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.
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.
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.
Content Warning for discussion of memory loss, especially near the end of the interview. —
Tell me a little about Thousand Year Old Vampire. What excites you about it?
Well, first let me say that I don’t often get excited about things I make. I get nervous, nauseous, pent up. I used to joke about the “sweat test”; if I wasn’t sweating when I showed something to someone I wasn’t sufficiently invested in the project or the showing. This came out of the time when I was showing art in galleries, and it has something to do with the way I made and thought about art at the time. It still applies to a lot of games I make, but in a different way–the games I make are personal, or visceral, or difficult in ways that my art never was. Now I sweat because I’m making a machine that people play with, and if the manual for that machine is unclear people will break it or maybe even get hurt. There’s not a lot of room for excitement in any of this.
But I’m excited about Thousand Year Old Vampire in a way that leaves me quietly alarmed at myself. I’ve worked on this game differently than other games, with the biggest difference being that a reaching back to my old studio process. When I made a thing in the studio it was a quick, fraught process during which I could ingest or enjoy or experience the thing I was making it as it was made; the actual “artwork” was a shell left behind after this work was done. Game making is different in that you need people or systems to test things; there’s a space of time between the making and the experiencing of it. Because TYOV is a solo game it’s making was a self-contained process, I wrote and played and wrote and played in a closed system. It was fast and amazing and it’s how I want to be.
And it produced a game I am excited for and proud of. I’ve played this game so many times, and the prompts consistently produce a different experience with every go. And at least once during each game something happens that makes my innards churn, something unexpected and awful and it’s like I’m not controlling a character but being betrayed by one. I’m not a “let me tell you about my character” kind of person, but TYOV has gotten me excited enough to write game summaries on the Facebooks.
This is the journal in the PDF, which is gorgeous.
What is the motivation for a single-player game like this? As someone who loves lonely games and making them, I must ask: why is this game good alone?
I love your phrasing of “lonely games”! It’s perfect. For me, there were a couple of reasons to make a solo game. Maybe more than a couple.
Solo games are a weird design space. I have a print out of A Real Game by Aura Belle that I’ve been sitting on for a year, I’m so excited about it I can’t bear to play it. Every game I make is about communication and bodies in space; a framework for people pushing at each other to find play. Other players change the game space for each other with a constant barrage of gentle tugs which keep each other engaged and off-center—this is awesome and good but what if we didn’t do that?
A non-social game is tricksy and strange. How can you operate in the “story game” space and not have it be a choose your own adventure book? The game prompts in Thousand Year Old Vampire make you look inward for responses, you are building something between you and the machine of the game without any other conscious actors in the room. There’s no “yes and” here, oh mortal. And without other people in the room watching I can do things that I might not do otherwise when I ask questions and give horrific answers.
And the solo play echoes the subject of the game itself. You play a vampire who sees everything they love turn to dust. Your character is alone, you are alone, the two states echo each other. One play option is to keep a diary as you play. Journaling is a usually a thing you do alone. One of my objectives as a designer is to have the system and the setting inextricably bound together, so solo play works.
That said, I don’t see any reason that a person can’t play it with others. Why not share a pool of Characters and let the prompt reactions affect the world that the players occupy? The system is simple enough that players can do this if they want, and I’m sure some will—there’s been a remarkable amount of pushback over the idea of a solo game being a thing at all.
And practically speaking: I’m a lonely guy. Making a game I can play and iterate on my own is helpful. It echoes the prevalence of solo rules in wargame design—I’m the kind of person that can’t get people together to play things, so I’ll make the sort of things I can enjoy on my own.
Finally: I had a conversation with Jackson Tegu, who has a solo experience called I Was Once Like You, that helped me think about the solo play-ness of TYOV. In the friendly discussion-like thing we were doing I came up with “Petit Guignol” as a term that I thought fit TYOV. It literally means “tiny puppet” in French and has a direct connection to the “Grand Guignol” which was a style of bloody, horrifying, naturalist theater developed in the 1890s. As I play TYOV I sometimes play with scale in my mind, imagining the scenes happen in the space between my arms as I update the character sheet on a keyboard. It’s a play space I don’t think I can imagine with other people in the room, it’s tiny and close and personal. Anyways, there’s that.
Tell me about the design process. The way you handle moving through the prompts is simple but clever, and you have these memories and experiences that are created. How did you develop these aspects of the game?
My design process is a sham. I stare into space until my unconscious gets bored and gives me something that I can think about, and then maybe that becomes a game, or a joke, or an artwork. My games are not the product of rigorous engagement with discourse, they are random stuff that vaguely imitates a category of thing which I understand exists in the world. These are the “Sunday painter” equivalent of game design, if that Sunday painter just really liked wearing smocks and berets but never bothered to go to a museum.
I don’t design these games so much as find them laying around my brain-house. I pick them up and wipe the muck off, maybe paint them a different color to assuage a conscience that demands at least a semblance of effort, then I scribble my name on them and puff up with self-satisfaction.
But a serious aside: I don’t read a lot of games, and I do this on purpose. I’m more likely to solve a problem in a useful way if I’m not clouded up with other people’s solutions for similar issues. This is a good methodology unless you’re building bridges or stuff where people can die. This builds on my greatest strength, which is that I’m pretty dumb.
