Check out Episode 6 of Designer & Devourer (click the title of the blog post!)! I’ll be talking recent posts, upcoming stuff, and then unsolicited game design. The recipe this week will be zucchini bread. J Designer & Devourer Episode 6 on Patreon! I’m gonna try to catch all of the recent posts here after the recipe, but first, upcoming is an interview with Keith Stetson on Seco Creek Vigilance Committee, currently on Kickstarter. I also am working on an interview with Jack Berberette about his project for a Braille printer for gamers, currently on GoFundMe.
Posts recently done that are relevant to this podcast episode:
1.Move oven rack to low position so that tops of pans will be in center of oven. Heat oven to 350°F. Grease bottoms only of 2 (8×4-inch) loaf pans or 1 (9×5-inch) loaf pan with shortening or cooking spray.
2.In large bowl, stir zucchini, sugar, oil, vanilla and eggs until well mixed. Stir in remaining ingredients except nuts and raisins. Stir in nuts and raisins. Divide batter evenly between 8-inch pans or pour into 9-inch pan.
3.Bake 8-inch loaves 50 to 60 minutes, 9-inch loaf 1 hour 10 minutes to 1 hour 20 minutes, or until toothpick inserted in center comes out clean. Cool in pans on cooling rack 10 minutes.
4.Loosen sides of loaves from pans; remove from pans and place top side up on cooling rack. Cool completely, about 2 hours, before slicing. Wrap tightly and store at room temperature up to 4 days, or refrigerate up to 10 days.
Posts since Episode 5:
Just Say No (content note: brief mentions of rape and sexual assault, violations of consent.)
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.”
This post was supported by the community on patreon.com/briecs. Tell your friends!
This week we talk about upcoming interviews, my little game Off Target, and one of my dad’s favorite cookie recipes. The kind of annotated read of the game starts at 6:08 and the recipe section begins at 12:30. Designer & Devourer Episode 3 on Patreon Kevin Allen, Jr. on Trouble for Hire (not on KS yet)
Playlist of muzak, played in the background with random control of the volume. Include at least one song played twice in a row (“Call Me Maybe” is great for this).
Roles
Four players are the cognizant, and control the mind.
Four players are the present, and control the body.
Setting
Players are people shopping at a Target [or equivalent shopping venue] for five things on their list. Each character will experience the dissociation of their mind from their body. When the parts of the character separate, the players will risk failure.
Play
There are ten things in the store as options to buy, and only five of them are on the characters’ lists. Characters must buy exactly those five items. When they enter the store, cognizant players flip a coin. On a heads, the character buys the first item on their list. On a tails, they miss it. After flipping, the cognizant steps one step back, away from the present. They must verbally communicate to the present no matter how far away they are, or how many people are shouting.
As they travel through the store, the players should converse about their day (in character or out). As each character finds an item, the cognizant will flip the coin to see if they buy it and take a step back. The present will pick up the item if appropriate. If the coin is ever dropped, the present will drop an item at random.
Play continues for no more than 15 flips. At the end, the cognizant tears up the list entirely and throws it away. The cognizant and the present come together and look at the items, to see if they matched their list to their remembrance.
Even if they did, they have no means to confirm.
– end –
It’s recommended to use the Script Change tools to ensure all players enjoy the game. It’s highly recommended to have a Wrap Meeting to go over the events of the game and decompress.
This post was supported by the community on patreon.com/briecs. Tell your friends!
This week we talk about upcoming interviews and features, as well as Turn (my shapeshifter game in progress), poverty in rural towns, and a recipe from my childhood, Brownie Stew!
1 lb ground beef (seasoned as preferred, optionally using garlic and/or pepper) ½ onion, diced to ½ inch or smaller 1 bell pepper, diced to ½ inch or smaller 4 regular size cans condensed Campbells vegetarian vegetable soup 4 cups of white Minute rice with 4 cups water (if using other rice, this is 8 cups cooked equivalent)
Brown the burger with onion and pepper. Drain grease from the mixture. Add into the mixture the cans of soup and add one soup can of water. Heat the mix until it is evenly hot.
