This is a post about my current project, Turn, which is a game about shapeshifters in small towns. See more posts about Turn on the Thoughty Turn tag.
There are a number of mechanics I’ve been working with to make Turn the game I want it to be, but one of the most vital components of the game is a mechanic called exposure. Exposure is what happens when a shapeshifter’s identity is made evident to an NPC or the town itself. It is, in essence, more dangerous than any physical damage a shifter could take (which is why damage isn’t really A Thing in Turn), but also potentially very fruitful.
You start off with a character that people know, that people have impressions of. Everyone knows everyone in small towns. When you act unusual? People notice, especially the closer they are to you.
Who are you? Who do people think you are?
Exposure isn’t necessarily bad. There are risks – if the whole town finds out you’re a shapeshifter and doesn’t like you or you’ve hurt someone, admittedly torches and pitchforks may be in your future. However, if someone you love slowly discovers you’re secretly an otter part-time, they might be willing to accept you.
Shifters mark their exposure track when they use their abilities outside of their current form – like when someone who is in human form uses their beast abilities, or when someone in beast form uses their human abilities. Some beasts have flexibility in this, like trash pandas raccoons who can casually escape exposure:
In Plain Sight – You never generate exposure for being seen in beast form if there are no witnesses to your transformation.
…or those who have animal groups (herds, romps, flocks) who can avoid exposure to humans while in animal form – but risk exposure to their group:
Otters have romps!
Each instance of exposure is either marked positive or negative. Each space on the track has room for a + or -, and when the exposure is assigned, the players will mark appropriate to the experience. Eventually, they’ll reach the end of the track, and add up their positives and negatives – and from that, determine the path they’ll take when they resolve the exposure.
If they ignore resolving NPC exposure for too long, it can overflow into the town – gossip is a bitch – and lead to further complications. Every town has themes and bloodlines that interconnect, and events that can be dark, or happy, or simply mysterious. What rumors led to those events? Did someone get hurt because a shifter just didn’t “act right” and someone saw them slip-up? In small towns, deviance is always noticed.
“We don’t talk about that.” – 13 deaths.
The exposure mechanic is really important to the experience in Turn and I’m hoping that, as play happens, it will be as fruitful as I want it to be. Fingers crossed that when it’s revealed to more players, I get a positive result!
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Tell me a little bit about The Sword, The Crown, and The Unspeakable Power. What excites you about it?
Excellent and appropriately timed question! The Sword, The Crown, and The Unspeakable Power (SCUP, for short) is a dark fantasy tabletop role-playing game by myself, Todd Nicholas, and my friend Thomas J. It is a hack of Apocalypse World that uses the core mechanics of that game to explore the kinds of political intrigue you would see in something like A Song of Ice and Fire by George R.R. Martin, The First Law by Joe Abercrombie, Imperial Radch by Ann Leckie, and the TV show Vikings. We’re currently Kickstarting the game and it’s doing quite well, so we’re happy to finally get it into people’s hands. Tom and myself have been working on this game on and off for a number of years. We started because we had just played a game of Apocalypse World and we thought those mechanics might work well for a fantasy story about power, politics, and intrigue. We were never quite sure if we wanted to make SCUP a polished game that we put out into the world in physical form or just keep it something we passed around as a PDF, but there seemed to be enough interest in it that we decided to go ahead on it.
What excites me about SCUP is that I love that we’ve given players particularly powerful moves to affect their fictional world. The thing Tom and I spent the greatest amount of time on in the design of SCUP was the moves for character classes. We wanted people to be able to do big, dramatic things. For example, one class is called “The Beloved.” They’re sort of a preacher or prophet type. One of their moves lets them see and confront the inner demons of NPCs, permanently changing them in some way. The first time we actually had someone use this move at the table, and they were literally having a duel of wits with the manifestation of another character’s worst fears in an effort to help the character conquer them, we were incredibly stoked to be able to give players that sort of narrative agency. So yeah, that’s my answer. I like being able to watch people do bold things in our game that let them get their hands nice and dirty.
What have you done with SCUP to take the PbtA mechanics and make them really mesh with the fiction and framing?
The PbtA system already does a nice job of focusing on close up character drama, but we have created a number of mechanics that really drive this home. In particular, we have focused on giving the MC moves to push social hierarchy in their toolbox of moves. They have a different set of moves to use against common PCs and noble PCs, for example. Additionally, characters may be in the employ of a Patron or may be called on by a Faction to fulfill a duty or obligation. We wanted to push the idea that this game is about reputation, information, hierarchy, and obligation using mechanics such as these. Mostly, though, we want people to have fun getting involved in intrigue between characters!
You mentioned “The Beloved.” Tell me about some of the playbooks – who are they? How do the moves help tell the story?