Occasionally these magical brain-gift games might need some rough corners polished up. With TYOV I had to figure out a way to progress through the prompt sequence so as to maximize replayability. (You, dear reader, haven’t played this game, so super quick summary: You roll some dice and slowly advance along a list of prompts which you answer about how your vampire continues its existence. If you land on the same prompt number more than once, there are second and third tier prompts you encounter. The game ends when you reach the end of the list.) By using a d6 subtracted from a d10, it created the possibility of skipping entries, of going backwards, and of landing on the same entry number more than once. This meant that rare and super rare results could easily be baked into the chart structure—you have the same chance of landing on any given number as you progress through the prompts, but there are diminished chances of landing on a number twice and getting the second-tier prompt. Landing on a number a third time usually happens once per game, and those rare third-tier prompts can be world-changing.
The tiered prompt system naturally evolved into a mini-story arc system. I can make the player introduce a self-contained Character or situation with a first-tier prompt, and in the second-tier prompt them interact with what they created in a new way. It’s perfectly fine if they never hit that second tier prompt, they won’t for most entries, but if they do it will naturally make a little story. It’s so satisfying and it’s all part of the same system, no additional rules are needed to support it.
One aspect of TYOV I’ve been thinking hard about is player safety. What are appropriate safety tools for solo play? What tools allow us to think terrible, soul souring thoughts but then put them behind us? I’m a fan of X-card-like thinking, and was around Portland while Jay Sylvano and Tayler Stokes were working on their own support signals systems. Stokes later developed the affirmative consent-based support flower, and is giving me guidance on my solo safety thinking.
One of my imperatives as a designer is getting rid of non-vital things. This is practical because additional complexity usually makes a game less fluid and harder to learn. If I can get by with three rules that’s great, but if I’m going to have eight then I might as well have a hundred. Not that there’s much wrong with games that have a hundred rules, I like those too. I’ve recently been converted to Combat Commander, of all things.
Something I threw out of TYOV are rules about tracking time. At one point I had a system in place for tracking the date. I mean, if the game is called Thousand Year Old Vampire then you want to know when a thousand years go by, right? But there was no benefit to tracking the actual year, it was easier to allow the player to just let the passage of time be loosely tracked in their answers to the prompts. Maybe an arc of prompts happens over a year in your head, maybe a whole generation goes by—the game works regardless. The only rule about time is “every once in a while strike out mortal Characters who have probably died of old age.”
Finally, I should acknowledge the importance of Burning Wheel and Freemarket to Thousand Year Old Vampire. Writing good Beliefs in Burning Wheel is a skill, and the idea of tying character goals mechanically to the game was mind-blowing. Freemarket has Belief-like-ish Memories, which are something that have game mechanical effects AND can be manipulated as part of play. Both of these mechanics had outsized influence on the way I thought about Memories in TYOV.
Memories in TYOV are everything that your vampire is. You have a limited number of Memories, and every Memory is made up of a limited number of Experiences. Every Prompt you encounter generates a new Experience which is tagged onto the end of a new Memory. Eventually you run out of space for Memories, so you older Memories to a Diary. You can and will lose our Diary, along with all the Memories in it, and it’s awful. But the Diary is just a stopgap anyways, as you are forced to forget things to make room for new Experiences.
Eventually you have an ancient, creaky vampire who doesn’t remember that he was once a Roman emperor, or that they used to live on a glacier, or that he fell in love two hundred years ago. But they at least know how to use a computer and are wrestling with the fact that the hook-up site they used to find victims was just shut down and how will they eat now? This design goal was crystallized when I read “The Vampire” by Ben Passmore in Now 3 put out by Fantagraphic Books. It’s a heartbreaking, sad story in which you see the vampire as a deprotagonized system of habits. It’s great.
What has the development of this game been like, from original inspiration to the speed of production?
This game flowed out quickly and mostly easily. My pal Jessie Rainbow I were playtesting and iterating the game over weeks instead of months. The game is built from a story games mindset and there aren’t any ridiculously novel mechanics that need to be explained; I hand the rules over to a playtester and they understand them immediately and the game works.
The game works and a year of refinement to get it five percent better isn’t worth it. It’s done, and like an artwork it might be slightly flawed but that’s part of the thing itself. I don’t necessarily want an extruded, sanitized perfect thing; instead I have, like an artwork, a piece that becomes a record of it’s own making. If I work on this game another year it won’t get better, it’ll just get different—2019 Tim will have different priorities than I do right now and all that’s going to happen is that TYOV will torque around to reflect that. I might as well let 2018 Tim have his moment and give 2019 Tim new things to worry over.
In regards to the themes of mortality and memory, as well as with aspects of queerness in some of the prompts, how do you relate to TYOV? How is it meaningful to you?
This is hard to talk about. I think I need to break this question down into three very separate categories: My understanding of evil, personas shifting over time, and a vampire-shaped momento mori.
The game is twined up in my own ideas of person-scaled evil which is based on my experience of social predators, thoughtlessly selfish idiots, and rich people exerting power over others. This evil is written into the “Why did you do that awful thing you did?” type prompts, which assign an evil deed which must be justified. There’s an important subtext in the game which I never say out loud: As the vampire is writing in their diary are they telling the truth? But the evil is about the wickedness that people do to each other, and this is my chance to pick out a version of it that I seldom see represented.
Completely unrelated to the themes around evil are the ideas of shifting identities. Over the centuries the vampire will be reinventing themselves so they can fit in with the societies shifting around them. As a cishet white guy I’m outside of the dialogues that happen around LGBTQA+ folks, but I see folks change over time and it’s exciting. A related prompt might draw attention to ingrained societal mores that can now be abandoned because the culture of your mortal years is centuries dead. I can gently make a space for this even if I don’t have that experience, with the understanding that my understanding isn’t necessarily another’s understanding of the space that needs to be made. Like I said before, this becomes a portrait of 2018 Tim thinking through difficult issues using creative work—this isn’t Truth with a capital T.
