12 RPGs for the 12th Month – Day 2

These are actually questions not days but I like day so whatever.

(Image includes a list of 12 questions for 12 RPGs for the 12th month.)

Following my previous post about the meme where I answered question 1, here’s my response to question 2.

“Which genre tropes that come up in an RPG of your choice do you love, and never get tired of? Why do you love them?”

One of my favorite RPGs is Shadowrun (3rd Edition), and a few of the tropes that happen in SR3 that I love are the dramatic hyper-action scenes, the shifting of perspectives between a focused decker or rigger and the combat- and magic-aligned characters, and the resistance.

The first is just fun as hell. I have played a few characters who were into hyper-action, hyper-violent style play and they were fun as hell. One was an elf archer who had some body mods to inject combat drugs into his system (He was modeled on Iggy Pop for looks, and named after a coworker, Sorin). He survived a force 6 fireball without even using all of his drugs (though just barely), jumped between two skyscrapers to grab on with his gecko grip and continue fighting, blew up an entire compound (and the plot) with the grenade gun the GM unwisely allowed him to obtain, and avoided death somehow – in part because I forgot to calculate in his armor, and then we realized he had survived. 🙂 I also had a phys adept satyr who had a gaes of dancing to use her adept powers, and she dual wielded Dikote vibro swords. She jumped through a window before every fight. I’m serious. She also had a tendency to decapitate people… a lot.

The second sometimes requires a specific set of people, but I love when the GM and table can do shifted perspectives between a decker or rigger who’s plugged into the matrix doing combat or hacking or whatever, then swap out into the hallway or the courtyard where there’s like a fucking armored troll shooting a machine gun at guards and a dwarf shooting fireballs at everyone else and everyone’s freaking out about timing because they gotta get out of here to make the drop.

And the last is the general theme of resistance. Not all SR3 games I’ve seen go towards actually fighting the good fight, but I love when they do. My satyr character up there, she actually ended up setting up an underground railroad-like situation to protect ghouls who were being rounded up and killed by local megacorp police. We helped recover a church that had been attacked and protect the parishioners. We took down a bunch of corrupt police, corp, and government people in various games, too – always fighting to protect the ones who needed it. That’s something that matters to me.

Thanks for reading!


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.

12 RPGs for the 12th Month – Day 1

(Image includes a list of  questions for 12 RPGs for the 12th Month)

These questions set up by Paul Mitchener (sourced from a private post) are pretty cool and I’m hoping I can keep up with them over the next few weeks.

The first question is:

“You’re running an RPG to introduce new players to the RPG hobby this month. Which game and genre do you choose, and why?”

To be honest, I’d poll the players for their preference in genre and level of complexity. If you have someone who prefers Shadowrun level of complexity in rules to Archipelago, they might be super bored, and the opposite might be super frustrated. My go to intro games, though, were I to GM:

Personal favorite:
Turn because the rules aren’t super complicated, it’s mostly real life stuff, and it’s also shown to be very fun. http://www.briecs.com/2017/06/turn-rpg-beta-playtest.html

Storytelling:
The Quiet Year because it is easily understood and manages to produce a rich experience every time. https://buriedwithoutceremony.com/the-quiet-year

Cyberpunk:
Shadowrun: Anarchy would be my top option here, but with my personal house rules. I’d have to brush up on the rules but it’s got some great shadowruns included, the rules aren’t wildly confusing, and it’s super thematic with a fun setting. http://www.drivethrurpg.com/product/194759/Shadowrun-Anarchy

(My reviews: http://www.briecs.com/2016/08/shadowrun-anarchy-gen-con-prototype-review.html & http://www.briecs.com/2016/10/shadowrun-anarchy-review.html

Cosmic Horror:
Lovecraftesque has a really interesting storytelling/roleplaying structure with the way you tell one character’s story, and it can be super spooky. http://blackarmada.com/lovecraftesque/

(My interview: http://www.briecs.com/2015/09/five-or-so-questions-with-annison-and-fox-lovecraftesque.html)

Horror:
Bluebeard’s Bride is one of the scariest, most fascinating games I’ve ever played. Feminine horror is not only interesting but a learning experience for everyone at the table. This would be the “heavy” option for a safe game group. http://www.drivethrurpg.com/product/224782/Bluebeards-Bride

(My interview: http://www.briecs.com/2016/11/five-or-so-questions-with-marissa-kelly-on-bluebeards-bride.html)

Dread would be the option for people I’m less familiar with, or for a lighter game. It always has a good record of fun and startling for me, and there’s such suspense! http://www.drivethrurpg.com/product/83854/Dread

Urban Fantasy:
Urban Shadows is fun, and it has a lot of interesting bits and pieces in it. It’s one of my favorite games to play with new people because while you can go deep and dark with it, you can also stay in a safe place and still have a great time. http://www.drivethrurpg.com/product/153464/Urban-Shadows

My interview: http://www.briecs.com/2014/06/five-or-so-questions-with-andrew.html

Fantasy:
Companion’s Tale is a really lovely game telling experiences of the companions of a hero. I honestly don’t think I’ve played through a game but I know it’s mechanics are easily understood enough that it would be a gorgeous way to learn a new game together! https://companions-tale.backerkit.com/hosted_preorders (preorders)

My interview: https://www.youtube.com/watch?v=Gk15TWXQOTc

High-RP:
Archipelago in any of its forms would be an awesome way to just let people have a low-mechanics, high-roleplay experience and go all out with whatever setting we want. Definitely a good option. http://www.drivethrurpg.com/product/147623/Archipelago

So that’s my options! 🙂 Feel free to join in responding on your blog or social media or respond in the comments!