What we’ve really focused on in SCUP is playbook moves that really drive the narrative and give players a chance to do big things in the fiction. Because the game is about intrigue and power, many of the moves focus on things like getting and spreading information, or making big, dramatic things happen in the gameplay. For example, I played a game last night at Forge Midwest with some folks. There was an NPC named Faela that two PCs wanted alive, cause they needed information from her, and one PC was tasked to assassinate. That PC, playing the class The Black Hood, rolled her move Their Eyes Never Open, which allowed her to assassinate an NPC within her reach. She had already snuck into the Ziggurat where the NPC was, and succeeded at her roll, allowing her to kill the character. When the other two PCs reached her, they found her deceased, but one of them, playing the Bloodletter, took her body and rolled his move God Complex to attempt to bring her back to life, though she came back as something awful, barely able to provide the information he needed. Meanwhile, a player playing The Voice, an advisor to the high priestess who ruled the city, had been using her move An Ear at Each Door to have her network of spies to gather information on the Priestess’s enemies which she ultimately used to betray the Priestess and claim power for herself. These are the kinds of blood-opera moments we’re really hoping players use the moves to create in games of SCUP.
What elements of your fictional inspirations were the most important to your design?
If you think about something like A Song of Ice and Fire, you think about the big things that George R.R. Martin makes happen in that world. Characters die, the world changes, relationships change, etc. As such, we wanted to make sure that the MC and players had a lot of power to affect the world in compelling ways. To give you an example, we have something we call “end of season moves,” which are triggered by the players when a campaign is nearing its conclusion. They give the players the ability to mechanize something like, say, the Red Wedding from A Storm of Swords. Most PCs wouldn’t just drop something that game changing on their players, but the end of season moves give them permission to, with the player’s input.
Additionally, we thought very hard about the kinds of characters in the books we used as inspiration. The playbook of The Screw, for example, is very much based on Sand dan Glokta from The First Law while The Voice is modeled after Littlefinger from A Song of Ice and Fire and Wormtongue from Lord of the Rings. We wanted the players to feel like they had more options available to them than fighters, wizards, and rulers. We wanted them to have characters that were powerful in more subtle ways, more backroom ways, etc., which is often very important to political, dark fantasy.
What makes SCUP special to you, as a creator and gamer each?
SCUP is the first game I really started designing. I designed it with Tom so we could play something fun with our friends. Some of the campaigns we’ve done with SCUP have been some of my favorite gaming experiences, and the fact that something I created with my friend, on a lark, just to have some fun is going to be a real thing in the world that hopefully brings some fun to other people’s gaming table is genuinely humbling and astonishing to me.
ETA 4/16/2017: FYI, the recording for Designer & Devourer Episode 1 has had the hiss removed, so hopefully will be easier listening. Brie learned a skill! https://www.patreon.com/posts/8779339 — New podcast, I think?
Note: This is my first time recording a larger piece and my first podcast, so please understand I’m new! I hope to use some music in the intros sometime in the future, possibly? But here’s it!
Designer & Devourer is a 15-30 minute audio episode with my thoughts on upcoming games, design, and game theory, plus a semi-relevant personal or internet-sourced recipe. This week I talk upcoming interviews on Thoughty, the #200wordRPG contest, and my Great Grandma’s punch recipe.
Today Slade Stolar is back for an interview about this new project, Dust, Fog, and Glowing Embers! It’s currently on Kickstarter and Slade and I nearly crossed emails contacting each other about it! It sounds like a fantastic adventure, and I’m excited to share Slade’s responses with you.
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Tell me a little about Dust, Fog, and Glowing Embers. What excites you about it?
It would be weird to say “everything”, right? — I’ve had the core image of the game in my head for a long while. There are three thieves in ragged, dirt-smeared clothes running through smog-filled alleyways in a late-medieval city. They arrive at junction where there are government officers (some kind of police patrol) with lanterns and barking dogs cutting off their escape. The thieves get noticed. They grin slightly, and activate a device that turns them as immaterial as the smog. They drift away, making their escape.
After publishing The Indie Hack, and seeing how the core rules resonated with certain people, I wanted to write a game that could make that scene happen. I think I’ve done that.
The main components of the game that excite me are the relationship system, which revolves around the classical four humours (sanguine, phlegmatic, melancholic, and choleric), and the proto-industrial setting, which revolves around all kinds of pseudo-science or non-science (trepanning, feng shui, astrology, numerology, etc.), and all of which are very real within the setting.
What kind of action can we see in the game – fast fights, stealth? How do the mechanics support it?