The shifting personas of the vampire are probably the most personally resonant aspect of the game for me. I have some pretty distinct phases in my life where I was having to be markedly different people. In NYC I used to exhibit art with a gallery owned by the son of billionaires. I’d get taken to a dinner that might cost more than I made in a week then go back to my home which had holes in the floor which I could see my neighbors through. I remember hanging drywall in the morning and meeting a Rockefeller descendant later that night; he got noticeably upset that I had a scratch on the back of my hand then shut me out when I said it happened “at work.” I learned that I had to keep these worlds very, very separate. And it went both ways, I found myself being reminded of the experimental filmmaker Jonas Mekas telling a story about how no one in his Brooklyn neighborhood believed him when he told them he was teaching at NYU.
Now I’m a guy with a kid living in a suburban neighborhood in Portland, Oregon. I’m not the same person that I was five years ago in New York. I can’t be the same person, that guy couldn’t live this life.
Which leads me to my final bit: I did things that sound wonderful and which I can’t remember, I apparently did things that are terrible which I am glad I forgot. These moments are lost until someone else remembers them for me or I happen upon some chance evidence. My memory is going, and it’s awful—there’s a much more exciting version of me which is being forgotten. I can see my brain failing in other ways; sometimes I leave out a word when I’m writing now. I bet I did it within the text of this interview.
This loss of skill, of memory, of personality are reflected in the way the game has you lose or edit memories. Eventually I’ll die and be forgotten in turn, but at least I’ll have this self-reflection on mortality outlive me for a bit.
Today I have an interview with Elizabeth and Amber Autumn on Scherzando! (skert. ‘san.do), which is currently on Kickstarter. In this fascinating game you play both the characters…and the soundtrack! Check out Elizabeth & Amber’s responses below for more.
—
Tell me a little about Scherzando! What excites you about it?
Scherzando! is a diceless, gm-less story game in which you play characters with big dreams and strong feelings, plus the soundtrack of their world. It’s often been described as “Fiasco, but with music,” but we like to think that Scherzando! is less about grand ambitions causing tragedy and more about grand emotions bringing people together.
It’s exciting for all the obvious reasons—creating a game with a soundtrack as you go is really cool! It’s fun and dynamic, and people laugh a lot. But we’re equally excited about the less obvious features of the game. We love that the game lets players have a physical, embodied experience; that it’s an experience built around collaboration and communication; and, most of all, that it creates a space where players can feel comfortable creating music regardless of their previous musical experience. In response to our game concept, we get “but I don’t know anything about music” all the time, so it was a real goal of ours to create something that helped people feel that they didn’t need to know everything in order to make something or communicate something, and to create a safe space in the game for that to happen. Every time a player picks up an instrument and starts feeling out some sounds during the game, it feels like a victory for us, and every time they manage to successfully communicate an emotion with it, it feels like a victory for them. That’s a dynamic we’re exceptionally proud of.
We’re also excited about it because it’s our first game at this scale! It’s mind-blowing to have a book with all this art and all this support and to have this Kickstarter start off so well—it really does feel like being invited to sit at the grown-up table. But it feels good to know that our investments in time, effort, and money are paying off. The game has been in development for over a year and a half (or over two years depending on how you want to talk about it); no blood comes to mind, but there’ve certainly been sweat and tears, so finally getting to print it will be incredible.
What kind of music do people experience in the game? Where did you take inspiration from for the tunes?
Since players make their own music, there’s no specific style or genre that Scherzando! works best with. We encourage players to take inspiration from whatever they like in their own life, up to and including just copying pieces they like if they think it’ll get their point across. So what the music actually sounds like in a game depends on who’s playing, what kinds of music they spend most time with, and what kind of mood they’re in as they sit down to play.
One effect of this is that it turns music into a creative expression unique to the people sitting at your table. People bring in the music, styles, sounds, and methods of experimentation that make sense to them, that they would use outside the game, and that’s a way of bringing a part of their personality into the creative text in a direct, meaningful, and mechanically significant way. Having each player bring their own inspiration and style makes the session’s music a direct creative expression of who the players are.
How did you design the game, considering that it’s diceless and GMless AND uses music as a part of the game?
The game actually began neither diceless nor GMless—both of those got iterated out in the design process! The dice were adding needless complications, causing too much swing in the resolution mechanics, and making it significantly less accessible to anyone who didn’t already own a ton of dice. We dropped them at the recommendation of the incredible Avery Alder, who wrote Monsterhearts and Ribbon Drive (one of the only other music games on the market), and who was kind enough to give us some sage advice early on.
The GM role (which we called the “conductor,” because we thought it was cute) would rotate around the table to maintain the sense of a democratic story where everyone contributed, but we found pretty quickly that the conductor didn’t have much to do. The scene setup generally implied itself, and players turned out to be quite good at arbitrating how the NPCs and the universe would react to their actions in the most interesting way. Plus, the game includes an interjection mechanic which allows players to temporarily gain narration powers for either a bonus (if they’re adding a complication) or a penalty (if they’re adding a boon) at the end of the scene. The ability and incentive to add elements to a scene made the conductor role almost entirely obsolete.