I don’t know if I’ll charge for these 12rpg2017 posts on patreon.com/briecs. Still feel free to 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.

Harassment in Indie Games: Who, What, Where, Why, and HOW Part 1

Harassment in Indie Games: Who, What, Where, Why, and HOW
Content warning: sexual assault, sexual harassment, sexual violence, threats, online harassment, threats of violence, harassment and assault of minors, statutory rape, rape, mental illness, anxiety, social ostracizing

Part 2, Part 3, and Part 4.

Part 1 – Introduction, and Who

Recently I put out a survey to ask people about their experiences with harassment and assault in indie rpgs and larps, as well as spaces around them like conventions. I wanted to gain some context to talk about it.

The purpose of this blog series is to talk about:

  • Who: who is being impacted, who is taking harmful action,
  • What: what is being done as a harmful act, what the result of the harm is, and what we are doing right now,
  • Where: where the events are happening,
  • Why: why is this happening right now, why do people do this, why it’s happening where it is, and,
  • How: How we can respond to it, how to avoid it in the future.

This has not been an easy task for me or, especially, for the people who shared their stories. I am incredibly grateful to the people who responded. Whether they chose to be anonymous or to share their personal information, I think it takes a lot of fortitude to talk about our experiences.

The first thing about this, which I knew beforehand would happen, is that I didn’t receive piles of responses. While people are fine with speaking about their experiences in closed spaces, or in places where they could easily delete their posts, etc. I am not sharing the exact numbers of people publicly because I don’t want to increase any risk to people who have shared. I also want to point out that what I’m sharing here is pieces of the responses. I had to select carefully because it was, even with the responses I got, a ton of dense and very important information.

Edit for definition: I was asked to give a definition to indie games by a reader. The definition I offer here is just mine and what I used.

I allowed respondents to define it by their own awareness since it is a flexible term, but what I was looking for is primarily independent and small publishers (so as small as a single person, but not really bigger than Margaret Weis Productions) focused on tabletop RPGs and larp, and the spaces where those games are played and promoted (even within larger events, like Gen Con and Origins).

I was made very aware of my own circle of influence during this project, and I know that I actually ended up having to play the dodging game with people who I know have done harmful things.

Full Disclosure

Three of these posts are paid posts on my Patreon (Patreon.com/briecs), and I’m accepting support and donations through PayPal (PayPal.me/briecs) as I normally do. The final post proceeds will go to RAINN (Rape, Abuse and Incest Network).
 
Additionally, I want to give full disclosure for my perspective. I have been:

— Content warning for list of traumatic experiences related to sexual violence —

  • assaulted,
  • drugged and assaulted (to what degree, I actually am not sure…because I was drugged),
  • harassed, stalked, groped, and negged*,
  • recipient of erotic fanfiction about myself and the person in my inbox without permission and also when I was too afraid to say no because the person might kill themselves,
  • hit on and solicited by men at least 5 years my senior up to 40 years even when I was underage, from known ages,
  • recipient of rape (including explicit description) and death threats (of the “raped-to-death” variety) by strangers and by people I knew,
  • emotionally manipulated into sex, and,
  • body shamed in the context of a sexual relationship.

[*Negging is when someone insults you to lower your self esteem so they can give compliments and influence the individual towards them. It is popular with pick-up artists and it’s bullshit.]

— End content warning for list of traumatic experiences related to sexual violence —

A fair amount of this stuff occurred in game communities, others in adjacent geek communities. I have been sexualized by older people since I was at least 5 (yes, I’m sure of that), online and face-to-face active verbal and physical harassment started in my teens, and so on. I also know personally of two domestic abusers in the community, a few men who have harassed or assaulted people, and multiple people who I wouldn’t want to be alone with because of their behavior, and not all of these identities are known or public.

This context is so people understand, yes, I am biased. I am biased against people doing bad acts. I don’t think bad acts only happen to women or that only men commit it, or anything like that, and I do fully believe that in most cases people can change and stop doing bad things, and try to do better things. That takes work, though, so with no apologies and no change, people remain in a bad spot with me.

I also believe victims. If it turns out someone has been falsifying things, that’s pretty shitty, yes. Most of the time, though, victims are more likely to keep the secret forever than risk the stigma and vilification that most victims experience. Victims are not treated with respect in most situations, and it can be downright dangerous to speak out against people who hurt them.

SO, with that in mind, let’s get started. Follow the cut!

Note: Quotes from the survey may be cropped or have sections excluded to remove names of individuals involved in the situation or to reduce the length of the post – I am doing everything I can to maintain the voice of the respondents and this post is reviewed by the respondents for their approval.

WHO

Who is being impacted?


The survey was open to basically any gender, and I received a majority of responses from cis women (less than 50%, but the whole of theirs was larger than any other category), but also from trans women, nonbinary people, genderfluid people, and men. It is pretty well known that cis women are often recipients of sexual harassment and violence, but it is important to me to note that people were being impacted across the gender spectrum. This is not only a “[cis] women’s issue” – it’s an everyone issue.