One of the great things about this game is that you tailor your experience based on the Patron of the characters. If you are looking for a stealthy game, perhaps your Patron wants valuable artwork stolen to complete her collection. If you’re itching for a fight, perhaps your Patron is a gang boss, who wants to muscle out rival gangs. Maybe you’ve got a Patron who wants notoriety and influence, and you end up doing a lot of socially focussed missions. The core mechanic is the same for all of these: with good dice rolls, you collect little chunks of narrative control called “details”, just as in our previous game, The Indie Hack. Once you’ve got a certain number in your favour, you succeed. But, if, along the way, you get some bad rolls and collect a certain number of details against you, you’re out of commission. The game ends up being quick and intense, as an extreme roll can grant up to two or three details out of a total of three to five. Because rolls are so important and dangerous, players will want to role-play up until a point of crisis before grabbing the dice. I would say, you can’t play this game slowly: it’s a crisis machine.
I’d like to hear more about the relationship system! How does it function, and what was the inspiration?
I think the inspiration was a few random mentions of this in Shakespeare. It was interesting to research this strange classical interpretation of psychology based on the liquids that flow in the body (and fits well with this setting based on pseudo-science and non-science). You have a primary humour that is your outward facade (maybe you’re melancholic, meaning reclusive and depressive, but cautious and prudent). As you interact more intimately with people, you show them other aspects of your personality, i.e., your secondary humours (maybe, in front of your fellow player characters you act sanguine, meaning smothering and judgemental, but joyful and optimistic); you make a list of these characters. Once you’ve written four people under a secondary humour, you have a bit of a crisis of personality (who am I, really?) and shift your primary humour over. It encourages you to think a bit about how we’re always performing our personality. I think it’s more dynamic and engaging than nature/demeanor (of Vampire) or alignment (of general fantasy games).
What are some setting elements you really love and how do they interact?
In terms of world-building, I really like the hierarchy I’ve set up (as a player, I’ll hate it and want to see it destroyed). In contrast to the typical fantasy setting, which has lots of monarchies, Dust, Fog, and Glowing Embers is a mixed oligarchy, where a highly corrupt technocratic class rules the masses and the aristocracy has its own power system outside (often above) the law. The players are at the bottom rung of the socio-economic ladder, and that’s why the accept the help of a Patron. The Patron helps them to feel powerful, by giving them alchemical powers, but only while performing these (often illegal) missions. The setting really feeds into the character motivations and the types of adventures that the players will go on. I want characters to take on the bureaucracy and lose. I want them to try to mingle with the high-society types and be humiliated. Other times, I want them to win.
In terms of mechanical moving parts, I like the “looking for trouble” tables; each district has random interesting happenings that can draw the players into larger conflicts or expose hidden parts of the setting.
You talked about the thieves and their adventures – what other types of characters and experiences would people often find in Dust, Fog, and Glowing Embers?
I don’t know that I can answer this one, at least, any more than I could predict what a given group will do with a given game. Just to be clear, I’m okay with thieves of the Robin Hood type, but I’m guessing that your Patron doesn’t have that many scruples. A big part of this game is navigating a difficult moral path, although that sounds a bit dull. Basically, I want characters to experience hard decisions, pride, pain, shame, confusion, and split loyalties. I want them to do things that they wouldn’t do if it were their choice, and have to deal with the consequences just the same. At the end, as in much of Shakespeare, nearly everyone is dead. I want the characters to lead intense, dangerous, tragic lives.
Today I have an interview with designer and well-known editor John Adamus on his new RPG product, Noir World, which is on Kickstarter right now! Having known John on Twitter & face to face for a fair amount of time now, I know that an incredible amount of work has gone into this game, and I wanted to talk about his final product. See his responses below!
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Tell me a little about Noir World. What excites you about it?
Noir World is a collaborative Apocalypse World hack where everyone gets together to create a Movie using film noir archetypes, dealing with the terrible outcomes of their emotional decisions. The game uses a variety of film and television techniques to express film noir and character development to give people a chance to be both player and GM, ideally letting people tell whatever kind of story they want.
What excites me most about this is that people are going to get to tell these stories using a framework that prizes agency and decisions. You get to make whatever character you want in whatever way you want, and there’s enough modular elements (you pick the time period, you build the City) so that everyone gets to help this Movie happen. This is a game built on collaboration and empowerment.
What were your inspirations, and guidance in development, for the themes and fiction of Noir World?
I divide my inspirations into 2 camps: films noir like The Big Sleep, The Third Man, Night of the Hunter and TV shows with detectives like the Nero Wolfe mysteries; Murder, She Wrote; Magnum PI; Remington Steele. I make the distinction because they’re two ends of a range from serious (the films) to far less so (television), though they all have a lot of the same DNA when it comes to storytelling components and methods. While the material covers completely different subjects, that all becomes somewhat superficial when you look past the crime-of-the-week or the good-guy-bad-guy-binary and look at how characters relate to each other and how what happens in the story affects those relationships. Taking any of the source material and finding that emotional mechanism informed a lot how the game got onto the page.
