Five or So Questions on Beneath a Cursed Moon

Hi all! Today I have an interview with Michael “Karrius” Mazur about Beneath a Cursed Moon, a roleplaying game currently available on itch.io and DriveThruRPG. It sounds pretty cool, a game with investigation and monsters! I hope you enjoy what Michael’s got to say below!
 

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Identity Mechanics in Turn

I just wanted to do a brief post about Turn and identity, on this, our turning point to the second half of the Kickstarter. You can check out Turn’s Kickstarter at https://www.kickstarter.com/projects/briecs/turn-a-tabletop-roleplaying-game. Content warning for discussion of mental health, depression, and mentions of binge drinking/alcoholism and suicidal ideation.

I want to talk about what it means to be two (or more) things in one person. I come at this from a couple of different axes, and some people have more. Mine are really tied to people’s perception for some of these, but others are truly just inherently who I am.

Let me try to separate them a little.

As far as perception, to many people, I’m a cis woman. In reality, I’m not. So I live with perceived-me as cis woman, and actual-me as not. As well, I’m not perceived as disabled, but in reality, I am. So I live as perceived-me and able, and actual-me as disabled. I also appear straight – I’m even in a perceived-straight relationship. But I’m not! I’m queer as hell. So, perceived-me and actual-me again at odds.

It goes deeper, I say, in a Morpheus voice.

Morpheus from the Matrix
I am actually both nonbinary and masculine. Simultaneously, most of the time, though in different amounts. This is big, and important. One of the biggest ones, though, is that I have bipolar disorder. Even when I am at the height of mania, my depression looms and can tug at me in moments when I’m sensitive, and vice versa. My mania (including hypomania) and depression, they’re a part of me, even when I’m incredibly well-medicated.

Around 2012, I entered into a mixed episode. (A slow slide.) This is when you’re kind of manic and depressed all at once! It is, shall we say, a bad time. It lasted years. Many of my readers knew me during this time period, through what I call The Dark Years, because I lost a lot of memories due to blackouts both from mania and from alcohol abuse. Not great. 
However, I started working on Turn in 2013. This isn’t a coincidence. I don’t talk about this part of Turn very much because it’s still incredibly hard for me. I’ve been asked in a few interviews, and only went into it in detail relating to this specific subject on one, about why shapeshifters are great to tell stories about. There are tons of reasons – they’re fun, they can be used as a metaphor, they’re powerful and interesting. But shapeshifters – multiple identities in one body? I understand that, I live that.
Vin Diesel saying "I live for this shit"
From 2012 until a ways into 2015, I was what some people consider “crazy.” I was fighting with my mental illness, making tons of bad choices, but also continuing to grow my business, attending university, and so on. I was struggling between the intense, high, selfish, egotistical mania and the soul-sucking, exhausting, lonely, self-loathing depression. During all of this, I got to see that neither side – in me personally – existed without the other, that they fed into each other, interacted with each other, and that there were things I could do where both would work together, or where I could find a harmony. That eventual harmony did actually lead me to getting help, going on lithium, quitting binge drinking, and ending harmful relationships.
And there, you can see a burning light of hope. 
I have always identified with shapeshifters, having a hidden identity of some kind with everyone most of my life. They are part of Turn, and are good to make stories about, because of what I said – they’re interesting, fun, powerful, and great metaphors for people to place upon themselves. But I would be lying if I didn’t say that the actual design of Turn wasn’t heavily influenced by my own conflicting identity.
I’ve had reason to think about it a lot over the Kickstarter, and while I personally struggle to find mental health support on Medicaid. The fear of falling back into those dark days is real, let me tell you. But, in thinking, I wanted to share that the design of shapeshifters in Turn, to have these different parts of their identity that they struggle between, that they must find balance within? That’s bred out of true hope.
A bird with the text "I've been through hell and come out singing."
Many people have different sides to them, and it’s hard to deal with it sometimes. When I think of when I was first conceiving the Struggles in Turn, the mechanics for how you resolve conflicts between your beast and human identities and their wants and needs when you take action, I thought of how every day when I was struggling with my mental health, I had to choose my consequences. Sometimes it meant I’d sacrifice face, sometimes I’d deal with physical fallout, and sometimes I’d have other worse consequences for whatever ridiculous shit I got up to that day. I couldn’t always predict them and sometimes I’d just end up with the whole mess (hello, 6-). 
And it was also always about the drawbacks that my one part of me had pulling against the other. When I was more manic and just trying to slam down a conversation at a convention, my depressive side would push for me to say things that were self-deprecating. When I was a miserable mess and struggling from the edge of suicide, the mania would suggest self-destructive methods. It was kind of rough, honestly. 
When I put these into Turn, though, I didn’t want all that bad shit coming with it. For me, I wanted shapeshifters to be something beautiful! I was okay with them having hard stuff they dealt with, but it wasn’t about either side of them being dark, or self-destructive, or harmful. They’re just both parts of the being with needs and wants that the shifters have to struggle to satisfy or meet, even if it’s hard, and the biggest aspect is that they’re just trying to show up the way everyone wants them to show up. That’s why exposure is a mechanic, because the real hard part of all of this is the world, not their identity. Shifters are good!
Sam Winchester hugging someone saying "Too precious for this world."
I want to talk more about shapeshifters being beautiful and good so I will soon, but this is getting a little long. 
Basically, shapeshifters are whatever you want them to be in what they stand for or are a metaphor for. You can play them in a bunch of different ways! But the reason why their mechanics work the way they do is because I discovered through struggles with my bipolar disorder that these complex multi-faceted identities aren’t actually binary structures! Even my mania has some sadness, even my depression has some egotism. It’s not exactly a fun way to figure out how to design a game, but it’s a real one.
So the shapeshifters in Turn are complex. They are not all beast when they’re a beast, and they’re not all human when they’re a human. They’re a little bit of each, regardless of their form, in different amounts. And I thought about this intensely during throes of mania and depths of depression! So I can tell you with all honesty that there are no perfect metaphors. But I’ll tell you this: shapeshifters don’t have a special tweenie form like many shapeshifter versions do because I will never have a happy medium, and I had to find a way into the light without one. I think the story is stronger that way, and it’s a story I know how to tell.
If you liked reading about Turn and want to support it, the Kickstarter runs until November 30, so please consider backing it. If this resonated with you, please feel free to share your experiences with having a multi-faceted identity – you can even use the #turnrpg and #myturnID hashtags if you’d like. I know I’m not alone in being a person with many sides, and I appreciate the power of sharing our stories. 
Until next time:
An oppossum with the words "Do no harm, take no shit, beg no man pardon."