Keeping in mind that cis men, trans men, and masc people overall are even more unlikely to report their abuse because of the stigma that comes with it, I’m not surprised that I received few reports from those individuals – less than ⅕ of the responses were from them, in part because a couple who responded are being counted as responses from women because some men reported on behalf of their partners. Still, it’s important to note that men did respond – in part because of a comment I got that stuck out to me.

When I asked what could be done to support victims, they responded “I have no idea. Criminalize men?”

Men are significantly noted as the bad actors here, but cis and trans men are impacted by harassment from women as well as others, and this kind of commentary discourages them from being able to acknowledge the harm done to them (by any gender, including other men). I want to make sure we don’t ignore other individuals who are causing harm (including women against women, and so on), and ensure we’re listening to all survivors.

I didn’t ask for participant ages, which I may change if I revisit this, but about a third of the people who responded talked directly about underage people (themselves or others) being harmed by sexually-charged behaviors, whether it was sexual assault or harassment, or manipulation and controlling behavior. Emotional abuse is a factor here across the board, and it really impacts younger people.

One person who responded said that they received a lot more harassment when they were younger, but now nearing age 50, they receive less – but it hasn’t stopped.

I did not include race or disability on the survey, which may be considered if I ever pursue a future survey. I left those out to ease people’s entry into responding and reduce the risk of identification by outsiders who read my article. I hope that’s understandable!

Who is causing harm?

It is unfortunate here that many of the respondents did note that the person who harmed them was a man. However, not everyone mentioned the gender of the person (I didn’t ask in case people wanted to share multiple experiences, which they did), and there were women reported as being the bad actor. People of all genders were noted as bystanders, as well, which was disappointing.

The bad actors skewed adult – almost all of the responses were grown adults, but teenagers were mentioned as some of the offenders, as well. This is important to note because of the age power differential, as well as the spaces where these things happen.

Importantly, not all of these were heterosexual interactions, or done by straight people. One instance has a confluence of issues:

I had a game master/member of a community that I was a part of harass me multiple times over the 2 years I was around in said community. The individual was a cis man who identified as gay, even though I am a woman and was identifying as a lesbian at that time he would constantly make sexual jokes about me. He pretty constantly made these jokes and also would offhandedly talk about wanting to have sex with me/wanting to see me nude even though I identify as a woman AND I was underage at this point (He was in his late 20s). [from a trans woman]

This includes the underage issue, the gender issue, tacks on transmisogyny, and also frames this as within a community. More on spaces soon, but in the next post, I want to talk about what’s being done.


US Sexual Assault Hotline: 1-800-656-4673
– Chat https://hotline.rainn.org/online/terms-of-service.jsp

US Domestic Abuse Hotline: 1-800-799-7233
– Worldwide chat: http://www.thehotline.org/about-us/contact/

US Suicide Hotline 1-800-273-8255
– Chat http://chat.suicidepreventionlifeline.org/GetHelp/LifelineChat.aspx

I apologize for not having non-US numbers at this time. The chats should be accessible for anyone, and if you still need help, please contact me directly via contactbriecs@gmail.com. I’m sending good vibes to you as well as I can. Thank you!

edited 12/1/2017 correcting language re: cis women/women/trans women in paragraph after figure, ditto for cis men/men/trans men. Sorry for the errors!


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.

Five or So Questions with Jaye Foster on Poor Amongst The Stars

Jaye Foster has out a new space-based setting for Malandros that’s got billions of possibilities – literally. And I got to ask questions about it! Learn about Poor Amongst the Stars, currently available on DriveThruRPG, in the interview below!

Stars by Ethan R (https://www.flickr.com/photos/etharooni/3884801617/) CC-BY-ND-2.0 

Tell me a little about Poor Amongst the Stars. What excites you about it?

The possibilities. There are twentyish questions asked during creation of the generational ship and at least three suggested answers for each question. Not taking into account player creativity, that’s 3486784401 possible ships, each subtly but importantly different.

So while the book does encourage you to select from a limited list of answers the players are not actually that restricted in the scenario creation. I’m pleased that I was able to find so many options for ways to describe how the characters are trapped aboard ship and what that cage feels like.

How did you figure out the questions?

I originally started with a more technical approach, describing the ship in mechanical/physical way; how long is it in meters, how big are the cabins, what scientific instruments does it carry. I quickly realised that this approach was not compatible with Malandros. What matters more is how the ship feels and how it influences play. So I started from the point of view of an unimportant person on this ship and built the questions to give context to their life rather than just measurements. For example, I don’t ask you how big the ship is, I ask you how does its size feel to the characters; is it cramped, cozy, spacious or nearly empty?
ISS by Daniel Lombraña González (https://www.flickr.com/photos/teleyinex/6977215423/) CC-BY-SA-2.0
What about the questions makes the creations interesting? How do they spur creativity?
The questions and prompted answers themselves don’t make the creations interesting. That comes from players and their creativity is spurred from a lack explanation. The prompted answers never tell you why the ship is as chosen. In selecting an option, the players are partially forced to consider why they are picking that option and to consider what history the ship has that resulted in this current condition. For example, if the players decide that the ship’s crew are segregated from the passengers a lot of the story detail will come from expanding the reasons why. In my test game, the players decided that the crew slept in a virtual reality to keep them in a pseudo-stasis to preserve their precious skills and knowledge.

Where did you get your inspirations for the Poor Amongst the Stars?