Especially early on, this meant I could sift through material not because it featured the same actors or the same plot, but because it represented certain emotional choices or consequences – X amount of shows and movies involve betraying a lover or revealing at least one person’s intimate secrets, for instance, and it kept the design process very rooted in how I wanted the game and ultimately the players to feel when playing. Everything from the art to the example text spawned from locking down the idea that feelings and relationships are at the heart of the game.
What are the archetypes in Noir World, and what are some aspects you like about them?
There are 20 Roles a player can choose from in Noir World, from the expected ones like The Good Cop or The Dirty Cop or The Fatale to ones that maybe don’t come up a lot like The Disgraced Doctor or The Musician. What excited me about fleshing them out and making them available for play was that I got to put my own spin on these tropes, which was often giving them small touches of pop culture or referencing something that’s slightly anachronistic or unexpected so that no Role feels “stuck” being played a certain way. For The Career Criminal, I got a chance to make references to Leverage, and The Gambler has quite a few mentions of the Kenny Rogers song. At first I was worried these small nods to non-noir would pull people out of the play experience, but I’ve found the opposite to be true: it makes them laugh while keeping them connected to what’s going on.
I love how open and adaptable the Roles turned out to be. One of the big issues for me with the source material is that it’s very phobic and bigoted, there’s sexism and racism overt and otherwise, and that’s not something I wanted to mechanize or condone in play, so I’m really proud that the Roles can be played by any person in any way they way want even if it wouldn’t be “true to film noir”. I want it to be more true to the player’s wants and interests than condoning 70-year-old social conventions. We can do better.
How did you take Apocalypse World/Powered by the Apocalypse mechanics and make them work with the cinematic, somewhat gritty world of noir stories?
I took it all apart. I had to. I seldom play a game without houserules, mainly because a lot of games have a lot of moving parts, and I don’t want to stop to consult a book when an idea pops in my head. This led to a lot of deconstructing and questioning how and why the rules are what they are, then going backwards to the games one generation removed and continuing to question mechanics like “why do we roll dice when X happens?” “why do we always look at the GM at that moment?” and then asking myself if I wanted to make a game that kept doing stuff like that. When I found out that I didn’t want to do the same thing, or just file off all the serial numbers with a re-skin of what was already there, I realized I didn’t have to come at this like a game designer first and a film/TV/story nerd second, I could reverse that.
So I put the focus on the story elements: how plot gets made, how characters take actions, how characters interact and then I put game design on top. It was both easier (because I kept the focus on the story structure) and harder (because game mechanics are popular and re-used because they’re familiar and easy) but I think I struck a balance where the game is about telling stories that feel very baked in genre and give players enormous creative freedom and permission while having mechanics that don’t get in the way because they’re neither particularly complex or numerous. The focus stays on the story, which lets the story go in whatever direction the group feels it needs to.
In what way do you think Noir World really captures your favorite things about the noir genre, and puts them in the hands of players and Directors to make a good film?
Film noir is about being faced with terrible choices that you know will have some awful consequences, making the choice and then finding out there are consequences worse than what you thought. You didn’t just lose your job and your marriage, you’ve been convicted of murder because your mistress gave you up to the cops. The severity of consequences and the natural downward evolution of consequences, in a worsening spiral make for really interesting and tragic characters. I don’t think it would be as much fun to have a terrible character that just kept having worse and worse things happen to them if they had limited or no agency in those events. In Noir World, a Role gets themselves into that position and then has to deal with things, it’s the very emotional version of “Make your bed, now lie in it.” People are invested in and have a hand in their own emotional rollercoaster, which I think is what makes the experience connect with people in an active way – it’s their choices and what happens because they were pro-active, rather than just reacting to a GM saying something like “since you rolled a 12, this happens.”
I don’t like games where the players can’t get creative except in some non-meaningful way. The game where we’re all knights and the only thing that could distinguish us might be our weapons or whether or not someone speaks in a funny voice does not have long term appeal to me. The characters don’t feel like anything more than plot-tools for the GM to use, and that’s not how I want to spend my gaming nights, especially if the GM had a bad day at work and the adventure gets boring or long-winded. Noir is about choice and consequence, so to me that screams “agency” and “empowering players to be creative.” A lot of the best games I’ve seen have players who are normally very hesitant to take a leadership role or a very decisive position, because this game is a permission slip to say what happens and people will help each other to get where they need to be, because everyone should have a voice at the table, and everyone should have the opportunity to develop and use their agency in non-selfish ways to work together to tell a great story.
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Awesome! Thanks so much, John, for giving us some info about Noir World! I hope you all will check it out on Kickstarter, and share the interview for others to read!
This post was supported by the community on patreon.com/briecs. Tell your friends!