P.S. – If you’re a Patreon backer, let me know if you think I should charge for this post!


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Five or So Questions on Improv for Gamers

Hey all, I have an interview today with Karen Twelves about Improv for Gamers, a new book being released through Evil Hat that includes workshops and exercises to help any roleplayer or GM become better at improv! These workshops, like the one offered at Big Bad Con this October, promote fun, low-pressure environments to try out new skills for GMs, larpers, roleplayers, and more! Check out Karen’s answers to my questions below!

Tell me a little about Improv for Gamers. What excites you about it?

I’ve always been excited about giving people a practice space to try out this improv stuff they’ve been hearing so much about. I’ve been playing tabletop rpgs since high school, and when I took my first improv class back in 2008, I was stunned by the obvious skill overlap. And also surprised that there weren’t more improv classes for roleplayers, especially being taught outside of conventions. It’s been super fun and rewarding to teach the Improv for Gamers workshops and give people some ideas and tools they can take back to their games. But what I’m most excited about right now is coming out with this book, because it gives people a bunch of exercises they can just pick up and play with friends in their living room.

What are a few of the skills you’ve picked up in improv and cover in the book that serve you the most often in gaming?

In both improv and gaming, you need to pay attention to what your fellow players are contributing to the story. If you’re not listening to how the story is shaping around you, you’re going to have a hard time navigating through it–to mix metaphors, all your subsequent ideas will be off-key. Active listening is required in order to say “Yes, and” to your partner, which is the act of honoring someone’s ideas and building on them. (There’s more to unpack with “Yes, and” about it not being a blank check, and nobody is actually beholden to accept every offer, so I prefer phrasing it as “Consider yes, and.”) But to build off an idea, you need to have actually heard it first. This is just as important in a game that weaves a narrative between characters as it is in a fight sequence where you’d want to keep tabs on what everyone is doing on their turn. So the book has a lot of great exercises that specifically practice paying attention to and acknowledging your partner. You might copy someone’s movements, repeat what they said, add a line to a shared story, create a cast of characters, or communicate through eye contact. But at the heart of all collaborative storytelling, you need to be listening.

A skill that I really love is handling invisible objects. You may have imaginary items in a larp, and you can also embody your character a bit at the table. Maybe you just mime your character polishing their glasses, or drinking a coffee. It’s a lot of fun. The book contains exercises that practice holding and using invisible objects, and it’s something that I still practice a lot in my improv troupes. It definitely came in handy during a larp where my healer character was asked to remove an invisible spear from someone’s leg and patch up the wound, and we had zero props.

How do you make this content approachable for new people and people not into the gaming scenes that favor improv?

When I teach the workshops I always stress that I’m not expecting anybody to be actors. It’s a practice space, so things might feel weird or be a little rough and that’s okay. Nobody’s going to walk out thinking “Cool, I’m perfect at this now!” And I repeat that a lot in the book–that the focus isn’t to be perfect, or funny, or entertaining, but to just try stretching this one specific muscle that the exercise is highlighting. There’s only a few exercises that are actually “scenes,” the majority are group games, so there’s less pressure to perform. There’s also some things that speak to GMs, like identifying when to switch from one scene to another, or how to quickly come up with some specific voices so your NPCs sound different. And that thread of “listen to each other and make people feel included” runs throughout all of it, which is a life skill, not an improv skill. But you can practice it through some fun improv exercises!

The improv for gamers cover with a traditional actor's mask and dice on the cover.
What are some practices and behaviors in games that you think could be improved using improv, and how do you address them in your workshops and book?

There are games where it makes sense to be protective of your character, and there are games when you could be more reckless with them. I definitely wanted my Pathfinder fighter to make it into double-digit levels! But my Blades in the Dark whisper? That game grinds characters down by design. They’re supposed to get hurt, physically and emotionally. Character death is definitely on the table. And if I’m in a one-shot game, I’ve only got this one story with this character, so I’m definitely going to take more narrative risks because I’ve got nothing to lose. There are so many improv exercises where you’re encouraged to get your character into trouble, or play someone without a lot of power or status. I’m not saying that the best way to play is to play to lose, but it’s a style that works well with a lot of games. And if it’s a style that’s kind of new to someone, I want to give them the opportunity to get into that mindset, take some risks, and have a lot of fun doing it.



What are some ways improv skills help with different roles in game, like GMs and players, and different types of play, like larping and tabletop?

Like I mentioned earlier, GMs have the daunting task of making sure everyone has an equitable amount of time in the spotlight, so you want to have a good sense of when you can put a pin in one scene and switch over to another. Improvisors develop a similar sense of knowing when to cut a scene so it ends on the right note. And during a show, that’s a shared responsibility–much like in a GM-less game, everyone should be conscious of when it’s time to see what a different character is up to.

I would say that any skills regarding character development are useful both at the table and in larping. There are so many tabletop games that have a line right on the character sheet for a defining belief or worldview, and you may even get a mechanical reward for expressing that belief in play. Similarly, regardless of what style of improv you’re doing (fast-paced comedy, thoughtful drama, or something in-between), it’s important to identify what matters to your character. That’s going to color their decisions in a scene. It doesn’t have to be something grand like “Blame the carpenter, not the tools,” your defining value could be “I love trains!” and that’s still going to lead to some really cool interactions. And whenever you’re feeling lost and not sure what your character would do, be it improv or gaming, you can fall back on that touchstone for guidance.



Awesome, thanks so much, Karen, for the interview! I hope you all enjoyed the interview and that you’ll check out Improv for Gamers today!