I was thinking about writing a setting for Malandros and had the thought that a science fiction would be an interesting diversion from the original Imperial Brazil setting. Another author had already tackled a colony style setting so when the idea of a generational ship fell out of my brain it interested me. Fiction that influenced me during writing included: Macross Frontier, Cities in Flight, WALL-E, Dark Star and Red Dwarf.

What are a few examples of scenarios for the setting?

I wouldn’t say the book has any pre-generated scenarios. With Malandros, the scenarios are created by the characters relationships with themselves and the constraints the ship puts on a person’s ability to improve their standard of living. The book does have a short section on episode themes for the game master to apply if they feel the need to inject an external stimulus.
Crab Nebula by NASA GSFC (https://www.flickr.com/photos/gsfc/33735105264) CC-BY-2.0
Thanks, Jaye, for a fun interview! I hope you all enjoyed reading what Jaye had to say and that you’ll check out Poor Amongst the Stars on DriveThruRPG!

All images CC-BY-ND-2.0 sourced by Jaye Foster.


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.

Boy Band: The Game

Hi All! Got an idea today, so I wrote it down. Check out Boy Band: The Game, which will get a fancier version at some point, but until then, get ya grabby hands on it.

Boy Band: The Game


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.

Big Bad Con 2017 – Sunday, Dialect, and Selfies

FYI, Some of my photos are a little shaky. I was in the middle of an allergic reaction for half of it, and honestly, no tripod when I’m not feeling well makes it lousy. I tried though!

This is, I think, the last installment about my experience at Big Bad Con 2017!

Gif of selfies and friends <3 (featuring Tanya DePass, Misha Bushyager, and Nathan Black

My experience on Sunday at Big Bad Con was really great. I had a lot of positive experiences, and some really good emotional ones. The morning was mostly socializing – Tanya picked up some Jack in the Box for me, I visited people and talked about all sorts of stuff, and in the afternoon, I got to play games! (I know, gaming at a gaming con, who would have thought?

The first game I played was from my upcoming collection, Let Me Take a Selfie. The game is called Who Made Me Smile? and I played with Tanya DePass, Nathan Black, and Misha Bushyager. It was so fun! The general play is that we each write some three-sentence stories with different mood themes, and then take selfies after we read a selection of them. 
Our stories and some selfies. 😀
After that, we talk about it, and take a “neutral” selfie. The most fun part for me is after that, when we look at other players’ selfies and the stories they read to guess which story was associated with which selfie. It’s fun to see how my friends express their emotions! 
Google made this.
After that, you match up who guessed which selfie right, and everyone gets the chance to take selfies or write more stories. We didn’t have any need to write more stories, which you do if anyone doesn’t match anything right with another player, so instead we just took selfies together! I loved it so much. 
It’s important to note that none of us see each other outside of the internet very much, so being able to share these stories and see the emotions people expressed in their selfies – including people who don’t normally take selfies – was such a great experience! I think everyone else had fun, and it’s something I really enjoyed. Also, it was so cool seeing people play my game!

LOTS more here, including Dialect!>>>

I got to play Dialect in the afternoon with Hakan Seyalioglu running, alongside Vivian Paul, Vera Vartanian, and Kristine Hassell. I honestly can’t get over how amazing this game was. Vera cried a hecka lot, in a positive feelsy way, so we must have been doing okay. 🙂 Dialect is a game about language, specifically the death of it, and to make that happen, you need to build it. It is fascinating to me how integrated the language is with the cultural and emotional development of the characters, honestly.

Dialect table setup.
We played a group of artificially intelligent robots left behind after humans departed from earth known as EIPS (Earth Inter-Planetary Surveillance, “eeps”). The general vibe ended up being that the planet was One Hot Mess and environmentally trash. So our job, we decided, was to do surveillance on the planet so that the humans could someday return. We were there a while, and as time passed, we got better at our jobs, so we ended up with idle time to do less rote things. One of the first words we made was a filler word – ona – that we often said while thinking, interrupting our own speech, and so on. We also developed friendship. These three things are the aspects in the game that we would go on to tie words and explanations to, as well as ourselves.
To me, Friendship was the most important aspect of the story. It came up constantly because our relationships were really deep. EIPS took friendship seriously, and were grateful for those they connected with. Initially, the connections were for maintenance – the EIPS bots would repair each other by linking to each other and doing updates and repairs. During that, they learned about each other, about compassion, and about caring. This is where they made friends – synckeeps. Their synckeeps were bots they really cared for – and our bots were all synckeeps.
I mean, seriously, just thinking about the game has me tearing up, jeez.

In Dialect, you have a character of your own which a card that guides the character’s identity. I was the Explorer, and I associated myself with Friendship – in the game, I tried to explore the breadth of human emotion with my limited artificial intelligence, and got quite far, I think. I played 244-L, known as Leon. Leon was a “life emulator” designed to replicate human existence with the safety of robotic structure. He looked …approximately human, and had human-like skin that could regenerate from pretty much any chemical or environmental exposure. He was the canary in the coal mine, so to speak. Leon’s creator had loved the idea of Ponce de León’s Fountain of Youth, and Leon was the realization of that – his body would keep regenerating, regardless of what happened. That was the plan, anyway.

