in touch with them and marking off their shots). There were gold coins, armor piercing rounds, and armor. It had (still has) varying levels of engagement, both performative and participative, with players becoming NPCs after they’re taken out. It seemed like it would be really fun. It also served an important purpose: getting people to meet new people and engage over something.

Still, every time I design stuff, I try to think of ethical issues or any way the game could be misused (this is why there’s like an entire two pages in the Turn essays about what you should really fucking not do with the game). This is because people can be stale bagels and also I’d rather not bring further harm into the world. So many people hurt people with games and otherwise already.

Yeah, I’m throwing a little Obamas in here. Description: Michelle Obama saying “When they go low, we go high!”

I’m revamping the game. I’m using the title Headshots because I’m going to try to subvert the violent/game standard use of the term for instead taking pictures of each other – taking “headshots” like in modeling. In this, the fiction will be that you are still professionals, but you’re doing reconnaissance instead of assassinating people. You’re finding people and identifying them to break their cover stories, and you can use trackers to break cover stories or fake passports to get new ones.

I’m hoping people still like it, and I’m planning to work on it more after I finish school. It sounds fun to me, and it has the elements I thought would be the most fun. I’ve retained the varying levels of participation, the ability to meet new people and engage with them, and the network of people in the fiction. I’m pretty happy about it, but I feel weird about the fact that some people might think I’m overreacting!

I’m not, tho. So like. Chill for a minute if you were getting those thoughts in your head.

Description: A picture of a parrot with the text “Alas, there is no fruit on my fuck tree.”

See, the reality is that game designers have just as much responsibility as every other creator to do their best to make ethical choices in design. I have talked about this before, and it goes beyond cultural appropriation and sexism and all. I don’t give a bit of a shit what people’s actual political beliefs are. It is very obvious that the use of guns in the US is not handled well, and that the casual attitude towards violence in media contributes to that.

And no, I’m not saying “violent video games and movies cause violent behavior.” No. What I’m saying is: if I make a game that could potentially make others (who are not playing a game but are in the place where it is being held) feel unsafe because I don’t consider the fact that we live in a society where there are active and persistent threats of violence using the method in my game? I’m not being responsible.

Responsibility is so, so important. We talk about responsible gun owners, right? They can’t solve this problem. But as creators, we can choose to be responsible. We can make products that people can engage with without harming themselves or others. We can make products that engage people in the activity that is enjoyable and provide a good fictional backdrop without doing something toxic or harmful.

I’m making this change because I have seen too many body counts, and because I want to be the best I can be. Let’s all think of the world and what we can do in it, and for it.

Be better.

Description: A picture of an angry possum with the words “Do no harm, take no shit, beg no man pardon.”

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Power IRL Powered by D&D

I wrote this for school, but I wanted to post it here so others could use it, also, example of how I’d like to use games to explain concepts of leadership and development. -Brie

The illustrations on this page are licensed under a Creative Commons Attribution 4.0 International License by John W. Sheldon.

The best way for me to understand the different types of power was to put it into perspective of a fantasy roleplaying game. This might sound lazy, but it helps me remember it better and gives me perspectives.

Did I list druids here? Of course not – their power is more fluid in nature and depends on their interpretation of their magic, at least partially. I would consider them to have something like reward/referant. They’re a weird cookie.
Some of the main archetypes or roles in tabletop fantasy games are paladins, clerics, fighters, wizards, rangers, rogues, and bards. They each have different ways of moving about the game and taking actions, and have different abilities. When reading over the types of power initially probably four years ago, the following role assignments stuck out to me:

Paladins have legitimate power. Legitimate power is “the authority granted from a formal position in an organization” (Daft, p. 370). Paladins are typically given a role of power from their chosen deity, and can occupy a position in a church, as well. They are literally assigned power. With this, they can take actions themselves, as well as call others to action. To use this power, a paladin (or someone in real life) could call back to their own authority and speak to how their actions reflect the intentions of that authority.

Clerics have reward power. Reward power is “the authority to bestow rewards on other people” (Daft, p. 371). Clerics are also religiously-based, and can give people healing or blessings with deific magic. They have the ability to reward people for heroism through those blessings and through healing and recovery. A cleric (or someone in real life) might use reward power by promising that if a certain goal is met, there would be monetary, emotional, or needs-based reward.

Sassy fighter is sassy – and coercive.
Fighters have coercive power. Coercive power is “the authority to punish or recommend punishment” (Daft, p. 371). Fighters are typically combat based and often brutal and violent. Their typical modus operandi is to go punishment first. (Shoot first, ask questions later.) Their work is mostly done with threats! Fighters (or people in real life) could use coercive power by promising retribution should people not follow their orders and satisfy their goal requirements, and follow up on it if there is failure.

Rangers and wizards have expert power. Rogues also have this power. Expert power is “the authority resulting from a leader’s special knowledge or skill” (Daft, p. 371). Both wizards and rangers are experts in their fields, with deep knowledge of whatever it is they do. Wizards are academics, while rangers are more on-the-ground and experience based, and very skilled. Rogues have many skills but are more jack-of-all-trades in a lot of cases, which makes them have a lot of generalized authority because they know at least a little bit about almost everything. These type of archetypes (or people in real life) can use their power by explaining the facts and support behind the requested actions and goal-focus, and use their knowledge to propel action. 

Rogues know where it’s at (in your safe, that is).
Bards have referent power. Referent power is “authority based on personality characteristics that command followers’ attention, respect, and admiration so that they want to emulate the leader” (Daft, p.372). Bards are charisma based (mechanically and conceptually) and can guide people however they see fit. A bard (or person in real life) could use their power by speaking to ideals and behaviors that they hold and ensuring that others know the value of those, inspiring them to act to also carry those goals and behaviors into their work and personal life.

Legitimate, reward, and coercive power are hard power because they are all about control. If you do this, I give you or take away this. If you don’t do this, the whole authority will know you defied them. They are concrete things that immediately threaten or promise things, or simply force authority on people, and that makes them almost immovable. Soft power like expert power and referent power are explanatory and guiding instead of forcing, and therefore can lead people towards success or goal-meeting without making them feel like they have no choice or making them feel like they have to do something instead of wanting to do something, because it makes sense or satisfies some higher-level need.

What kind of power would a dragon have compared to a barbarian? It depends on the dragon, frankly.
Daft, R.L. (2015). The leadership experience. (6th ed.). Stamford,CT: Cengage Learning.


This post was supported by the community on patreon.com/briecs. Tell your friends!

To leave some cash in the tip jar, go to http://paypal.me/thoughty.

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.