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Five or So Questions on Dinosaur Princesses

Hi there! I have a new interview today with Dana Cameron and Hamish Cameron on Dinosaur Princesses, which is a fantastic new game on Kickstarter! Please check out their answers below on this nifty project!

A t-rex and smaller dinosaur storm through the jungle in doctor outfits while avoiding banana peels. Text "Dinosaur Princesses"

Tell me a little about Dinosaur Princesses. What excites you about it?

Dana: What is there not to be excited about? First, Dinosaur Princesses is also a colouring book—actually colouring and drawing is one of the most important parts of gameplay, in my opinion. One of the first things you do is draw and/or colour your dinosaur princess. As part of that, what I think is really great about the game is that it taps into the limitless and boundless imagination that we had a kids. The colouring and drawing parts are great at breaking down barriers that we often have as adults which tell us to reign in our creativity to make it fit within certain perimeters of consistency and probability; it gives permission to just have fun. It is meant to be able to be played by kids, but I think it really shines when adults play it.

Dinosaur Princesses is also very friendly to folx who are completely new to table-top RPGs. When I have run it, I have often had a high percentage of folx who have never played a ttrpg before. The system is very rules-lite, so players have very little stress worrying about system mastery. It’s also so fun and easy to run that it acted as a gateway to get me to finally get over my extreme social anxiety and be able to run the game myself!

Finally, I think of it as a queer game. Princesses are explicitly stated to be of any gender. “Dinosaur” is also a pretty open descriptor; you can be a t-rex or velociraptor, but your dinosaur can also be a cat or train. It’s subtly stating that what we see as rigid boxes, descriptors, or roles are actually malleable and able to be questioned. One can take those boxes and, if they want, subvert them to express other identities—and that is totally an acceptable and good thing to do. It’s a freeing experience.

A character sheet with a hand-drawn winged dinosaur with great eyelashes on it.

What were the inspirations for Dinosaur Princesses, and how did you come to the point of making a game plus coloring book from those inspirations?
Hamish: The main inspiration for Dinosaur Princesses are the kids of a couple of my best friends in New Zealand. At the time, their favourite things were Dinosaurs and Princesses, and my friends were joking about finding a game they would both like. I said I’d write it and a few months later they playtested the first version! They were 4 & 6 at the time, so that’ll probably be my youngest playtesters for a long time! Beyond the origin story, I had a lot of discussions with those same friends about the kind of things that the game could do that other games don’t. The idea of the central mechanics being cooperation and problem solving came out of those discussions.

(Following on from Dana’s comment about it being a queer game)
One of the fundamental design principles is that the rules should provide enough structure to help children tell stories that feel like an after school cartoon–with all weird and wonderful characters that involves!–and that, within the confines of a game about cooperative problem solving, the rules should never block them from imagining who they wanted to be while they play. I didn’t want an 8 year old telling their younger sibling that they couldn’t play a cat or a dragon or whatever because it’s “against the rules.”

Dana: I can tell the story about how it became a colouring book! Hamish was already working on it, but I didn’t know much about it at the time. We were in a small bar in Wellington, NZ a couple years back and he was telling a friend about the game. He said he wanted the rules book to look like a kids book and that he was also thinking of the character sheets as something for people to draw and colour on. I made the logical leap and (probably) shouted, “THE RULES BOOK SHOULD *BE* A COLOURING BOOK!!!!!!”. I guess that was my first touch on the game. I didn’t really start working on it actively until earlier this year.

a whole collection of character sheets with drawings and a map in the center of a table

What are the mechanics like in the game, and how do players interact with each other and the world?

Hamish: Dinosaur Princesses uses an opposed dice pool mechanic which is set up so that if a Dinosaur Princess tries to do something on their own, the odds are against them. After they assemble their dice pool, they ask their friends, the other Dinosaur Princesses, the most important question in the game, “Will you help me?” Then their friends build dice pools and hopefully overcome the problem together! Dinosaur Princesses has a GM who rolls the opposing dice pool, but it’s a very low-prep role that brings in a lot of the Powered by the Apocalypse ethos of encouraging player participation in worldbuilding and player-driven narratives. The players come up with the story together at the table.

[Brie Note: The collaboration encouragement here is SO GREAT.]

How do players choose their Dinosaur Princess, and what do they use to assemble their dice pool?

Dana: Players have a character sheet, some of which of have colouring-book style line art of typical dinos (t-rex, triceratops, etc) and some of which have the picture space blanks so folx can draw their own. Players decide on what type of dinosaur they will be—there is an example list in case someone has a hard time coming up with one. However, it’s important to note that we use “dinosaur” in a loose sort of way; I have played a cat and platypus “dinosaur”! Similarly, players then choose what type of princess they will be. This can be any sort of profession-like thing, such as doctor, aquanaut, news caster, and so forth.

They assemble their dice pool by describing how they use their strengths as a dinosaur and as a princess to help their friends. The mechanic is set up so that if a Dinosaur Princess tries to do something on their own, the odds are against them. It’s important that the player starting dice pool asks their friends, the other Dinosaur Princesses, the most important question in the game, “Will you help me?”

Hamish: There are sample lists of types of dinosaurs and princesses in the book and on the character sheets, but they’re supposed to be inspirational, not restrictive. Players are encouraged to be as inventive and imaginative as they like in choosing who they will play.

What kind of stories do you tell in Dinosaur Princesses? How do you keep it interesting?

Dana: The sorts of stories being told in the game are as unique as the Dinosaur Princesses that the players create at the table. The world-building and story plot directly grows from that foundation. I have had games where the plot revolved around the Dinosaur Princesses trying to find their Houses & Humans game miniatures, and I have had games where the Dinosaur Princesses rode around town on the monorailasaurus to try to uncover the mystery of the queen’s roving teapot. I have had games that took place in an abandoned mall and ones that took place in space. It really is a game where everyone’s boundless imagination shapes play!
Hamish: Dinosaur Princesses is designed to be played as a one shot, it takes about 2 hours to play a game, and it draws on the creativity of everyone at the table; so it spreads the cognitive load of coming up with new stuff and people can usually keep the ideas coming over the short length of play.

dinosaurs of all different types and shapes all dressed up in different outfits including a chef, a doctor, and one holding a boombox while wearing a monocle, and the text Dinosaur Princesses.