Development began in its very early phases maybe two years ago, with a lot of research on historical music games and current music education techniques. We spent a lot of time working through the logistics of who was on the team for the project and who would be doing what, and trying to lay out a plan. Once we knew who was working on it, how we would do it, and that what we wanted to do hadn’t been done before, the next step was more research. We read books, played games, emailed musicians and educators, and eventually started throwing around ideas for how a system would work. We wrote up a list of core values that we wanted our game to embody, some of which have changed and shifted over the course of development, but some of which are still core to the game today! Then we designed a game around those values.
That game was completely broken and did not work at all.
The bulk of the process at that point was holding playtests, dozens of playtests, at cons and game stores and especially with our friends, with a different group of people every time. We took notes, and at the end of each test we discussed which items functioned and which needed to be changed or dropped, and adjusted the rulebook accordingly. Eventually we ended up with a system we felt good about, give or take minor details, and somewhere approaching that point we started doing the logistical work of commissioning art, reaching out to podcasts, and all the other publishing prep work necessary for a Kickstarter. From there, the actual changes to the game itself have mostly been tweaking numbers, revising stock setting choices, and other minor changes, most of which still require playtests to happen.
This piece of art is mindblowing!
What resources do players need to participate in Sherzando, and what kind of skills are useful?
We like to bring a lot of small, cheap instruments to playtests, but they’re not a requirement—the game works just as well when players hum and tap on the table. The only physical items players need, besides the rules, are a) notecards and something to write with; b) six differently-colored/otherwise distinguishable tokens per player; and c) an opaque container per player that is capable of hiding the tokens within it. As far as skillsets are concerned, we maintain that musical experience really isn’t necessary (although it is fun to play with a group of musicians!); we find that the game runs most smoothly when players aren’t self-conscious about their musical or roleplaying “talent.” Earnestness and willingness to engage with a ridiculous story are probably the most important tools in the game.
How do you hope players experience the game and what do you want people to take forward? What have you already seen taken forward in playtests?
One of the most exciting pieces of feedback we’ve ever received was really recently, when someone who had listened to our actual play on One Shot tweeted at us to say that she could see the players gradually learning to express themselves through music over the course of the game.
In addition to the “yes, you too can make music” lesson we’ve been harping on this whole time, we also hope players experience the game as an exciting way of adding meaning and tone to their stories in a way you can’t find anywhere else. There are all these connections between narrative and emotions and semiotics that we wanted to explore and link together, and we think being able to play through those links in a really direct way is new and refreshing and cool. We also hope players have fun! Not every game needs to be fun, but Scherzando! is, and we love seeing people get really animated during gameplay.
There are plenty of things we’ve seen people take forward from this: confidence, communication skills, and even sometimes a better understanding of a musical instrument. But we also hope that people take home a really good memory about a fun story they told with their friends, not only in words but in music.
Today I have an interview with Mark Sabalauskas on Return to the Stars, which is currently on Kickstarter! I’m contributing a solarpunk scenario for the game, but I’m really interviewing Mark because it’s a hopepunk game in a world that could really use some hope. So check it out, and see what Mark had to say below!
—
Tell me a little about Return to the Stars. What excites you about it?
Return to the Stars is an optimistic science fiction role playing game, powered by Fate.
I am excited to share a game with people where they can imagine having cool adventures in better future.
The direct inspiration was the sense of community that came from being surrounded by diverse, smart, and curious people at a Sci-Fi convention I attended. Hanging out with enthusiastic pop culture geeks was a real respite from much of the darkness in world. It occurred to me that the original Star Trek may have resonated because it provided a similar respite in the 60s, a very turbulent time.
So I created a game that combines the best parts of gamer and geek culture with science fiction exploration. Imagine if Chiana from Farscape was a genetically enhanced cosplayer, or Scotty was someone who loved hacking things to take to a Maker Faire.
The basic premise is that in a post-scarcity future hyperspace travel gave easy access to countless worlds, and humanity sorted itself into like-minded communities. One such society was the Convention Authority, founded to celebrate the now classical arts of science fiction, fantasy, and gaming.
One day, without warning, the stellar beacon that illuminated hyperspace went silent rendering galactic travel impossible. The systems of the Convention Authority stayed connected thanks to a replica fleet of early starships. Now, after more than a century of effort, a long-range exploration craft has been built. Its purpose: to return to the stars and reconnect the lost civilizations of humanity.
You play as one of a new generation of geeks — makers, genetically enhanced cosplayers, scientists, and pop culture enthusiasts setting out on an adventure of exploration and discovery.
What are some of the challenges of making a hopepunk type game, and how have you approached them?
Hopepunk is a subgenre centered around the idea that in the face of oppression and cynicism caring about things is an act of resistance. It is about being kind and also fighting against injustice.
One challenge was to balance hopepunk with other themes in the game. I addressed this by having a setting where long isolated civilizations are reconnecting. Around the table, this means the world being rediscovered “this week” can tell a unique story, giving you a chance to dive deeply into its themes.
Also, player characters come from a fairly utopian society. They could simply chose to stay in their post-scarcity paradise, complacent, sitting around a pool discussing seven centuries of anime and arguing if the 78th edition of D&D was the best, while robots serve them pina coladas. During character creation you have to create an aspect that explains why your character wants to leave this privilege behind. Why they are willing to put their comfort aside and risk their lives to explore and help the rest of humanity.
To encompass the full scope of hopepunk, Return‘s skill system had to players plenty of non-combat options–play can revolve around making and learning and sharing what you’ve learned, not just combat. Also, the mechanics for competitions and down-time tinkering give players ways to show off the the things their characters care about.