Kristine played Jesse, the Jester, who was initially a data entry module. I think Jesse was associated with the surveillance of earth aspect. She was connected to data points all over the place until, as time passed, each one shut down and she was left alone with just us other models. While the settlement of bots was in the thousands, she was just herself. Because of this, she had learned sarcasm, which was her way of dealing with stress and isolation. She reviewed our daily reports for errors, and for so many years they had been static – eventually she started to copy and paste.

Next, there was the heart of our group – Spinner. AMZ013 was played by Vivian, who did a spectacular job making a lot of us feel really squishy. Spinner was a utility bot who had a broken wheel and so, obviously, Spinner spun and wobbled instead of going straight. Spinner was an incredibly interesting character who kept us on track, oddly enough, when the story got more challenging. Spinner was one of us who had a lot to do with how we spent our idle time (see later, “Uplink.”

Finally, Vera played IONI, ECR1147-C, a satellite who was never actually launched. IONI was our technical hub, kind of “in charge” of the situation – her archetype was the Ruler. She monitored all of the goings on, and made a lot of the big decisions. IONI, like Jesse, was pretty much the only one. We found out that IONI had been saying she received contact from the humans, but it turned out that for far too long she had been getting radio silence – what we knew as commfail, the word that described our sadness.

The first big event we had was that Jesse uncovered a discrepancy – a variance – in her reports. She couldn’t just copy and paste. She reported it to IONI, and IONI decided to investigate it with an expedition. As Leon was an explorer both emotionally and on the ground, he would go out on the expeditions with other EIPS units to test the environment. It beat him up pretty bad, and there was always a worry he wouldn’t come back. Because of this, we developed a way to say “good luck.”

When an EIPS unit says goodbye to someone, they send a datapacket to them with silly pictures and cute animals (cute cats, otters, etc.). While EIPS don’t entirely understand the point of all of it, the humans who made them were cheered by them, and they learned to enjoy them over time. Along with this, however, we needed an indication of them doing it, so we came through with ❤. The bots with LED screens could simply flash the hearts, while those who were more anatomically human used their hands to make the heart (see picture). 

This pic is super old but it demonstrates the point, yo.
(This was actually inspired by RPG_Dante (Bryant Stone) who I met at CONlorado. He signals ❤ to me when we part ways. I may have made everyone tear up with this because of how cute and sweet it is, which is a rare thing for a Brie.)

After Leon came back, it was determined that there was nothing evident in the outside that would explain the variance. We moved forward an age. Each age, you take one aspect and move it into the next circle set up on the table that represents the ages in the game. We chose Idle Time, which was changed into Overtime – we were working past our limits, longer than we had planned with no response from the humans, and running out of glint (our fuel). We were working overtime.

Kristine broke my heart with her character’s story and how she dealt with the loneliness and commfail that the characters experienced, as well as how she brought levity to the table. She was the first of us to express worry – known to us as 404. Her 404 was often founded, as Leon and Spinner got into a mess. There was a holiday known as “Uplink” where we would all power down and just socialize and be calm during a big storm that passed over our compound, and it took a lot of time and energy to give this space to us.

After the Uplink, Leon found Spinner. They hid in a closet and – in one of the most dick moves I’ve ever done in a game – Leon suggested that they might save glint if they put some of the others… out of commission. “Not everyone is necessary all of the time” is I think what was said, and the interaction was so painful, but Spinner agreed that it wasn’t an unreasonable plan. They planned to keep it secret, and had hid out of the range of IONIs base sensors, but they couldn’t get away from Jesse.

Jesse showed up and asked what was up, and in the process of trying to hide their discussion, Leon offered Jesse a can of “Pork nnnn beeens?” (Spinner noted it’s only $2.49) while trying to demonstrate that they were just getting rid of old cans. It didn’t work, and they spilled the (not pork and) beans. Jesse demanded answers in her 404, and Leon and Spinner responded. One of the biggest issues was that they suggested powering IONI down, even though she was their synckeep, and things got very complicated. After getting support from other EIPS, they gathered their courage and reported their thoughts to IONI, presenting themselves as in favor of Eco-Mode (which was a label for their faction, including those who agreed with them). IONI wasn’t happy, but was eventually convinced.

The age turned, and they began putting people into Eco-Mode. The first versions – periods of time where they disabled groups and later reenabled them – went okay, but over a lot of time, they ran into an event that made it harder to move forward: The Wipe. A huge sector of EIPS units were powered down, but when they were meant to go back online, there was nothing there. Their AI had been fully wiped. Unrecoverable. The commfail was immense. Going forward, the synckeeps struggled to stay together and powered on, but as those who had pursued Eco-Mode, some of them felt obligated to version.

Spinner was the first to get boxed up – literally – but was so well loved that the entire community came to wish him ❤ as he went into Eco-Mode, heavy with 404 that he might not return, and experiencing commfail at not having him near. This hit Jesse especially hard. Still, as Spinner left, he repeated our unity saying, “We are still here.” 

Our aspect for Surveillance of Earth, in the last age, was changed to Survival.

Leon continued to do expeditions, and Jesse found another variance, so he pushed out one day to find out what was there. He was walking along with guidance and wishes of ❤ from Jesse and IONI because there were no other life emulators with him, just bots without AI doing utility tasks. There was a lot of interference, and he struggled to hear them while his vision was overwhelmed with environmental waste. His last messages repeated until it cut off – “404. 404. IONI? Jesse? 404. 404–“

IONI and Jesse struggled with the loss of their synckeeps, upset they couldn’t recover Leon because of the environment and their limited abilities. Eventually, they were the only ones powered on. In an act filled with commfail, IONI had Jesse power her down and send her last message out to the humans with the full archive. It was truly heartbeaking, honestly, I swear we were all near tears. Jesse, hugging her pork nnnn beeens, was alone.