I wanted to write a bit today about a technique I’ve been using for a long time now to design games and conceptualize sessions and campaigns (even if I’m not running, I know how I want my character to feel, or how to advise people who are running). The technique is what I call an “emotion map.”
Emotion maps use word clouds to establish what emotions are the most important to put into a game, and what ones you want to avoid. I have a few different ones I’ve used – one for designing a game itself, one for session planning (for one-shots), and one for campaigns. I’ve put together some examples of them to walk you through!
The first thing I do is grab a piece of paper and pen (you could do this digitally, though!) and title whatever it is I’m working on. Here’s the starting page for Turn.
Look at all that beautiful blank space.
A title is important because it reminds you of what you’re looking for when you’re stumped. You want to have a relatively big space to write on, because it gives some room to breathe or scratch stuff out if you need to.
(ETA:)
Emotion maps are kind of like our solar system, where the words all have different sizes and go around a point just beside what we consider the center (our system circles a spot right off center of the sun). You can choose to put them closer or farther away based on importance as well as based on desired impact, or you can scatter them. I generally use the mapped out on importance with bigger things.
The words are intermixed to show that they can conflict and interfere with each other. You could list them or order them otherwise, but this visual representation works best for me and provides an organic representation of the emotions I want present in the game. (/ETA)
From here, I’ll write in a few words in larger text. Let’s start with four!
Companionship, conflicted, desire, hopeful.
The words here are the most prominent emotions. I want the characters in Turn to feel these things during the game the most. The words don’t have to be consistent (verbs, nouns, adverbs, adjectives, whatever), they just have to mean something and relate to emotions.
The words I chose are companionship, conflicted, desire, and hopeful. You can see how these things would tie into a game like Turn, which is about shapeshifters in small towns struggling between their two identities, wanting to satisfy the needs of both, in need of support from their fellow shapeshifters, and looking forward to finding balance. Right?
More words! In smaller text! Use one more than the prominent emotions, to create some interference.
Hunger, wonder, rejection, isolation, trust.
These are secondary emotions. These leap off of other emotions or are in deeper and less often found, but are still vital to the story. They’re smaller than the prominent emotions in size to show their lessened influence, but big enough to start interfering with the others. The words are hunger, wonder, rejection, isolation, and trust. For Turn, PCs might experience love or greed, or just actual human or animal needs. They could also marvel at the abilities they use and gain, but be denied from the societies they live within – leaving them alone. That’s why they need to rely on their fellow shifters.
Final words! Smallest! Now use two more than the first (so six!), to make the sheet like a minefield.
These are avoided emotions. They are the emotions that can come from the experiences in the game that I want to have happen less, or not at all! They are the smallest because they can’t be forgotten but you don’t want to be reminded of what they really are until you look, because you don’t want to seek them out. The words are satisfaction, confidence, powerlessness, fear, pain, and loneliness.
Turn is about shapeshifters with significant power, so they shouldn’t ever feel like there’s nothing they can do. But, they shouldn’t ever feel like everything is done, or feel secure that they have everything under control. I don’t want players to struggle and feel like they’re in a bad state, and as much as there will be times when they are alone, I don’t want them without companionship (callback to the prominent emotions!) or someone to turn to (hey, trust!), components (from my translation) that when lacking produce loneliness.
Here are the notes I made on the sheet to give some context to the map:
Notes! I made them!
These notes are for a full game (obvs), but the point is that they’ll grow over time. You can expand the emotion map, adjust it as time goes on, and so on. You can also use the avoided emotions as reference for threats in the game – how do you have something bad happen without making someone afraid? These also will influence the core elements of my design.
The number of words is important because of where it places emphasis. You only have a few core emotions to focus on as the big ones, or else you’ll get exhausted trying to fill in every experience from just a top-level build. You have more of the secondary emotions so that there’s room to grow into them as the game develops. And you have even more avoided emotions to really highlight this is what I want to avoid, this is what will go away from the point of my game – when you know what you don’t want to do, it helps show what you do want to do.
You’ll notice in the final sheet that there are not just good emotions as prominent, nor are there only bad emotions as avoided.
Not all bad, not all good.
It’s important to know that in long term games, you’ll have good stuff and bad stuff, and when designing a game, you have to factor in all of those possibilities and figure out the big thing: if your players are going to have a negative experience – and they will! – what kind do you want it to be?
I also have in the following gifs the pages of the one-shot session of Shadowrun: Anarchy I conceptualized, and a three-session long-play of Monsterhearts.
Shadowrun: Anarchy Session – Prominent: Excitement, pressured, powerful, motivation. Secondary: Vindication, amusement, failure, anxiety (should have had 5). Avoided: Frustrated, anger, disappointment, boredom, lost, vengeful. Giphy Link
As noted in the gif and caption, I missed one in the secondary emotions, but I think the point still sits! This has a similar structure of fewer prominent emotions to more avoided emotions. The reasoning for this is that in a shorter game like a one-shot, you only have time to hit a few emotional peaks on purpose, but the secondary emotions might come in along with them or be good to throw in as additional bites. But you really want to avoid the emotions you focus on avoiding.