Separately make the 4 cups of white Minute rice using the Minute rice instructions or the 8 cups rice otherwise cooked. Pour the stew mix over the rice. Salt to taste.
Note: I do really hope to get these podcasts on various sites like iTunes and Google Play soon but it’s a combination of energy and money to do so. I hope you understand!
This post was supported by the community on patreon.com/briecs. Tell your friends!
I just wanted to make a quick post to share info about an upcoming fundraiser by a friend of mine, Bret Gillan on March 4, 2017. Bret will be doing a 24 hour stream of games chosen by his supporters and donations will be going to Planned Parenthood.
While I have not made many explicitly political posts on Thoughty in quite a while, with our current political climate, I will no longer keep quiet about who I support – and Planned Parenthood is one of those groups I do.
I would really appreciate if you’d check out Bret’s fundraiser link, consider donating, and hopefully watch his YouTube stream on March 4, 2017 in support of Planned Parenthood, and all those who benefit from the organization.
Thanks so much to Bret for making this happen!
<3
This post is free, but Thoughty is supported by the community on patreon.com/briecs. Tell your friends!
This post has been crossposted from the Imaginary Funerals blog that has since been discontinued. Posts are hosted on the Imaginary Funerals G+ page. GAMING WITH FIBROMYALGIA (link to main host) by +Brie Sheldon (originally posted January 24, 2014)
A little background:
I was diagnosed with fibromyalgia when I was 12. It was a lousy diagnosis to get at such a young age, but the symptoms were pretty clear and they’ve only gotten worse since then. If you want to know more about fibromyalgia, a quick internet search should answer any questions you have.
I started tabletop gaming around age 15 or 16 (I’d done text RPGs for years by that point). At that point, my fibro wasn’t too extreme, but I still dealt with some of the problems – leg cramps, soreness, and fibro fog. These things have increased in severity and frequency since then.
I know a lot of people have it way worse than me, but I wanted to share my experience. Maybe it will help other people, and maybe it will help con organizers, GMs, and other players understand the difficulties people like me face. So, what’s so hard about gaming with fibromyalgia?
Managing climate control. Holy crap is this hard! I don’t know if gamers just run hot or what, but virtually every gaming space I’ve ever been in is too cold for me. A lot of people game in basements, which (even when finished) are often cold and sometimes damp, and it leaves me aching and sore and generally pretty miserable. This year at cons I ran into the problem of it simply being way too cold in some of the rooms, so by the end of sessions I was cramped up and ready to go lie down. But sometimes, you can’t lie down – you have to keep going, especially when you feel the social pressure to be involved or just really want to be involved.
Standing or sitting for long periods. This is something I’ve complained about before, but, super long lines for badges? Standing in food lines? Waiting outside con rooms? Yeah, standing for like 20 minutes is rough. My legs cramp up, my back sometimes seizes, and there’s nowhere to go and nothing to do. Accommodating disabled people is not something cons are great at. It’s troublesome, as well, when you don’t have a visible disability, like me, or when (like me) you don’t have special tags designating you disabled-enough-for-people-to-care. Likewise, sitting at a table (especially in the aforementioned cold rooms) can mean that standing up is a struggle, and it is simply embarrassing to be a 20-something woman who can’t stand up from the table without wobbling. People stare.
Fibro fog. This is probably one of the toughest things. The pain and stiffness I deal with every day in every type of situation, so it becomes a quiet echo of my life, “pain, pain, pain” beneath my breath every moment. You kind of get used to it. The fog, though, isn’t constant, and is worse during times of anxiety and stress. Basically it makes it hard to focus and makes me seem dumber because I can be slow to respond or get confused. For the longest time I didn’t understand what it was, but now I’m pretty familiar with the feeling. I try to hide it because it’s legit one of the things about my illness that makes me feel the most stupid and useless. Ever try adding together dice or adjusting target numbers when your brain feels like it’s stuffed full of cotton? It’s like that all the time. It’s kind of like when you have a sinus headache or like a post-narcotic headache. (This is also a problem when navigating conventions because I get lost and lose track of time very easily when the fog sets in.)