Awesome! Thanks Dana and Hamish for the interview! I hope everybody enjoyed it and that you’ll check out Dinosaur Princesses on Kickstarter today!


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Five or So Questions on Amazing Tales

Hi all! Today I have an interview with Martin Lloyd on Amazing Tales, a roleplaying game that’s maybe a little more approachable for the kiddos of my readers than my normal fare! Feel free to check out some of the actual plays that exist for the game and the website, and check out Martin’s responses below!

A black femme person using a keyboard and high tech tools and interfaces

Tell me a little about Amazing Tales. What excites you about it?

Amazing Tales is a role-playing game for kids aged four and up. I wrote it to play with my daughter five years ago when she was four, and introduced my son to it at about the same age. We had so much fun playing it that I wanted to get it out there so other people could do the same. My first thoughts were to do it as a simple PDF download in the style of Lady Blackbird or Lasers and Feelings. But I was lucky enough to get a sabbatical from my job, and I decided to use that time to turn it into a full fledged book. I had a huge slice of luck when Iris Maertens agreed to do the artwork, that let me create the book I always wanted to make, packed with illustrations so kids can get inspired by it, and feel like it’s a book for them, even if they can’t read it.

Now 8 months have passed since release and I’m loving watching what happens as the game gets out into the real world. It is a huge kick to see people sharing pictures of themselves playing their first role-playing game with their kids, or pictures of their child’s first character sheet. One of my thoughts when I was writing the game is that as soon as role-players have kids they want to play role-playing games with them, but anticipate a wait of maybe ten years before they can. Amazing Tales gets that waiting period down to about four years, and that seems to be making a lot of parents very happy.

I am also delighted that Studio 2 have picked Amazing Tales up for distribution and an offset print run is happening. Amazing Tales is going to be in shops! For something that started out as a way to fill a rainy day it’s come a very long way.

a fantastical scene with mushrooms, a squirrel, a fairy, and a tower in the background, all very curvy and colorful
What are the mechanics like for conflict resolution in Amazing Tales? How did you make them approachable for kids?

I chose conflict resolution rather than task resolution for Amazing Tales, so unless you deliberately want to stretch stuff out to make it dramatic or climactic everything is handled by one roll, be it flying a spaceship, making friends with a talking monkey or exchanging cannon fire with a rival pirate ship. Characters in Amazing Tales are defined by four skills, and each skill has an associated dice. Either a D6, D8, D10 or D12. To use a skill you roll the relevant dice against a target number of three. The target number never varies. The only thing that changes is the size of the dice used.

Tests have two possible results, if you succeed, you succeed. If you fail, things get worse, but they don’t end. So the monster might catch you, but it won’t eat you. The GM – typically the parent – never rolls dice, which means they’re never playing ‘against’ their child.

I picked three as a target number because kids like succeeding, and I picked conflict rather than task resolution because it keeps the story moving. Watch how much stuff happens in the first two minutes of a kids’ cartoon show, that’s the attention span kids have. And that’s the kind of storytelling pace Amazing Tales aspires to. Tell some story, pose a challenge, choose an action, roll the dice, resolve and repeat.

What I’ve just described is a very very simple system and that simplicity is the key to making a game approachable for kids. I firmly believe that anyone’s enjoyment of a game increases when they know what they’re doing. We’ve all played games where we didn’t know the rules, someone told us to roll some dice, modified the result for reasons we couldn’t follow and then told us what happened. That sucks when you’re an adult, and it definitely sucks when you’re four. So Amazing Tales can be boiled down to ‘roll the dice for the thing you’re trying to do, if the result is three or more you succeeded’. Four year olds can understand that, they can repeat it back to you, or explain it to their grandparents and their friends.

In the early days of playing Amazing Tales I tried things like modifying the target number; providing magic items that gave +1 bonuses; or requiring multiple successes for difficult tasks, but I quickly realised that it made no difference to how much fun the kids were having. Young kids don’t understand probability, so why bring in things like modifiers? The only reasons for having different dice sizes for different skills are that one; kids love rolling dice, two; they like dice with interesting shapes and three; role-player parents can’t wait to introduce their kids to polyhedrals. To adults it’s clear that changing the dice size changes the odds, but that’s not why they’re there.

I have been pleasantly surprised by how happy older kids have been with these very simple rules. In my mind Amazing Tales was a game for kids aged about four to eight. In practice it turns out to be a game for kids aged between 3 and a half and ten. Seeing how well Amazing Tales works has also convinced me that most games for adults are unnecessarily complex.

A pirate on a ship with another ship in a distance, with an octopus on their arm that is holding a bottle
How did you approach providing a fictional background for the game that is welcoming to a diverse audience of children?

First off, Amazing Tales is absolutely a game for everyone. Iris and I worked hard to make sure that whatever your kid’s background there should be someone in the artwork that your they can recognise as relating to them. I don’t know if we nailed that, but it matters to us and we’ll keep trying in future projects.

The other way to look at this question is to think about what kids want in a game beyond a confirmation that it’s for them. Young kids don’t have the same breadth of cultural references to draw on that grown ups do. So when I was thinking about the settings to include in the book I tried to pick things that small kids would be familiar with from a very young age. I ended up with four settings, the Deep Dark Wood (think talking animals and fairies), Magical Kingdoms Long Ago (think King Arthur), The Pirate Seas (pirates) and Adventures Beyond the Stars (space). I thought about doing super-heroes, but left it out because my kids knew the names of super heroes, but had no idea what kind of stories they might appear in. In retrospect I think that was a mistake, there are plenty of kids out there playing Amazing Tales as super-heroes.

The settings themselves are quite vague. They’re really collections of prompts and ideas to get parents and kids making up worlds together. It’s up to you whether the deep dark wood is full of monsters or full of friendly animals, but the setting gives you a jumping off point to get started. What’s important is that parent and child can start from a shared idea of a wood, fairies that are small, have wings and can do magic, and animals that can talk. The settings include suggested skills, suggested plots and lots of ideas for parents to work with and artwork to inspire the kids. From there it’s up to the parents to work with their child to create something that will work for both of them.