Here are my notes on the one-shot:
One-shot notes!
I noted here that this kind of structure is for one shots or single sessions, if you don’t plan out full campaigns or play an episodic game. It also has notes about having fewer positive emotions on it – if you look at the list, almost all of the avoided emotions are negative. This is totally okay! There are still some negative emotions in the secondary and prominent ones, but the point here is that hey, it’s a one shot of a bombastic game, and I super don’t want my players to get bummed out or bored.
The final Shadowrun: Anarchy one-shot emotion map:
Punchy!
Next, I did one of my more complicated emotion maps that I’ve used for both plotting game stuff, but also fiction! It’s for a three-session Monsterhearts game.
I feel terrible for the players in this game, honestly. Anyway, as you can see, there are some varying emotions all through the sessions, some that reflect off of each other, and some that conflict. This is good! You don’t want the same emotions every session, though you can have them evolve (no safety to finding comfort to building trust and having gratitude, suspicion to understanding to obsession).
My notes on the Monsterhearts emotion map:
In the Monsterhearts sessions, you have more prominent emotions and fewer avoided ones! Why change this? First off, you’re working with a full arc of story – this isn’t encompassing a potential of many stories or a single run in a one-shot, it’s a story told to complete emotional arcs for PCs. You could do something like this for a single session of Monsterhearts or similar games if you intend to go through a full experience, but if it’s a piece of time instead of a range, it’s not as useful.
I also think that it depends on the type of game. Shadowrun, for example, can have emotion in it, but it typically has fewer, focused emotions. Monsterhearts is a game about teenagers and sex and horror, so it runs the whole range of complicated emotions, especially in long play. And you want to welcome all sorts of emotions – it is less common to say “Oh, I don’t want the ghoul to feel that right now” because you really want to see what happens when a ghoul feels, say, absolution, or joy!
The final Monsterhearts long-play emotion map:
I am really bad at sizes of words. I’ll work on it. 🙂
You can go inside out, or outside in, with how many words you use. Just be super cognizant of what you’re saying with that construction!
Remember:
Too many prominent emotions can wear people out in shorter games.
Fewer overarching prominent emotions for designing full games is better because you can’t predict every session.
If the game is super emotionally intense, go wild with the desired emotions, but make sure to avoid emotions that really spoil the essence of the game.
I hope you find the emotion map technique useful! It’s been really valuable for me as a designer, as a creator in general, and as a player. I think it looks at games from the perspective that matters to me as a designer and player, where things feel. I might not be super great at math or anything, but I know feelings pretty damn well.
Today I have an interview with Anna Kreider and Andrew Medeiros on their new game, The Watch! It’s now on Kickstarter and Anna and Andrew wanted to tell you all about it. Check out the interview below!
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Tell me a little about The Watch. What excites you about it?
Anna:The Watch is a low-fantasy PBTA game about women and femmes/non-binary femmes who are fighting to retake their homeland from the Shadow – a darkly sorcerous threat that has the power to possess men and use them for its own violent ends. So much has already been lost to the Shadow – land, loved ones, and traditions. But their people have come together, forming a new fighting force from those able to resist the Shadow, which they call the Watch.
As for what excites me about it, that’s a tough call… Probably the thing I find most exciting, though, is the fact that The Watch creates stories that typically are reserved for male protagonists. When I was younger, the stories that I craved (and wasn’t able to find) were stories about women who fight, so it’s super great having created a game that tells the stories that I wanted to hear. And it’s even better to see other people get just as excited about the chance to play out these stories!
Andrew:I’ve always loved military dramas, I grew up with them and they really excite me. The chance to co-design a game like The Watch that aims to capture the feel and tone of those stories has been a real delight; and taking the ‘band-of-brother’ trope and inverting it to include people who are usually excluded from the genre makes me very very happy.
What have you done with the PbtA system to fit the themes and play expectations of The Watch?
Andrew: First off, we went with a ‘less is more approach’ for The Watch; streamlining the harm mechanics and simplifying weapons and gear, this let’s us focus on who the characters are, not what they are. We’ve also added in new mechanics to reflect the hardships of war and the stressors therein: Jaded and Weariness. Jaded makes your characters better and more experienced soldiers but comes at the cost of burn-out down the road (not unlike Corruption from my earlier game: Urban Shadows), and Weariness is short term fatigue and stress that, if left unchecked, can lead to your character doing or saying something hurtful that they’ll later regret. Basically, war is hard on people, and we have lots of ways to show that pressure.