Tell me a little more about the world. What kind of people are there? What sort of technology do they have access to?
Return to the Stars is set in the early 27th century, 600 years from now. During that time humanity spread through the Galaxy thanks to origami drives that fold hyperspace. 125 years ago, Stellar Beacon that illuminated hyperspace suddenly went silent, rendering galactic travel impossible. Now a limited form of interstellar travel has been discovered. Communication is limited to the speed of space travel, so players need to act on their own initiative, they can’t phone home for instructions.
You’ll travel from world to world, encountering a diverse array of human societies. There are no intelligent aliens in the setting, and digital life can’t travel through hyperspace. Stories exist to help people understand humanity, these choices are very intentional. Of course, you still have the option spinning a tale about a runaway AI on a particular planet.
Probably the most unique tech in the game is cosplay, which in the 27th century is the aptitude for self-presentation using costuming, genetic modification, posture, and movement. Because cosplay involves granular genetic control of your body it is a skill you can use to recover from physical consequences.
What’s the mechanical system like in Return to the Stars? How do players interact with the world?
Return to the Stars is powered by Fate, which is a proven indie game system that has been popular over the past decade. It is great for telling stories that are centered on who your character is and what they care about as opposed to what stuff they carry.
You characters have skills and stunts that let them bend the rules. But the heart of the system are aspects, short phrases that describe who your character is. You start a session with 3 Fate points, when you need a boost, and it makes sense, you can spend a Fate point to get a skill check bonus. On the other hand, if you chose, your aspects can complicate you life, earning a Fate point, so you can be awesome later. So if your character is a very curious science officer, they might tempted to wander off to investigate a strange screech, earning a Fate point, or they might spend a Fate point to be awesomely effective at solving a scientific mystery. In this way the game emulates the up and down beats of a story.
Return to the Stars comes with an adventure specially designed to teach the core concepts of the game. In playtests at many different conventions, new players have been up and running and having a good time after ten minutes of explanation.
My goal: if you love anime or games or science fiction or cosplay, and have thought about trying roleplaying games, you can get Return to the Stars, read it, and play.
If you already love games powered by Fate, I’ve added fun new subsystems: character arcs, props, downtime tinkering, and competitions. You can learn more about them on the Kickstarter. And, of course, there is a dedicated set of sci-fi skills and over 100 new stunts to mix things up!
At the center of it, what kind of stories do players tell in the game, and what do you wish to see the most?
Return to the Stars is designed to help players tell stories of sci-fi exploration and adventure. I hope players players take advantage of a game that can be as much about making, learning, and communicating as it is about punching space fascists.
Ultimately, of course, the great thing about a tabletop role playing game is that people can bring their own interest and passions into the game, adding theme to the themes in the game: optimism, space opera, pop culture, and hopepunk.
Hi all! Today I’ve got a great interview with Jacob Kellogg and Joseph Kellogg, creators of Rodent Rangers,a nifty roleplaying game currrently on Kickstarter! The project could really use some attention and it seems like a fun game, so please check it out, and see what they have to say about it in the responses below!
—
Tell me a little about Rodent Rangers. What excites you about it?
Jacob:Rodent Rangers puts players in the role of anthropomorphic mice who go on missions under the feet of modern humans to help those in need. In addition to the nostalgia of old animated films like The Rescuers or The Great Mouse Detective, what’s exciting about this game is the light-hearted, joyful purity of it. Especially with the real world being as dark as it is right now, the idea of sending your tiny persona into a big world and nonetheless making a difference—all without the constant violence or mechanical complexity that comes with other games—just feels really appealing. Be a cute mouse and go help somebody. Let everything be okay for a while.
Joseph: What excites me most is the ability to tell stories that let kids get creative and solve problems. Instead of trying to sanitize other systems that rely on violence, Rodent Rangers focuses on using wit and a pure heart to deal with villains, while allowing for daring feats and narrow escapes.
What do the players do to play the game mechanically – how do they take action and tell stories?
Jacob: Mechanically, Rodent Rangers starts with a familiar premise: shared narration, with dice to resolve uncertain or risky actions. It’s a very lightweight system, with no hard rules for action types or explicitly-defined special abilities like you have in games like D&D. Instead, activities are descriptive, with the dice determining success or failure. The dice system is pretty sleek as well, with no bonuses or penalties being added to die rolls. Instead, your attributes tell you how many dice to roll and your skills tell you which size those dice should be, then you roll a batch of them and see how many “hits” (dice that show a 4 or higher) you got. If you meet a minimum threshold of hits (depending on the difficulty of the task) you succeed.
Joseph: Rodent Rangers is a skill-based RPG, with a dice system specially designed to be as math-light as possible. When players want to try something, like befriending a stranger or finding a clue, they pick a type of die based on their skill level, and get a number of them based on basic attributes (like Strong or Clever). When they roll, they just have to count the dice that came up as 4 or more.
What do the characters do in the narrative? Are they rescuers? What kind of adventures do they have?
Jacob: Narratively, the Rodent Rangers are an in-world organization that spans the globe, and sends teams of field agents out on missions to help their fellow critters (or even humans sometimes). You might recover a museum’s stolen relic, help to evacuate mice from a flooding sewer city, or even help guide a lost human child back to their parents. There’s an emphasis on being part of a team and working together, as well as being noble and wanting to help people (after all, that’s why you became an agent of the Rodent Rangers).