I also wanted to write a game where that made good on role-playing games’ key promise – that you can be anything and do anything. That’s one of the reasons there’s a picture of King Tyrannosneak in the book even though he doesn’t fit in any of the settings. He’s a character my son came up with when he was five. He’s a giant robot t-rex, with four arms, which he needs because he has two swords and two shields. He’s also a ninja. When you tell kids their characters can be anything they want they take you at your word, and Amazing Tales supports that.

A winged archer in a sparkling wood
How did you play-test the game to make sure kids could understand it? Were there any specific experiences you had that you learned from?
Making sure kids could understand it wasn’t the hard part. Kids seem to get the game very quickly indeed. The character generation section includes a quick script – a list of questions to ask your child to walk them through the process. By the end of that kids are usually completely into the game, and it only takes a few minutes.

I was more concerned about making the game easy for parents to understand. I’d love non-gamer parents to consider Amazing Tales as something for their kids, so I tried to get as much advice for first time gamers and first time GMs into the book as I could. It’s also why I shot some actual play videos, just so people can see how it’s done. Amazing Tales also suggests that you don’t do much (or any) preparation for a game, it works well if you just improvise as you go. That’s a challenge for parents who haven’t done any kind of improvisational story telling before, so again I tried to pack in the advice.

A few experiences from play-tests do stand out though. One was with a friend of my daughter, a lovely five year old girl who elected to play a princess. At the first sign of trouble she announced ‘I stab it in the face with my dagger’, which was both fair enough, and rather jarring. Kids, it turns out, come out with this kind of thing all the time. This led to my including a section in the book on non bloodthirsty ways of resolving combats. I’m not a fan of my kids describing graphic violence, so I try to keep lethal encounters to a minimum when I run games. There are plenty of other ways to have fights end, with enemies running away, surrendering, begging for mercy, bursting into tears and so on. Evil robots, animated shadows, skeletons, those kinds of things are also great for heroes to fight their way through without having to worry too much about the morality of the situation.

Another thing that stands out happened when I was testing out the space setting. I had vaguely assumed that kids who want to play aliens would want some kind of star-trek kind of alien, a humanoid, with weird coloured skin and one or two distinguishing features. But no. At least in the test games I ran kids who played aliens launched into a competition to be the weirdest, most out there alien they could be. Tentacles galore, mouths on their feet, dozens of eyes…

And one last thing I noticed across a lot of the play-tests was that kids often like to copy each other’s characters. They’ll want to be the same kind of hero, then they’ll pick the same skills, describe their characters in the same way and so on. It’s doesn’t create a problem the way having a party of three wizards would in D&D, it’s just what they like to do. 

A t-rex with two shields and two swords and armor in a desert wasteland
King Tyrannosneak!
I love King Tyrannosneak! As a designer, what are the important parts of those kind of imagined characters that you see across the age range – what do you see when people get to be creative with your game that you treasure knowing about? 
I love that kids get to live out their fantasies, and that they get to do it at an age before their fantasies have been neatly organised into recognisable tropes by mass media. I can see in my own kids that as they consume more media their characters start to reflect that. My son loved Reepicheep in the Narnia books, and suddenly he’s playing a Pirate Mouse. But before that starts to happen kids come up with the most incredible stuff, hang glider piloting gnomes with poisonous noses, pirates with laser eyes and pet tigers, that kind of thing. A few years back my kids came up with a pair of knights/super heroes called ‘Key-man’ and ‘Crasher Girl’. Key-man had a sword which fired keys at things, which was obviously a useful weapon but also instantly unlocked doors. Crasher Girl was just great at crashing through things, I think she had rocket boots too.

So I hope that one of the things kids will get out of playing Amazing Tales is the idea that they can create new stuff and colour outside the lines.

Not that there’s anything wrong with more derivative characters. I know of a little girl who’s out there fighting the Clone Wars with a character who’s skills are ‘being a queen’, ‘shooting blasters’, ‘knowing things’ and ‘piloting spaceships’. I loved hearing about her, because her idea of being a queen involves saving the galaxy with laser guns, brains and charisma, which sounds like a good thing to learn when you’re growing up.

The last thing, and perhaps the thing that makes me happiest is all the stories from people who’ve found playing games with their kids to be a fulfilling experience. Because Amazing Tales puts most of the cognitive load on the parent everyone playing is really engaged. Anyone who’s tried to spend lots of time with small children knows how tedious it can get. They can play snakes and ladders twenty times in a row, they don’t get bored of the same (very short) story book again and again, and they value your attention so highly that getting you to read that book again is the most important thing in their world. Amazing Tales is different because it makes the parents do some brain work, and then it becomes a real joint activity. I think kids can tell when their parents are really engaged, and I think parents find that rewarding too. So seeing all these parents find a new activity that they can do with their kids that they both genuinely enjoy – that’s been great.

Awesome, thanks so much Martin for the interview! I hope you all enjoyed the interview and that you’ll check out Amazing Tales on DriveThru!
 


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Turn, Bigness, Mental Health, and “Different”

First off, I’m going to make a damn #TurnRPG hashtag, then we’re gonna talk about this precious gift of a game I have been working on since December 2013. And have I got some WORDS for you this evening, my friends, about Turn, and about large design projects, mental health, & “different.”

a yellow bird on a branch with its beak open with a bunch of As in the background like yelling

Turn is a slice-of-life supernatural roleplaying game about shapeshifters in small, rural towns who must find balance in their shifter identity and community with their fellows. I’m planning to Kickstart it at the end of October. tinyurl.com/turn-rpg-beta-2018

I’ve been really digging into it and I’m in the expand and explain part – I think the mechanics are solid, but trying to ensure people understand the mechanics is hard. I’ve been struggling through recovering from a brain injury, & until recently, sometimes my work was nonsense.

So a lot of this is revisiting old text, making sure it makes sense, revising it, and adding as much as I can to make it approachable to people who aren’t me. John helps with this – he’s my dev editor – but he can only do so much when I’m struggling personally with the work.