Have you done anything with character relationship mechanics, and if so, what have you done and how are you integrating it into the fiction and the rest of the mechanics?
Andrew: Yep, we designed a new relationship mechanic called Camaraderie for the game. Camaraderie is earned as points with other characters (and NPCs). It isn’t a representation of how good of friends you are, but simply how much potential you have to be so. When you’re in need of help with a roll, you need to look to your comrades for aid, and the Camaraderie you have with others is what let’s them help you out. In essence, the more good will you’ve stored up with others, the more potential there will be for them to help you in meaningful ways in the future. Many of the basic moves play with this new system of currency, allowing you to spend or earn it in unique ways.
With a focus on telling stories about fighting divorced from a primarily masculine point of view, how do you frame violence in the game?
Anna: As Drew mentioned, we streamlined the harm mechanics and simplified how dealing and taking harm works – and generally I find that the number of mechanics you have supporting a given outcome (like violence), the more players tend to engage with that outcome.
But also, perhaps more importantly, with any PBTA game, the basic moves are what define what sort of actions the PCs will be taking, and thus what the major story beats in any campaign will be. And while we have a basic move to Prevent Bloodshed, we don’t have a basic move to inflict violence, and that really informs how players approach the issue of violence in general. And something we do have are moves based around building and strengthening relationships with the people around you.
Additionally, The Watch borrows from the structure of Night Witches, which has two distinct phases of play, each with its own moves and system. There are missions, in which characters engage in the military campaign against the Shadow’s forces, and “normal” play, which is more normal PBTA-style play. So on your missions, you’re going out and engaging in violence against Shadow forces, but when you come back to “normal” play, that’s when you’re falling back on the structure informed by the basic moves, which de-center violence in favor of other modes of interpersonal relations.
So violence is still very much a part of the game. But it’s framed very much as a necessary evil, in fighting for your existence against the Shadow, and when it’s engaged in outside of a mission, there are mechanics that specifically call that out as toxic and socially maladaptive.
What elements of The Watch do you hope will come out when people play it?
Anna: Obviously, given the premise of the game, there’s a level of gender commentary that is baked into the game, and I’m really happy about how excited some people have been to engage with that. But even if that’s not your thing, it’s really great seeing people telling stories with wonderfully diverse casts of women and nonbinary people about the struggle against injustice. And I hope that people will get as excited about the diversity of weird, wonderful, and diverse characters that get created as I do.
Today I have an interview with the creators of Alas for the Awful Sea, a PbtA game currently on Kickstarter noted as being about “why people hate, and what they fear.” I imagine you can see why I was excited to interview them! Hayley Gordon and Veronica Hendro (Vee) from Storybrewers Games answered my questions below!
— Tell me a little about Alas for the Awful Sea. What excites you about it?
Vee:Alas for the Awful Sea is a tabletop RPG about politics, folklore, and the human heart set in a rural 19th century UK town desperate to survive. You can read more about it on Kickstarter and our website. What excites me about it is the game’s focus on a grey moral landscape. The setting focuses on the toughness of daily life and the choices people make in order to survive.
Hayley: Damn it Vee, that’s also what excites me most! But I also get excited about the narrative focus of the game, and the way the Apocalypse World system allows us to zoom in on small moments, and ask questions of the world.
What were your goals for integrating setting and theme in Alas for the Awful Sea? What do you want to see mirrored between emotion and fiction?
Hayley: I was lucky, the setting and theme integrated itself! The themes in Alas really arose from what was happening historically at the time. Poverty, crime, and political turmoil characterised the rural experience in 1800s UK, especially in Wales, Scotland and Ireland. We’ve really tried to tease that out by incorporating conflicts as part of our recommended process for creating a story in the world of Alas. Emotionally, my aim is for players to experience the difficult and desperation these themes present, and the experience of navigating that. So the emotion sort of arises from the fiction directly.
Vee: I agree, and I’ll just add from my perspective of the art direction and design side of things that for me, what we wanted to achieve with the integration of setting and theme is encapsulated in the cover illustration of the book. The muted colours of the setting reflects and amplifies the internal struggles of the woman which is a strong theme in our book.
What have you done with Powered by the Apocalypse mechanics to make the game fit the game concept?
Hayley: The basic moves have remained fairly similar, although we have updated them to fit the theme and tone of the game. Mechanically, the theme comes through in Alas’ character sheets and custom moves. We were really excited to hit a stretch goal in the Kickstarter recently that will allow us to add “descriptors” – attributes like clansman and lover which will come with their own unique bond and custom moves. These have the potential to marry the theme and mechanics of the game even further.
Vee: But I think, beyond the mechanics of the game and to the way stories are told in Alas, we changed the way an ‘adventure’ is plotted out. We adapted the idea of ‘fronts’ into ‘encounter families.’ Each family is centred around a central piece of the fiction, such as a person or place, but also a central conflict. Within the family sit individual encounters that GMs can draw on when they feel it is most appropriate.