Joseph: Characters in Rodent Rangers are agents of the titular organization, a worldwide network or do-gooders and adventurers. They get sent on missions to help other animals or people in danger, and hopefully make friends along the way. In the sample adventure, players will be asked to track down a researcher who was kidnapped by sinister treasure hunters. To rescue him, they’ll need to look for clues, get past a devious snake, make new friends, and maybe even get into a high-speed car chase!
Potentially even encounter villains such as this!
What kind of character becomes a Rodent Ranger, and how do they fit into the larger world? Do these characters stand out?
Jacob: There are really only three key aspects of a person who becomes a ranger: they’re part of animal society rather than human society, they have some kind of skill or ability to contribute, and they want to help. Beyond that, a character could be anyone, which I think is something I really like about this game. You don’t have to be born into the right circumstance, be the chosen one, be part of the dominant forces of society, or whatever else. If you want to do good in the world in your own unique way, then there’s a spot for you on the team that no one else can fill.
Joseph: A Rodent Ranger is someone who loves adventure and helping people. Many mice are content to live peaceful lives, and shun danger. Rodent Rangers are often the best at what they do, and driven to put their talents to good use in the wider world.
How is Rodent Rangers special to you in it’s design and concept?
Jacob: Aside from some of the conceptual elements that I’ve already talked about liking, I’m really into how straightforward and “essentials only” the mechanics are. Games can sometimes get a bit overwrought, trying too hard to make sure every element of the experience has its own mechanic instead of just giving you the tools you need and leaving room for imagination. For example, as much as I like D&D, I would probably like it even better if you dropped the entire “spells” chapter in favor of a more “here’s the general idea, do what makes sense” approach. That’s what Rodent Rangers does: it gives you enough to show you what the game’s about and enable you to play, then gets out of the way.
Joseph:Rodent Rangers is special because it reflects many of the cartoons of my childhood, in which a pure heart and brave soul were all that were needed to save the day.
Tell me a little about Impulse Drive. What excites you about it?
I’m a huge fan of all sorts of space opera books, movies, games, and shows. From the late Iain M. Banks’ Culture novels & Mike Resnicks Santiago: a myth of the far future to shows like Killjoys, Farscape, Andromeda, and Dark Matter, and games like Knights of the Old Republic and Mass Effect. Space Opera combines commentary on society and the myths we tell ourselves with pulpy romance, melodrama, and action in delightfully weird settings.
Impulse Drive is an expression of my joy for these melodramatic, heartfelt stories about volatile but endearing misfits.
What do players (and characters) typically do in play in Impulse Drive? What “drives” the game?
It’s the players job to create and play an interesting, active character by taking risks and embracing the consequences. Players describe their character, what they think, say, and do. Players look for when Moves apply to the situation the group is describing, and when their characters Hooks affect the situation or bring fraught relationships to the fore. Players are directed to think cinematically, like the game is a pulpy space opera movie or TV show.
Characters are misfits with simple motivations, but live in a world that complicates things. The characters have tense, fraught moments with each other and take dangerous jobs or missions that lead them into conflict and adventure. Lots of flying too fast, indulging too much, pissing off the wrong people, and getting into fights & shootouts.
What are the characters like in the game, and how do they function mechanically?
Characters are volatile and bombastic. They’re competent badasses with a lot of luck on their side – until that luck runs out. They rely on their unique strengths, skills, and gear to get them out of sticky situations. But their character flaws and complicated pasts & relationships mean there’s always more trouble around the corner.
Mechanically, the core function of a character revolves around their Approaches (5 modifiers ranging from a score of -1 to +2 at the start.) and their Moves, discrete chunks of rules made up of a trigger (usually fictional) a process (usually rolling 2D6 and adding a modifier) and an outcome (usually fictional). Impulse Drive is Powered by the Apocalypse, so it’s mechanics are very similar to games like Apocalypse World, Monsterhearts, and Masks to name a few.
The five approaches (Volatile, Calculating, Slick, Stalwart, and Alien) describe behaviors more than they describe physical or mental prowess. I wanted the names for the Approaches to be flexible and evocative. Slick means being kinda charming in an unreliable, slimy way, but it also describes pulling off a fancy maneuver. Slick is being quick, responsive, and hard to pin down. Volatile is about passion, but also unpredictability and violence. Calculating is being logical but also cold, you can’t be thoughtful or empathetic with Calculating. Alien is being weird and touching forces beyond your ken. All of the Approaches have a mildly negative connotation – except Stalwart, which is for being resistant, solid, but also reliable and dependable.
Orbiting Approaches and Moves, characters are made up of the Gear they can use, the Harm & Stress they can take, and two elements that complicate their lives; Hooks and Calamities.
Hooks are an opportunity to define their character through flaws and fraught relationships. There are some default Hooks on each Playbook that players fill in mad-lib style, but they’re an opportunity for players to describe the challenges and struggles us want to watch their character. Hooks give you an opportunity for interesting roleplaying but also earning more XP by increasing the chance of failure. Hooks are always activated at the Player’s discretion, so they can choose when they want a higher chance for complication and XP, or a higher chance for success.
Calamities are a finite list of mechanical changes and fictional events that happen to the character if they take 5 Stress. The last Calamity in each list is an exit for the character from the main stage – they’ll either retire to safety or go out in a blaze of glory. It’s always fun to see which players try to manage their Stress frugally, and which players jump in and aim for certain Calamities because they think they’re cool. I’ve never seen a Warhorse who can resist an opportunity for a great victory, at the cost of a part of their body.