Turn is the biggest thing I’ve made and a large part of me *needs* it to succeed, to be appreciated. So I want everything to be perfect! Like, everything has to be exactly how it’s supposed to be written in my head. And that’s a pain in the ass, and doesn’t guarantee perfection.

A picture of Diana as a child in Wonder Woman with a tumblr post posted over it that says "me, logically: it's never gonna happen. the tiny hopeful goblin in my brain: but what if it did"

So like today I’ve been asking for help figuring out a new title for the facilitator role because facilitator sounds boring and what I was using, Storyteller, is too associated with White Wolf (not why I was using it, but no one cares) and also doesn’t describe the role well.

Now I’m trying out Meddler, because I tried a whole bunch in text and it’s the only one I like next to Busybody but is slightly more teasing than mean like Busybody tends to be. And I listened to a bunch of people’s input, too, and felt kind of “eh yeah?” and like COME ON.

See, one thing that I need to really tell you here is that the longer your project, the more likely you are to hit a wall of mental health issues, new or old. They will fuck you UP. I love this game. I love it SO much. And I find myself poking at it all like “I should trash it.”

I’m working on this big, meaningful project and I’m getting engagement with input from people and all my big stupid brain can say is “Well I dunno, people haven’t said it’s visionary or anything, and these other people aren’t interested, so maybe it’s just awful.” This project!

Keegan Key saying "I mean, I spent the majority of it in a deep fog, in a profound depression."

And part of it is because it’s a big project, a lot of time and energy with (to date) little to no returns. Most of my projects seem futile because I don’t exactly swim in recognition, reviews, or funds as a result of them. But I still do them, and I’m still doing this. I’m especially still doing this.

If I was working on something smaller I could be done and stop torturing myself with the maybes and the whys. But it’s big. It matters. And mental illness just wants to dig in its claws and remind me that I’m not doing good enough. But I also know it’s because Turn is different.

Jaylah from Star Trek Beyond yelling in preparation of a fight.

I said it, I mean it. When I play Turn, it always feels different than other games. When I’ve been designing it, it feels different than other games. I haven’t played all games, and I’m not fucking gonna, but I do know that compared to the games I have played, Turn is different.

Maybe it’s because of the angle? Or because it’s quiet drama? Maybe it’s because I took away failure, and focused on consequences? Maybe it’s because this game isn’t designed to play like an adventure, but instead like everyday life that gets hard and troublesome but also loving?

Mad Max pointing towards one of the bikers in recognition.

And like, the biggest thing I struggle with while designing this game is that I want to maintain that “different.” Some people have looked at the mechanics without playing the game and said it was just copied from a bunch of places, but it’s not. It’s different. So it’s rough!

How do I keep my snowflake of a game from melting or getting mushed together and ruined? How do I present it to people in a way that highlights the difference? Worst of all, what if I AM wrong and my game’s actually just a boring facsimile of other games I don’t want it to be?

It’s a lot. I just want this game to be good and succeed and I want this weird experience I have when I play it to be replicable for people. I want to do a Kickstarter and not have it fail because I want people to be interested in it and excited for it. But I’m also very tired.

If it was smaller, maybe I’d care less. I didn’t have a mental illness, maybe I’d struggle less. If it felt samey, maybe it would matter less. But none of those things are so. It’s a mattering struggling caring mess. I’m mulling over every design decision like it’s life & death.

My final real point, I suppose, is that all of these things: bigness, mental health, difference, they are important to the game and the design process I’m experiencing, and I have to overcome the challenges. I love Turn so much, and I can’t let it fade away, I can’t risk that.

So if I kind of sound like a pain in the ass a lot right now, & for the foreseeable future, I want you to know that it’s only because I’m trying my best. I want to do my best. I want the game that I put out to be one you can pick up & have an amazing experience with. I’m trying.

Andy Samberg as Jake Peralta on Brooklyn 99, in workout clothes. Someone asks " Are you crying?" and he responds "No. That's eyeball sweat."

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Five or So Questions on Your Best Game Ever

Hi all, today I have an interview with Monte Cook Games on Your Best Game Ever, a new project on Kickstarter that’s brought together a variety of consultants to develop guides for the best tabletop game experience. I asked questions about Your Best Game Ever of Monte Cook, Darcy Ross, Sean Reynolds, Tammie Webb Ryan, and Bear Weiter, and I’m sharing their answers with you!

The Your Best Game Ever logo in red and orange tones
Tell me a little about Your Best Game Ever. What excites you about it?

Monte: This is a book that is for everyone, no matter what game you play. It’s a book that basically celebrates tabletop roleplaying. It talks about every aspect of the hobby, from hosting a game to finding a group to building characters and worlds for fun (and your friends’ fun).

Darcy: I’m thrilled that it will be a resource for literally anyone who is interested in RPGs. New folks just learning about RPGs, experienced players wanting to stream their game for the first time! One of my favorite things about RPGs is how many avenues of skills it brings together–there’s always room to become a better player, GM, and storyteller. Sometimes it’s hard to know where to start, however, so this book will make it easier by giving people hands-on tools and techniques to try out.

Tammie: As a relatively new GM, I’m excited about the concrete examples and recommendations that Your Best Game Ever will contain, which will help me–and all GMs, no matter their skill levels–be better at all aspects of creating and running a game.

Bear: As someone who gamed a lot during the 80s and early 90s, only to then step away from tabletop gaming for almost twenty years, I feel like there’s a big hole for me to fill to be where I should be as both a GM and player. And as the art director for Monte Cook Games, I’m extra-excited to work on this book and make it a beautiful item that people are proud to have on their bookshelves, coffee tables, and game tables.

An image with the Your Best Game Ever and Monte Cook Game logos that includes a list of all topics for players, GMs, everyone, and game designers
So many topics!

What are some of the awesome things we’ll see inside Your Best Game Ever? How is the book structured?

Monte: Basically, it’s divided into sections pertaining to everyone (picking the right game, finding a group, hosting games in-person and online, solving problems that can arise), players (creating an interesting character, working within the group structure, dealing with other players), GMs (building a world, creating an adventure, managing rules, running games) and aspiring game designers (making your own game, playtesting, marketplaces, selling and marketing your creation).