Feeling singled out. I rarely game with other people with disabilities, just because of the way my circles have worked. This means that I’m often the only one at the table who needs accommodations. I’m the only one who needs to be given a break or time to stretch during long gaming sessions. I’m the only one who needs help doing basic addition when my fog is too foggy. It’s just me sitting there having trouble. So far my groups have been pretty great about it, but that doesn’t make it easier for me to feel good about it. An example: asking people to please grab me a drink because that extra walking today just is a bad idea. Most of my group would happily do so, but that doesn’t make me less embarrassed or make me feel less like they should hate me for taking advantage of their kindness.
Gaming with fibromyalgia isn’t easy. It’s got a lot of pitfalls and there aren’t really bonuses for being disabled.
This post is free, but this blog is 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.
Hi all! Today I have an interview with Chris Spivey on his new Cthulhu RPG Sourcebook, Harlem Unbound. It’s currently on Kickstarter and sounds really amazing, so I wanted to share his thoughts about the game with you. Make sure to check out the Kickstarter and see his answers to my questions below!
—
Tell me a little about Harlem Unbound. What excites you about it?
Harlem Unbound is a RPG sourcebook that takes players into the world of the Harlem Renaissance at its height, to face terrifying horrors from the Lovecraftian Mythos. The book is everything that I, as a gamer of color, wanted to see in my Cthulhu games. It places minorities into the roles of protagonists, and doesn’t turn away from the history of racism or the struggle that people of color face.
Instead, Harlem Unbound tries to honor that struggle, and shines a light on all of those corners of humanity’s evil, rather than try to hide them. All the while, the Mythos is seething around the edges and corrupting what it doesn’t destroy. I think it’s important to differentiate that at no point should racism be considered something caused by the Mythos; rather the Mythos may use our own evil against us.
With your intentions, what made you choose to make the game compatible with both Gumshoe and Call of Cthulhu?
I grew up a black kid loving Lovecraft and picked up my first CoC book around age 14. After I ran Dead Man’s Stomp, I knew Cthulhu was for me. I wanted both Gumshoe and CoC because I figured there would be a good cross section of people who play either one or both, and they could choose whichever one they prefer.
Can you talk a little about the mechanical adjustments and additions you’ve made to support Harlem Unbound in those systems?
I have introduced a Racial Tension modifier for both systems. Racism is a very sensitive topic and to properly run a game that integrates this reality, the Keeper needs to have very defined guidelines. I find that employing a mechanic everyone can reference helps. Within a lot of games, some people like to pretend racism doesn’t exist. Harlem Unbound, by its very nature, cannot steer away from the racist norms of 1920s NYC. I wanted to create a mechanical tool that guides everyone involved, and the tool works slightly differently for each system.
What are the classes you’ve made available for Harlem Unbound? What elements of them do you think really highlight what is important to you about the game?
One of the classes is the Patron that was just unlocked as a stretch goal on our Kickstarter. Each class will focus on the concept of what it represents. For instance, the Patron will have an easier time with resources and contacts than, say, fighting or warbling on the stage. That is not to say they couldn’t do it, but they wouldn’t be on par with a Hellfighter back from World War I or a legendary performer.
You offer guidance for Keepers running “a game steeped in the history of racism, horror, and the celebration of life.” What are some really important concepts you highlight in that section?
The most important element I have tried to convey is how important it is for a Keeper to talk to their gaming group before playing. Harlem Unbound, in many ways, is unlike many RPGs that are currently on the market. We don’t shy away from the reality of life, particularly that of African Americans. And the players must be aware that living in America in the early 1900s as a person of color will have an impact on how you navigate the world. And let’s be real, there is still an impact today. It’s important that everyone understands the type of game you’re running and the history involved in it.
Lastly, in as much detail as you’d like, what about the worldbuilding and history used in Harlem Unbound are meaningful to you as a creator, and what do you hope they bring to those who play the game and hear the stories?
The Harlem Renaissance was a great time of art changing the world. And there are many who know very little about the movement. African Americans escaping the harsh reality of the South rebelled by pouring themselves into art, music, dance, and the written word. That speaks to me on every level, even more so given the recent political climate. They say that times of great stress and duress produce the biggest explosions of art. I have no doubt we will see a similar result in the next decade.