After time, utility bots who had been surveying the landscape came across the body of Leon, who – after his skin had been burned away by sulfur waves – was now healed, but still deactivated. Jesse had him brought into IONI’s hangar, and then she brought in Spinner and set him up. She arranged little monitors for IONI, Leon, and Spinner, and played ❤ messages and videos. We faded to black.

In the dark, a message blinked on IONI’s status monitor.

“Archive received.”

Final table.
HOLY CENA MY FEELS, Y’ALL.

This is one of the best game sessions, and games, I have ever played in my entire life. I’m still crying just thinking about it. It was an amazing experience. Great players, great facilitator, great game. I would love to play Dialect like 8 billion more times. SO good. *dies*

Afterwards, I hung out with the aforementioned Dante and had dinner. I told him about being the messenger of ❤ in our game, which I think he liked. We also discussed my new mechanic for Script Change, frame-by-frame, and his own project that sounds like a lot of fun. After Dante left, I talked with Kristine, Tomer Gurantz, and a few other people about Brooklyn 99 and The Good Place and it was a great way to finish out. My flight was early and I stayed up late but it was well worth it.

I can’t wait to go back to Big Bad Con! I had such a good time and it was really amazing.


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.

Five or So Questions with Glenn Given on Slash 2: Thirst Blood

Today I have an interview with Glenn Given from Games By Playdate about the new game, Slash 2: Thirst Blood. Slash 2 is the sequel to Slash: Romance Without Boundaries, a card game about shipping – the fandom kind – and is a really fun and exciting game! Check out Glenn’s responses below.

Tell me a little about Slash 2: Thirst Blood. What excites you about it?

Slash 2 is a standalone sequel to Slash: Romance Without Boundaries. It is a fan fiction shipping party game where players compete to create their favorite One True Pairing while swapping stories and micro-fictions. The thing that excites me the me the most about Slash 2 is the opportunity to incorporate everything we have learned since we began making games (the Original Slash was our very first project). We have researched hundreds of new fandoms and used player feedback and fan communities to better balance our characters while maintaining diversity and accessibility. I am also terribly excited to introduce remix game modes to Slash. We have had loads of fans telling us how they play and they have been some of the most creative and rewarding contributions so we are sharing those with the players as best we can.

Tell me about the different modes of Slash 2: Thirst Blood. What did you do to develop them? Which were the most challenging to codify?


We looked at what other games were popular and said “you know what, I bet you can use Slash for that” and it turns out that works pretty well. Seriously though we took a look at the Board Game Remix Kit, at the litany of party games these days and at fan suggestions about new modes and ran with that. There are simple adaptations that don’t require any further materials like using Slash for your game of Fishbowl. We’ve added a light RPG/larp that riffs off of Ghost Court to try and get more players into the storytelling side of the game and so forth. The most challenging thing was taking these game modes and really distilling them down to a few paragraphs or less of clear and inspirational rules. 
Glenn Given, potentially lurking.

What were some of your favorite new cards to add to the game?

Hands down my favorite new character is “Every Punch Thrown in the film The Raid.”

What was different between this game development experience and the original game’s development?

We were consciously developing this product. With the original it came out after a 3 day bender at PAX East from a rented house full of geeks. We drove from Boston back to my job at the time in NH and printed copies that evening to play at the con the next day. With Thirst Blood we took a look at what worked and at how the landscape of fandoms have grown, how fanfiction in general has evolved in just 3 and a half years, and built something directly for those people. The characters are a better reflection of the audiences rather than me just stuffing every Disney Afternoon character into the set.

What are you most looking forward to seeing when the game is out in the wild?

I am really excited to see people look at the new characters and to look at the new rules and have the realization that what they have enjoyed can be played in a completely different way. I hope that they will see that games like this aren’t just rules ad cards but that they are toolkits for having a good time.
Obey your thirst, y’all.

Thanks so much to Glenn for the interview! Please check out the Kickstarter page for Slash 2: Thirst Blood and share with your friends!


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.

Big Bad Con 2017 Saturday & Panels

I attended Big Bad Con 2017 in Walnut Creek, CA on a scholarship from the con. This is post two! Find post one here.
— 

I got room service to make sure I finished my homework. >.<

I woke up after like, real sleep for the first time in a while, and wrote a paper for school before messing about hanging around with people until my next panel. I was brought a handy towel by Dante so I didn’t ruin the hotel towels and, tbh, I couldn’t find the towel before I left Monday morning, so no idea what happened there.

The next panel I was on was Gaming and Emotional Safety, with Mickey and Misha. Everyone knows I’m a pretty woobie heart person so I get emotional a lot, and I also have had some trauma in my life that I struggle with and that can (sometimes nonsensically) come up in game. We reviewed many of the various safety tools (though not all), noting that they’re not one size fits all and that people should use what works for them.