Darcy: A recent stretch goal just funded an accompanying video series, too, which will begin in early 2019! Multimedia goodness.

What are some qualities and bits of experience each of you are bringing to the project?

Darcy: I’m excited to bring to this project my experiences of being a relatively new gamer, a brand-new Twitch streamer, and my role as someone who works to welcome new people into the hobby. I’ve run 30-minute demos of Numenera for dozens of people who had never heard of an RPG before at a planetarium, and I’ve also brought acquaintances over for dinner parties to try it out. I can’t wait to make it easier for people to grow their local gaming community!

Monte: Well, I’m not exactly new to this. I’ve been writing rpgs for 30 years, and gaming for 40. I’ve written a lot of this kind of material, although most of it has been aimed at GMs, so I’m even more excited about the player-focused material, particularly because I feel like a lot of things that have traditionally been put on the GM, like dealing with player problems or conflicts. I think in actual fact such things are everyone’s responsibility.

Tammie: As I mentioned, I’m relatively new to GMing, so for the material dealing with running games, I bring a newcomers perspective.

Sean: I’m a few years behind Monte—gaming for almost 40 years, writing for about 25. I’ve played and run in many games with friends and strangers, at home and conventions and organized play, been the steamrolled player and done a little steamrolling, seen some great games and train wrecks, run games with published adventures and a ton of prep and completely off the cuff, and I’ve brought too many snacks and eaten the last of someone else’s favorite snack.

Bear: I can’t compete with most of my co-workers gaming experience in years, but I am a writer, and I know how to craft and pace stories. I’m also cognizant of some of my own bad habits, which I believe is important to look at and work on. And of course I’m bringing thirty-plus years of graphic design to the table to make sure the book is both beautiful and usable.

The Stay Alive! cover with the white silhouette of a person waving a torch in front of a large, multi-limbed dark and inhuman figure, and the text Stay Alive!, and the whole cover bordered by white silhouetted hands reaching in.

 The cover of The Stars Are Fire with the shape of a person in a space suit filled with illustrations of ringed planets and the stars.

I couldn’t choose between the Stay Alive! and The Stars Are Fire covers for which one is the best looking, so we’ll have to see which ends up the most useful!

What looks to be your personal favorite bit of the project, where you get to dig in and really see something you love about gaming shine?

Darcy: CHARACTER ARCS. Okay, deep breaths. One of my absolute favorite parts about running Invisible Sun has been the way it empowers, and in fact requires, my players to bring narrative to the table. One of the ways it does that is by linking character progression to Character Arcs that the player chooses, like Justice, Solve a Mystery, Romance, Finish a Great Work, or even Fall From Grace. As the character progresses along those arcs (whether successfully or unsuccessfully, for ultimate good or for ill), the player is rewarded with advancement currency for their character. I love that players come to the table with lots of ideas and momentum. Your Best Game Ever will include how to use this Character Arc system in any game system you might be playing!

Monte: I’m excited about a lot of it. I think the thing I’m most excited about it just approaching this from the point of view that rpgs are a group experience and so all the various issues and problems that might arise are for the group to deal with, not just the GM. Likewise, the understanding that a great player can have as much positive effect on the game as a great GM, and offering ideas and suggestions on how to be that great player.

Bear: The depth of the offering. This will be a significant book.

Significant books it looks like! There are now five books included when you back the I Want It All! level. If you have the funds, it’s a pretty impressive collection!

What are some of the challenges and some of the bonuses of working with other consultants on a project that might bring to light differing opinions?

Darcy: There’s no one right way to game, and Your Best Game Ever embraces that, leading you to a host of advice, ideas, and tools to curate for your specific best gaming experience. Even so, the text is going to be one cohesive piece, but we wanted to make sure we’re not stamping out the unique voices of our experts either! To balance this, each consulting expert will weigh in on the text as a whole, and will have a short section all their own.

Monte: I’m the main author, but I’m just one person. I try to look at games from different directions and different expectations and perspectives (that’s just part of being a good game designer), but if we really want this book to be for everyone–and we do–we want to ensure that we have as many different experiences and points of view represented as possible. I’m thrilled that not only do I have the whole MCG team helping with this, but that we’ve assembled a great team of consulting experts who all bring their own perspectives and backgrounds to the project. Everyone involved is incredibly intelligent and talented, and I’m positive that each person will make this a better book.

Sean: I love hearing different perspectives on gaming. I’m lucky in that my regular gaming group is people I’ve known for years and like very much, but other people don’t have that luxury and may be sharing a table with a stranger or someone they don’t associate with outside of gaming. Hearing from the consulting experts is like sitting at a table with a bunch of skilled gamers I don’t personally know, like at a convention game—there’s an anticipation and excitement to see how the individuals mesh together into a group.

Even if I disagree with another person’s playing philosophy, I like to understand what they’re thinking and how they got there. It’s quite possible they might change my mind about how I want to play or run games, or they’d at least give me some perspective about how to interact with another player who thinks like they do. The trick to incorporating their ideas is to present it as either a complementary or contrasting point of view to the other material in the book.

the Your Best Game Ever logo and images of the Cypher System and Your Best Game Ever book with the reminder of the dates July 24 through August 24, and the text "Your Best Game Ever is a resource for all players and all games. If you play or run roleplaying games, this book is for you."

Thank you so much to the interviewees for answering my questions! I hope you all enjoyed the interview and you’ll check out Your Best Game Ever on Kickstarter today!


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Turn Grows, So Do I

a gif of Chris Evans breaking a log in half
Chris Evans is a representation for me, the log is my fear of running games.

I recently updated the biggest games document I’ve ever worked on myself, the Turn playtest document. It’s like almost 80 pages now. Like, that’s a lot. The updates included:

  • minor changes to Human role abilities for clarity
  • minor changes to Beast archetype powers for clarity
  • adjustment to refresh for exposure
  • integrated essay content
  • more Storyteller content
    • how to on session 0
    • session checklist
    • explanation of rules
    • character creation
  • an entire player’s guide to all of the roles and archetypes
  • elaboration on some mechanics
  • rewritten elaboration on mechanics 
  • complete step-by-step on how to start a game of Turn

I don’t know if that sounds like a lot, but it was a lot of work!