What’s it like in the world of Impulse Drive? Where do characters live, and how does that influence the tone of play?
The “World” of Impulse Drive is an array of space stations, ships, and worlds that the PCs visit in their ship. The Galactic Community is made up of societies and civilizations with populations that count in the billions. Technology ranges in sophistication and style between these civilizations, but most are on par with the crew of PCs. The particulars of the societies that the PCs come into contact with is determined by the group, led by the Space Master. This ensures that the themes the group is interested in exploring will be embodied by the societies they are on the fringes of.
The parts of the galactic community that we generally see in Impulse Drive are the fringes, less settled areas where conflict, corruption, and crime are commonplace. Law and corporate interests encroach on these spaces and culture varies greatly from society to society, but the status quo teeters on a knife-s edge, waiting for the crew to come along and disrupt it.
The Space Master uses Strains, similar to Fronts & Threats from Apocalypse World to track and advance these volatile situations towards a climax.
How does being a misfit really impact one’s place in this space opera world?
Being a misfit is all about how you don’t conform to the status quo for society, how you disrupt and challenge what the majority sees as ‘normal’. It’s about being different, and having society at large be passively or actively suspicious and hostile to you.
PCs in most RPGs do this by the very nature of the rules of the games, but also how players generally embody characters who do this by default – whether that is desirable or not. The PCs have lots of mechanical tools that irrevocably change a situation once they interact with it – for better or worse.
Along with this, the game tracks how certain important groups or NPCs relate to the crew of PCs using Disposition. There are 5 states of disposition that describe how someone is likely to react to the PCs within the fiction, but also has a modifier attached to interact with certain Moves that deal in broader social or transnational situations. While the galaxy in general may not even register this one little ship and its crew in the fiction, in terms of the game we relate to NPCs by their relationship to the crew members.
This is open information. The players know how the various interests in their corner of space feel about them and what to expect when they dock at a station in a hostile faction’s territory. Even the positive dispositions Friendly and bonded come with strings attached or caveats. The PCs being misfits is mechanically encouraged by one of the XP triggers in the end of session Move. Your PCs earn XP if the crew made a new enemy, or thwarted an existing one. This encourages the characters to find organizations and societies that deny their individuality and stand against them in a way that gains their animosity.
Hi all! Today I have a post from J Dymphna Coy on the subject of post-consent safety paradigm. For some advance clarity, consent is basically whether or not we grant permission for people to do a given thing. And if you click here, you can find some references for the safety tools mentioned. Otherwise, I think you should be able to follow the article pretty well! — A few months ago, I attended a session at RightsCon about Sidewalks Toronto. Sidewalks Toronto is a project by Alphabet (i.e., Google) to build an entirely new neighborhood in the city of Toronto from the ground up. They want to create a so-called “Smart City,” which uses various electronic surveillance tools in order to allocate resources more efficiently.
Naturally, the attendees of a digital rights conference cast a somewhat skeptical eye at this development. But one of the things I kept hearing about was “informed consent.” The most common question was some version of the following: “How can we make sure that people have informed consent about what kind of data is being collected about them?”
Mark Surman of the Mozilla Foundation brought up an interesting point: the business model of Google (and virtually every other Silicon Valley company) is to collect as much data as possible and then decide what to do with it all later. How can we even have informed consent, he said, when even Google doesn’t know what we’re consenting to?
Ultimately, my conclusion from the session was this: consent is ultimately meaningless in the context of the information economy. We cannot place the burden upon the populace as individuals to protect itself from Big Data; we must collectively assert our rights as a society and place the duty upon megacorporations to not exploit us.
That’s all well and good, you might say, but what does it have to do with gaming?
The inimitable Jess Hammer once mentioned that the X-Card has been dubbed a safety tool when it should more properly be considered a consent tool. The observation stuck with me, and I’ve been tooling it around in my head ever since.
So what is the difference between consent and safety?
Consent* happens before a game begins, or during a game. It involves mechanisms for determining the content of a game, or whether the game will continue at all. The X-Card, cut-and-brake**, and lines and veils are all good examples of consent tools.
Safety happens during or after a game. It involves mechanisms for directly attending to the emotional well-being of the players. A well-done debrief is a safety technique. De-roling is a safety technique. Anything that requires that players provide care (rather than merely asking if care is necessary) is a safety technique.
This is not to say that consent tools are bad, or should not be used. Quite the opposite is true! But they should be regarded for what they are, and used in a way that complements safety tools.
So why should I bring up Google’s data collection practices in this context? Surely a put-upon LARP organizer who already has to deal with the utterly thankless task of running a game does not have anything in common with Silicon Valley megacorporations. After all, the power relations are completely different. We can negotiate consent with another player of a game in a way that we can’t with a company like Apple. I can walk up to my fellow player and say, “Hey Fred, please don’t include bananas in this game, I have terrible fructiphobia!” By contrast, the notion that would could just write a letter that read, “Dear Apple, Please remove line 52 of this iTunes agreement because I don’t like it!” and expect results from it is absurd.
I bring up the comparison because much like Sidewalk Labs, your fellow players of a game have no idea what’s going to happen, and therefore any consent-based paradigm has limited utility at best. I bring it up because I want to emphasize the importance of safety and care, and to make sure that we’re not glossing over these things as designers and communities.