I did a quick poll today on my G+ (a public post) about what gender your GM for your local/regular group is. The results were… ouch. I posted it around 2:00pm on 12/18 (today) and this is the current result:
I am kind of gobsmacked. I like to think my followers on G+ are pretty diverse, and many of them are! But it unfortunately seems like we still have a lot of men running games in comparison to women. There were a few clarifications in the comments (we have multiple GMs, but most are men, etc.), but for the most part: GMs are more often men. By a lot.
I will add a picture of the final results to this post after the poll ends (I think tomorrow). I just wanted to share it for awareness. There will be follow up post to this with more questions, and hopefully some ideas from my own perspective about this issue.
Do you think this is something we should keep working to change? (Note: Some groups like Contessa have already been making strides for con games run by women, which is great!)
This post was supported by the community on patreon.com/briecs. Tell your friends!
Of late, there have been a lot of people making efforts to design table techniques and safety techniques. This is great and I’m happy to see design work and attention to communication and safety at the table! …however, I have some thoughts.
I’m going to be judgy. I know, what do I know? Nothing more than what I know, which is my experience, emotions, and background.
I think the Support Flower is interesting and has good intent. However, the design is an issue. With the arrangement of the flower, if I (someone with relatively short arms) tried to reach across the table to tap or point to the red center, what if I could only reach the green petals, or someone thought I was just pointing at the slow down petals? Maybe I’d have to move it closer to me, moving it farther from other players and also setting up an implication that I would control the content, as well as possibly distracting from the game.
As well, the slow down or gentle option can be confusing. Without discussing what content is troubling, how do you be gentle with it? Isn’t it just as much of a disruption of the game to pause to clarify because “hey I’m uncomfortable with or nervous about this content” is very vague and can be an issue? (I have seen this with the X-card, too, and complained about it.) These are things that worry me.
For Edgewise, it has two issues. One, the introduction of the card comes across as an admission that there is no trust for basic respect at the table and no attempt at gaining or giving it. It says “None of you will let me talk, so here is a tool that I’m going to have to use to work around you.” This is different than safety cards because we can all assume people want to talk, but knowing what will trigger someone or bother them requires a deeper discussion.
It also, secondly, completely disrupts norms of communication. It says “I am not listening to what you are saying, I’m just waiting my turn to speak.” It gives no respect to people who might just be making their point and not steamrolling if the person who wants to use it is just barely holding back at talking over that person and ignoring their point. I also know it can be used as a means to take control of the discussions at the table.
We have a tendency as gamers to avoid communication. We may not ask each other about how things make us feel. We can be afraid to share the things that make us uncomfortable because people might judge us. We can be afraid to say “Hey, stop, I don’t want to see this.” But we can learn. We can step up as players and designers and GMs to say “Ask people what is okay for them. Give people space to express *openly and explicitly* what’s not comfortable for them.” And if people judge others for being uncomfortable with certain content? The uncomfortable people should be the ones who get to stay at a safe table.
We may excuse misbehavior as social awkwardness. We may say that someone is too awkward to know when it’s okay to speak, or that some people have trouble using social cues. And for some people, these things are true. For autistic individuals and people with anxiety, I can see a lot of these troubles and accommodation is important. But this is not all of us. We can’t excuse everyone because of some people’s genuine needs. We can learn and grow and get better at talking to each other and learning body cues. Hell, even people with anxiety typically have the capacity to learn these things.
If those of us who can learn these things and can design for these things and support these things don’t make those efforts, we don’t give space for the people who really need support and space. We can learn how we can act and be open and honest about our feelings and perspectives so that people who can’t feel safer and if they can, someday might be able to do the same thing.
I see the meaning and intention here, and I know no tool is perfect. This is just where I am seeing flaws and why I wouldn’t like these tools at my table.
ETA: I was talking with John about some of the user design issues here and we noted the issues of visual impairment and colorblindness, as well as ability to physically access the tools. (I have in Script Change that you can vocalise the tools, but I haven’t seen this as an option in many other tools.) Accessible tools matter!
This post was supported by the community on patreon.com/briecs. Tell your friends!