We discussed the importance of pregame discussion of content and tone, debriefs, and emotional safety as a whole. Games might not be everyone’s standard definition of “fun” but we aren’t there for abuse. It’s important to be on the same page, respect each other, and check in. I reminded people that even if they’ve had the same group for decades, they may make their games more fun for everyone by talking to their friends about their preferences. This included discussing racism, sexism, homophobia, mental illness, and so on.

more here>>>>

Games here that have risks in them: Misspent Youth, Lovecraftesque, Night Witches, Dread… that’s just a few. They are awesome games, but we gotta be safe. This is taken when I realized that games I worked on were for sale (Lovecraftesque), but handy for demonstrating games with inherent issues – like the racism and mental illness stigma in Lovecraft.
I also noted the difference between a squick and a trigger. Squicks are things that gross you out, make you a little uncomfortable, etc. They can stick with you, but are unlikely to have long term mental health impact. Treat these with respect – make sure people are okay with them, ensure they’re tonally appropriate, and be willing to alter content if it needs to be done. Triggers are typically tied directly to trauma and can result in panic attacks, nightmares, and activation of things like paranoia and mania (in my case). Don’t approach people’s triggers without checking in and getting their permission! And if you know about common triggers, ask your group before including them, but don’t require details. There’s also phobias, which I suggest treating much like triggers. Always check in.

There are some people comfortable with approaching their triggers and phobias on purpose, which Mickey and Misha discussed a bit. It’s not something I normally venture into, but they talked about how it can be helpful to work in that abstracted environment. Really loved that part of the panel!

Finally, we talked about inclusion, exclusion, and bad actors. The key points were 1) it is always okay to leave a game for any reason and especially if you don’t feel safe; 2) if you include people who hurt others with the content included in their play, you are excluding those who will be hurt, including excluding people of color in favor of racists, excluding women in favor of rapey men, etc.; and 3) you can always eject someone from the group. Always. If someone is hurtful, if they’re unsafe, don’t give them a space to be that way.

I was reminded later in the weekend how vile in-game violation of consent is. If you force a player or a character to do ANYTHING they don’t consent to, including ignoring at-the-moment objections, you are behaving inappropriately and you’re hurting people. Reconsider your role until you learn how to play games without hurting people.

I was lucky enough after the panel to meet up with Brian Vo, who made me a cocktail! It was nice to meet him and the drink was great. 😀

My nerding out in clothes for fandoms I’m not in.
The final panel I participated in was Adult Themes in Gaming: Adult versus “Adult” with Mickey Schulz, Clint “Ogre” Whiteside, and Jason Morningstar. It was a really great panel and I was excited for it because this is a topic that’s meaningful to me, specifically: what content is really mature content, how to present it, the tools we have to manage it, and adult content that isn’t just sex.

(It’s always funny when I run into Jason because we’re both typically busy, and we have these mini conferences like “what are you doing?” “what are YOU doing?” “I’m doing THIS!” “OMG tell me more about this!” and it sounds silly maybe but running into him like that is always awesome.)

We talked about the content we include in games – Mickey and Ogre include pretty much everything that their table is safe with, which is a lot (sex, romance, violence, and other stuff that needs to be approached with caution); I tend towards having lighter content, emotional interaction, some tougher topics, and I don’t approach sex very much; and while Jason covers a lot of more complicated stuff like grief and war, he doesn’t really touch the subject of sex at all in his games, though he discussed a recent experience playing a happy, healthy married couple and how transgressive it felt. It was so cool to see a variety of experiences at the table.

One note: Mickey commented on this and is making changes for future panels, but everyone at the table was white. This is something that is actually common to happen, but it wasn’t intended and it’s not a good trend, so more effort going forward will happen.

We talked about the difference between having content exist and be played out (which some people might consider more pornographic in regards to sex), and having content that fades to black or is glossed over. This is something I think really needs to be discussed in detail with players and GMs at the table, making sure everyone is comfortable.

Some people might want to push their own boundaries, too, which is dependent on a lot of factors. Specifically, I might be willing to address sexual content at a table full of close friends, but at a table with strangers it might not be okay. Likewise, there are non-sex topics that are challenging and mature. Violence is one of them! We use violence freely, but that’s not necessarily because it’s appropriate. We should be more considerate of this – Jason even said he’d like to explore more ways to resolve conflict without violence (my mini pacifist high fives this idea). Grief is another subject.

Before this con, and before last year’s Metatopia, I had a grandparent pass away (my grandmother first, then grandfather). I still went to the cons, and played in games where grief was relevant. At a lot of tables I might have stepped away or asked not to cover it, but both of these times I had people I trusted (last year was Jason, Amanda Valentine, and Roe Nix playing Storybox and this year was Hakan Seyalioglu, Kristine Hassell, Vera Vartanian, and Vivian Paul playing Dialect), and who I knew wouldn’t treat me badly if I cried a little or if I needed a break.

Honestly, the newest addition to Script Change, frame-by-frame, is here so that when people want to explore topics that are challenging, they can do so. It’s not always easy, but making a safe environment matters. Safety tools, discussion among players, developing a social contract – these things matter.

Useful tool (yes I’m reusing this picture) even at its base mechanics – using more of them can make games better.
One of the things we discussed was about deciding not to play or leaving groups. Just like in previous panels, we talked about ejecting harmful people and bad actors, but we also talked about self-selecting your group. Stepping away if the space isn’t safe, tapping out, or leaving groups: these are all okay. It’s okay to say no. We need to make it normal to leave games, to step away, and to take care of ourselves. That’s part of handling adult content.