I’m not a big fan of making up categories of things for its own sake, or of having self-important internet arguments, or crushing my community with the tyranny of small differences. But I’ve heard the common complaint for years that safety mechanics don’t quite do what they’re advertised, and I hope that making the distinction between consent and safety might make something clearer in at least one person’s head, and maybe even make games a little better for the people who play them.
– *It is perhaps worth noting that consent originated as a legal term. It’s designed to protect various parties from indemnity or liability. While legal protections are important, focusing on what technically legal is not necessarily the best way to give guidance on how to navigate ways to avoid hurting or exploiting the people around you.
**The OK check-in straddles the line between what I’m deeming as “safety” versus “consent.” It resembles safety insofar as it places the onus on the entire community to ensure that that all of the participants are OK, rather than on other mechanics that place the onus on the affected person to tell the other persons in the scene to stop. I’m calling it “consent” here because it primarily involves whether or not care is necessary, as opposed to actually providing said care for the most part. But like all categories, the point is not to get into nitty-gritty arguments about where the boundaries are, unless you find that sort of thing really exciting (I find it tedious).
—
Thank you so much to Dymphna for the excellent article! I hope you’ve all learned something a little new today. 🙂
P.S. If you’d like to write an article for approachable theory, email Brie at contactbriecs@gmail.com with a one paragraph pitch, your name, and your pronouns.
Thoughty is supported by the community on patreon.com/briecs. Tell your friends!
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!
—
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.
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.
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.
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.
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.
Tell me a little about Entromancy. What excites you about it?
I am super excited about Entromancy because it represents the realization of a dream: participating in a shared cyberpunk fantasy world with other fans of d20 tabletop games. When I wrote the first novel in the Entromancy series a couple of years ago, I was inspired by my experience playing and GMing for tabletop RPGs, and it’s been an amazing process translating that enthusiasm from the novel back into a game that we can all play.
How did you translate the novel into a mechanical structure like a game without sacrificing the narrative or overcomplicating things?
Great question! Building the world for the novel was a four-year process of scribbling notes, creating characters, and revising systems, in much the same way that one would approach making a game. It was important to me to have, for example, a magic system that was not only internally consistent, but that would also be plausible within the framework of a roleplaying game. Creating the RPG from the novel hasn’t exactly been “easy,” but a lot of things have translated well into mechanics because of that early structural decision. The core concept of magic, for instance, still draws from the same resource, a renewable element called “ceridium,” as in the book, but we’ve had to reconfigure most of the iconic spells that appear in the book (while building out a ton more) so that they make sense in a balanced, TTRPG imagining of the world.
I love the idea of the Terramancer. What are they like in play? How do they function?
The Terramancer is based on Alina Hadzic, one of the main characters of the novel series and an all-around all-star. She’s a former baseball relief pitcher with powerful earth magic to boot, and represents another area in which we’ve had to work to build mechanics that make sense for a game, rather than just a book.
Like all other character classes in Entromancy, the Terramancer has two archetypes to choose from, which are specific advancement paths for their talents or spells. When you play as a Terramancer, you can choose to be either an Arcane Pitcher or a Nature’s Harbinger, and can add spells from your chosen archetype to suit your play style. The Arcane Pitcher is formidable at range and has spells to empower its returning projectile weapon, the ceridium orb, while the Nature’s Harbinger can support the group with buff spells, healing, and the ability to summon beasts. Both archetypes benefit from a shared Terramancer feat list that allows you to further enhance your character’s abilities and combat prowess.
What’s magic like in the narrative, and how do you make it happen mechanically? Is either particularly explosive, or can it be sly?
In the 2020s, green researchers discovered the ability to synthesize ceridium, a renewable energy source that, over time, was found to also power burgeoning schools of magic. These schools are collectively known as “mancy,” and ceridium, while stable, has been proven to expose a genetic mutation among certain populations. This mutation – the “underrace gene” – results in phenotypic variation among carriers of the gene, giving rise to new races of people known colloquially as “underraces” or “aurics.”
It’s posited that ceridium is a synthesization of “blue orichalcum,” a once naturally-occurring element that was depleted by humankind centuries ago. The connection between ceridium and blue orichalcum is unproven, but would explain why most civilizations have a cultural memory of things like magic, spellcasting, and fantastic races and creatures.
In Entromancy, most spells are dependent upon the availability and use of ceridium, and range from the infiltration-focused shadowmancy of the NIGHT Agent to the utility-enhancing spells of the Technomancer.
What does a d20 system bring to the table to make this specific setting and playstyle flourish?
We love 5th Edition, and find it to be a wonderful springboard for the type of game that we want to share with everyone. We’ve done a lot to streamline the game systems to place an emphasis on meaningful action and storytelling, while building out other systems to support a cyberpunk world that incorporates intrigue, espionage, hacking, and cybernetics. So anyone who’s familiar with 5th Edition or other d20 systems will be instantly familiar with how the core mechanic works, and will also notice the areas in which Entromancy is different, in terms of character creation and progression, spellcasting, equipment, and more.
There are a lot of great game systems out there, and in fact, the first few iterations of Entromancy were based on a proprietary game system that we were developing. Early in the game’s development, we decided instead to utilize 5th Edition as a framework as it felt a natural fit for the game that we wanted to make. Over time, Entromancy grew into the d20 core mechanic and, through development and playtesting, we have been able to identify more and more areas where we’ve been able to streamline, make adjustments, and create our own game that feels authentic to the original fiction.
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.”
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.
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!
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.
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?
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.
Thoughty is supported by the community on patreon.com/briecs. Tell your friends!