What have you done for research for the setting and concept?
Hayley: I read a lot of history around the period, including 3rd party sources, but also journals which I found really useful for understanding the concerns of the time. My most exciting find however was a book of folktales published in the 19th century called The Wind and the Waves. The author had lived in the Hebrides, and had recorded many of the folktales in the form of stories that were told to him. He also writes in this amazing and very moving poetic style. If I could capture a small fraction of that pathos in Alas I would be stoked.
What are some of the stories you think can be told with Alas for the Awful Sea?
Hayley: At its heart, Alas is for telling stories about conflict between ideologies, and the tough choices this creates. It’s best for telling very personal stories with lots at stake to the individuals within them. It’s not great at telling the stories of heroes triumphing over evil, or of battles and large scale conflicts.
Vee: In terms of the specifics, the kind of things you might see include sea voyages, the ecosystems of small towns and rural areas, attempts to seek out or defend from the supernatural, conflicts between families or between the rich and the poor. But I’m sure those GMing Alas will invent amazing stories and ideas we never could have dreamed of!
Hayley: It’s more about the emotions and drive behind the story than exactly where it’s set and what happens with Alas I think.
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Thanks so much to Hayley and Vee for doing this interview! Make sure to check out Alas for the Awful Sea on Kickstarter now if this piqued your interest, and share the interview with your friends!
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Today I have an interview with Elizabeth Chaipraditkul about her current project, The Monster, which is on Kickstarter! The Monster is an illustrated novel with a haunted house tucked inside. Check out more below!
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Tell me a little about The Monster. What excites you about it?
I was a really weird kid and while going through old stuff of mine my mom kept I came across a whole slew of books I created between the ages of seven and eight. I typed up and illustrated all these stories and then got my teachers to take them to the school library so they could be sewn together.
The Monster is one of these stories. Reading it back as an adult it’s obvious writing was a way for me to deal with a lot of things and this story is mainly about sexuality, fear, and death. I thought it would be fun to re-write this story as an adult and get someone to illustrate it. And since I am now a big gamer, we’re also turning the story into a system-neutral giant gameable dungeon. Gennifer Bone is the amazing illustrator who will be making the new image and Glynn Seal of Monkey Blood Designs will be making the maps.
In the end, the book we will produce with the Kickstarter will have the original story, a new story, and an epic map with room descriptions to explore.
What are the type of stories you would like players to tell in the dungeon?
There is a lot you could do in the dungeon. The first, and I guess most obvious, would be a dungeon crawl – killing a bunch of monsters and getting the heck out of there. However, the dungeon is essentially one huge and weird haunted house map, so there are a lot possibility for play. It could set the scene for a really intense Monsterhearts pay session – teenage drama in a house that is trying to kill the players. Or it could be a place your coterie of vampires have to explore in Vampire the Masquerade maybe a few local neonates have gone missing and the Prince sends in the players to investigate. The red thread through all these stories is gonna be exploration and the fun is gonna be seeing what is behind every door of the house.
What are some ways you explored those topics – sexuality, fear, and death – in The Monster?
I’ve always seen the written word as something you can play around with and try out things that may seem strange or exciting. In the monster I explore the themes of sexuality, death, and fear in a few rather funny ways. When the children are faced with the monster chasing them, in fear for his mortal life one of the boys reminiscences about home and the smell of his mother’s cooking. As a kid a played with the idea of death and what I would think of just before my life was snatched away from me – apparently my mom was a great cook.
Likewise, in the story I toy with the ideas of sexuality and death, two concepts that have always been tied to one another in literature (albeit more elegantly than what my eight year old self could produce). I wrote about the fear of bodily exposure and what that meant to a little girl who was scared.
What are you doing with the dungeon to make it system-neutral while still packing a good punch?
What we aim to do is give GMs a lot of information about each room – weird things their players can find, experience, and speak to. Since the dungeon is designed to be system neutral, we are gonna make sure there is enough information for GMs to use. We’ll also include a lot of random generators for the rooms (at least one for each) so the dungeon is repayable and strange. For example, we have a limb removal generator, roll 1d4, and one of your limbs falls off – perfectly intact and still moving – good luck getting it reattached.
What sort of new story are you hoping to tell to accompany the original, and what themes does it bring forth?
Mainly, I’d like to delve into all the information I put on each page. The original story jumps from one place to another in the truly hectic style of a kid and I would like to add some continuity. Like at one point in the story a young boy’s arm falls off – it just falls off and that is about it. I’d like to go into why and how.
Also, the original story is quite comical which was totally unintentional, but as an adult you just have to read it and chuckle. I’d like to add some real horror to the story, while still keeping the soul of the old story.