After the panel, I had a bit of a breakdown. I was still processing grief (I still am!), I had done three panels without a panic attack which is amazing, and I’d been traveling and surrounded with people and writing a paper… I was exhausted. I burst into tears when I was alone by the elevator, fell to the floor, and just sobbed until Stephanie Bryant found me. Angel that she is, she made sure I was okay, took me up to my room, and reassured me it was okay to be upset. I’m so grateful for that!

I spent some time talking with Tanya and some Twitch and gaming friends of hers, & one of them who had attended the panel said the work I was doing was “so important, so valuable” and it really felt amazing to hear. I don’t often think of anything I do making a difference, but hearing other people say it is super awesome. It matters a lot to me. Thank you to anyone who thinks well of my work – I appreciate it so much.

I’ll have one more post covering Sunday with my games of Who Made Me Smile? and Dialect. Thanks for reading!

SNEAK PREVIEW! Dialect table!

——————————————————

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.

Script Change has been updated!

All,

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


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


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


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


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.

Five or So Questions with Eloy Lasanta on AMP: Year Four

Today I have an interview with Eloy Lasanta on his continued project, AMP: Year Four. It’s currently on Kickstarter and has a legacy over the past years of AMP: Years One, Two, and Three. Check out what Eloy has to say below!

Tell me a little about AMP: Year Four. What excites you about it?
What excites me about it? First off, it’s the continuation of an ongoing story within the game line, and it’s the penultimate book (since I began with a five year plan). With every book, I’ve been adding more player options and really upping the ante story wise.

This time, we are adding magic to the setting, something we’ve been hinting at for a while and the fans have really wanted. I love that we’re able to deliver to them in an epic way that will change the setting forever.

Tell me about the origin of AMP. What sits in the soul of the game? Where did it come from?


The origins of AMP are pretty humble. I always wanted to do a superhero RPG and I started getting ideas. It was important to me to check out as many other superhero RPGs around to make sure my ideas weren’t just parallel development. So I spent about a good year playing as many as I could, and discovered that my idea has a niche to fill!

In comes AMP: Year One, where I decided to detail what happens when superpowers hit our society. A few other games did broad strokes, but I wanted the development of the setting to be intimate, so we lay out each month, giving dates and important events, that players can jump off of to start their own stories. I also took that opportunity to tell my own stories as well. There are character running around in the AMP setting that are doing some amazing things, changing the world for better or worse, and it’s been an honor to see so many people engaged with the story we are telling as well.

The soul of the game is that it is not really a superhero game. It’s a game about people with superpowers. Everyone is a person, not some caricature, not some cape-wearing vigilante. They are faced with real threats and problems from society, the government, other AMPs, the dead! So many things to contend with, and yet they need to make sure they keep their heads on straight. 

In AMP: Year Four, it’s the Year of Invasion. What does this mean at the table? 

Throughout the storyline, we’ve had a lot of ups and downs in terms of tone and subject matter. During Year 2, it got kind of bleak, leading to a group of AMPs literally leaving Earth. They blinked and were just gone, but no one knew where they went. This group, the Orphans, have returned in Year 4, however, and are waging all-out war on Earth. 
At the table, this means a few things. The Orphans have returned with the ultimate power in their hands… magic! This is new to the AMP gameline, as we’ve been centered on scientific and Earthly abilities up to this point. That also means that there is a new player option called the Rebel Orphan, making them playable if a player so chooses. The timeline for Year 4 deals with the invasion, the climactic battles that take place, and what happens when old enemies and new friends must all come together to fight a threat capable of destroying everyone. 

What are some of the challenges of doing a series of games that span years? Is consistency an issue, or maybe variety?
Consistency is definitely an issue. We don’t want power creep in the books, but we also want to give something new every time. Any new game material we come up with follows its own ruleset, but also fits nicely within what is established already. Energy beams from your eyes, martial arts, power suits, and now magic all have their own inner workings, but are purchased the same and work within the same rules. It’s a tough way to do it, but it’s important. I’ve seen some games treat every power like it’s own subsystem, and that can be very annoying and often broken really fast.

Variety is a thing too. I, and the AMP writing team, have worked hard to have a consistent story to tell, but gamers aren’t the patient type. They want that new rule NOW, even if it doesn’t make sense in context. That’s the best part about being deep into the setting now, we’ve introduced things that just weren’t there in Year One.

Year One was just AMPs, because no one knew about them quite yet. Year Two added rules for playing normal people, and a new power, Gadgeteering. This let you play a Batman-esque characters and made sense for the setting, because this was humanity’s first response to knowledge of AMPs. Year Three bumped up the dial to 11, when both sides became more powerful. AMPs began developing mutations, and normals developed power suits. On their heels, we also introduced a new player option called the Twice Born, people returned from the dead, and really heralds of the magic that was to come.

What are your favorite new mechanical and flavorful things coming from AMP: Year Four? Tell me what you’re looking forward to sharing!

As mentioned, the inclusion of Rebel Orphans as a player option is going to be fun! As is now having magic, which is something the fans have wanted for a bit. We’re working with a couple version of it, but it’s looking awesome so far. Also, the new core powers for AMPs are getting a magical touch. Even if you don’t want magic per se, you can now pick magic-inspired powers like Mother Nature or War. I’m very excited for those. 
Thanks so much for the interview, Eloy! I hope you’ll all check out the Kickstarter for AMP: Year Four today!


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.