I’m hoping to talk about a variety of these things over time, but the biggest one I wanted to talk about is the Storyteller’s Guide and how that came to be.

Storyteller Purposes Make everything personal (to the characters) Always put the characters at risk of exposure Keep the characters connected Love the characters and all of their flaws Give everyone a secret Use status as leverage Give every wrong a reason Don’t let deviance go unnoticed Keep in mind that everything takes time Offer every player and character moments of comfort and of success
The Storyteller Purposes were actually written by dictation to John while we were driving across the state last year.

I am not a particularly gifted facilitator, especially not in an actual “game master” type of role. I avoid it like the plague because it stresses me out, I don’t feel like I do a good job, and I don’t have experience in it. However, for Turn, I have very clear ideas on how the game should work. It’s the only game I’ve run 4 sessions of, ever. But I didn’t write any of these ideas down.

So, when John and I went to the lake cabin (my parents’), he asked me a ton of questions. I answered as best I could, and realized I kind of had to write all of it down. Since then I’ve been adding text to the Turn document like wild! I have a lot of ideas for how to solve the little issues people have come up with before I made the changes, but I have no idea if they’ll work for people other than me.

To some kind of credit, I did try out the first draft of the “how to set up Turn” the other night and it went awesomely. I even did the new Session 0! And it worked great. I’ve added some detail since then, so I hope it’ll work. Here’s some things I wrote about, which are in addition to the materials I’d already written:

Character Creation
This has guidance on helping the players answer questions about their characters, how to handle animal groups, a note on NPCs, and special rules for some of the roles. It’s stuff that I know will come up, but didn’t write down. Some of this is just hard to figure out how to word, or I hadn’t had time to put on paper. Some things I just didn’t know needed written guidance, but it did – like the special rules for the Late Bloomer or the NPCs. But, now it’s written down!

Two sheets of paper, one titled "The Beastborn" and the other "A Wolf," with various details of the characters on it
The Beastborn and Wolf character sheets for John’s character in my new game, created by John W. Sheldon.

Session 0
This is how to actually get the game going. It directs the Storyteller to the Beginning Your Game section and then walks them through a structured first couple scenes. I’m really pleased with it and when I tested it out it went amazingly well, for someone like me to run, so I’m glad it’s on paper. I had to really separate out what was important in a first session, and I think that this meets it – connecting the characters, placing them within the town, and establishing the personality of the characters.

Running an Average Session
This covers the typical things a Storyteller will encounter in a session of Turn. Some people had expressed they weren’t sure how to engage stress or how to run beast scenes, so I wrote up some details on that to get people really on the same page. This involved writing up how you should pepper each session with mundanity – everyday tasks that will stress out shifters – and beast issues like territory and habitat struggles.

I also included a Storyteller Session Checklist that makes sure that there are NPC to PC connections, PC to PC connections, gossip, mundane vignettes, and beast scenes alongside the human scenes everyone leans to. I’m pleased with it!

Tracking Goals
This section was to make more concrete guidance on how to handle players trying to achieve goals. It includes guidance on using progress bars based on difficulty, and how that comes across for each goal. I needed to give a more solid way to mark and record this so that there wouldn’t be unfair imbalance in how quickly some goals were achieved. Plus, this way the Storyteller can have visual representation of the progress.

The top of two pieces of paper titled "The Beastborn" and "A Wolf," with text describing the character following.
A closeup of the character sheets – wolves have packs in the game, did you know? by John W. Sheldon.

Reintegrating into Animal Groups After Exposure
After I’d made a small change to the refresh rate for exposure, I realized I’d never noted that animal group stress doesn’t refresh. I fixed that, and then wrote up some rules on how Storytellers will use a progress bar to help shifters reintegrate with their own group or find a new group, based on difficulty. I think that this, the explanation of exposure, and my new guidance on beast scenes will help Storytellers more actively engage that material.


Overall this has been a heck of a lot of work. This is only the ONE section, out of all of the ones in my bulleted list up top. The thing is, I’m not really changing rules for 90% of this – I’m just explaining stuff. More of this whole project is explaining things than I ever thought it’d be, and I’ll tell you, I’m hoping that this makes a difference when people get into the text!

One of the hardest things I’ve had to do is make guidance for Storytellers. It’s not something I do a lot, and honestly, a lot of people in that role are people I don’t actually enjoy working with (just a personality thing, maybe?). I don’t necessarily want Storytellers in Turn to work the same way a D&D GM would, or even a Fate GM. I want them to care a lot more. It’s a heavy workload to run the game, by many people’s counts, especially for a “story game” sort of game – but I wouldn’t have it any other way.

I started a game on Friday as Storyteller, and we have a fantastic group of a Late Bloomer otter, a Showoff raven, and a Beastborn wolf in a town full of intrigue because the shifters know who each other are and there’s formal shifter culture, and it’s incredibly exciting to think of the places it could go. I know I’m gonna have a lot of little progress bars and it’s gonna be exciting to mark each one off. I can’t wait!

A map with circles and lines showing a town, three cards showing a fast forward, a pause, and a rewind, and the Human Form struggles sheet.
Our town, Script Change, and the Human Form struggles – just the stuff I was reviewing while I was taking a break.

And that’s the thing, right? I’m excited about running a game. Me! I have literally pretended to be sick to avoid doing it, and here I am, enthusiastically planning NPCs and secrets, anxiously bugging my friends about playing the next session. I actually did an okay job, and it’s me saying that!

There’s so many things I love about game design, and as hard as it can be to do it on spare dollars, I can’t ever stop being amazed by how much it teaches me. It is a constant learning experience, and I’m very glad that my time spent digging into Turn’s mechanics and text has encouraged me to do something I find terrifying – and made it exhilarating instead!

It’s awesome, and so is Turn. Check it out if you want to see the hard work I’ve been putting in! Thanks for reading <3


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