Five or So Questions with James Mendez Hodes on Scion 2nd Edition

Today I have an interview with James Mendez Hodes on Scion 2nd Edition, which is currently on Kickstarter! I think James talks about some really cool aspects of Scion that some of you might find interesting. Check it out!

Tell me a little about Scion 2nd Edition. What excites you about it?

Scion is a role-playing game about demigods: the children and the chosen of the gods in a modern setting, à la Neil Gaiman’s American Gods. I’m writing dossiers on four pantheons in the core game: the Òrìṣà of Yorùbáland, the Devás of South Asia, the Loa of Dahomey by way of Haiti, and the Shén of China. I’m excited about Scion because back when I was studying religion at Swarthmore College, my first and most formative gaming group always played in exactly this genre: urban fantasy with a diverse scope, drawing from far-flung world mythologies.

What in particular did you focus on in the Scion game development?

My main role is to characterize four pantheons to which player-character Scions and their divine parents belong. First, I pare hundreds of deities down to about thirteen principals who publicly represent the pantheon in Scion. Then I profile each principal: their identity, outlook, relationships, and purviews (what they’re god of). I describe their dealings with other pantheons, the religions which venerate them, their mythological supporting cast and artifacts, and their Virtues. Scion 1e gave each pantheon four Virtues such as “honor” and “compassion” from a generic list, but for 2e I pushed instead to assign two unique values in tension or conflict with one another in the pantheon’s associated mythology. For the Òrìṣà and Loa, those values are Tradition versus Innovation: they’re part of a stressed but unbroken heritage that reaches back to ancestral West Africa, but to preserve that heritage they’ve had to confuse their own identities just as their worshippers have had to use deception and syncretism to keep them intact. For the Devás, those values are Duty versus Conscience: Indian epic heroes’ deep-seated understanding of the right thing to do frequently clashes with law’s explicit mandate, such as when Prince Arjuna hesitated to fight his family at Kurukṣētra. For the Shén, there’s Yīn and Yáng: they literally maintain the universe by guarding the balance and the cycle between positive and negative forces, but the place of an individual in that cycle is often confusing and paradoxical. I’ve also worked with Robert Vance to design “pantheon-specific purviews”: sets of superpowers peculiar to that pantheon and its Scions. This part is particularly fun because I get to comb through the pantheon’s myths to find supernatural themes which distinguish the pantheon from other theogonies.

  • The Òrìṣà and Loa have possession—“Gún” in Yorùbá, (“Cheval” in French and Kreyol Ayisyen). An òrìṣà or loa can possess a willing subject to share their body and senses, or lend their own physical form to a spirit who needs to act through them.
  • The Shén have Tiānmìng (“Mandate of Heaven”), a power derived from their pantheon’s expansive and confusing bureaucracy. Evoking the first few chapters (that is, the fun ones) of the Chinese epic Journey to the West, they can bestow supernaturally empowered titles and promotions (wanted or unwanted) on others, or curse an organization with bureaucratic inefficiencies.
  • The Devás have Yoga, a set of South Asian religious practices which bring the individual closer to the divine through selfless service, contemplation, or devotion. In Indian mythology, yoga’s most dedicated practitioners often manifest awesome supernatural powers or receive magical treasures from the gods to whom they’re devoted—but it’s not uncommon for those powers or treasures to corrupt their recipient, transforming them into supervillains like King Rāvaṇa of Lanka.

Where did you source information for the project – what efforts did you make to honor the subject matter?

This is one of the first projects I’ve ever undertaken where my entire academic background is relevant. As an undergraduate at Swarthmore College, I majored in religion, concentrating on West African and Afro-Atlantic traditions. I read primary and secondary sources, spoke with scholars and clergy, and attended religious services where I met several of the loa appearing in fictional form in this game. I also minored in English literature and in dance, concentrating on capoeira (relevant to the Afro-Atlantic content) and North Indian classical dance (relevant to my work on the devás). I also have a master’s degree in Eastern classics from St. John’s College in Santa Fé, New Mexico; that’s where I studied classical Chinese and the Asian epics and scriptures on which I based the shén and the devás. As I work, I’ll be updating an annotated bibliography of the most relevant sources on my website at http://lula.transneptune.net/rpg/scion2bibliography.

When playing Scion, what kind of experiences can players have in such a rich world?

Scion supports various modes of play, from street-level pop-culture myth à la Ishmael Reed’s Mumbo Jumbo on up to conflict over the fate of existence à la Sandman; but one feeling I really hope we can instill in our players is the particular combination of familiarity and surprise which makes mythology both awe-inspiring and funny. Remember when Thor dressed up as Freyja and pretended to marry a jötunn so he could steal back his magic hammer? Or when Vimalakīrti faked an illness so he could lure the Buddha’s entire congregation to his house to preach to them? Those are the moments I really hope players will find in Scion: familiar myths and traditions leading them to unexpected places. 
Compared to your previous gaming experience in this genre, how do you think Scion 2nd Edition improves upon or carries on the voice of the ideas and concepts you see to be the most vital to the experience?
The most important quality Scion shares with those early games is the axiom that mythic play is about relationships. Back in college, whenever we introduced a figure of legend to the game, the best moment wasn’t their first appearance—it was their second or third, when their foray into the story flooded all our characters with memories of what interactions they’d had the past few times they saw one another. For example, one historical legend I introduce to many games, Scion included, is the White Eyebrow: a Shàolín monk who studied Daoist black magic (supposedly that’s a thing?) and betrayed his brethren, precipitating one of the Shàolín Monastery’s many destructions. Wǔxiá canon resurrects this guy all over time and space, attaching him to the White Lotus Society, the Wǔdāng Clan, the Qíng regime—anyone even remotely villainous—such that he’d have to be a Daoist immortal to have been everywhere and everywhen they say he was. So whenever it turned out he was behind some scheme, every player and every character at our table was like, “White Eyebrow … I should have known this treachery had your stamp all over it. Don’t think I’ve forgotten what the White Lotus did at the Battle of Demon Alley!” By emphasizing the relationships between Scions, their divine progenitors, and their pantheons, Scion sets you up to create these intermingled histories yourself. The first time you meet your father, the sun god Sūrya, maybe you’re both nervous and tense because you’ve read the Mahābhāratam and you remember the fate that befell his most famous son, King Karṇa of Anga. But after that first adventure, you have your own legend of Sūrya that you created yourself. So when you run into him again two games afterward, or in a different RPG, or on the wall of a temple in India, you’ll remember a story about Sūrya and your character—maybe even about Sūrya and you—that started two thousand years ago and ended at your Scion table.


Thanks so much to James for the interview! What’s been said here about Scion 2nd Edition makes me think some of my friends would really love it, so I hope my readers who like how it sounds take a chance to check it out on Kickstarter now!


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Five or So Questions with Craig Judd on Blade Bind

Hi all! Today I have an interview with Craig Judd on Blade Bind, which is currently on Kickstarter! It sounds pretty interesting. Check it out!

Tell me a little about Blade Bind. What excites you about it?

Blade Bind is a GMless game with a focus on PvP and melodrama, inspired by Shinobigami, Eternal Contenders, and the “emo shonen fighting anime” genre in general. It’s designed for one-shots (you can play out a whole game in 3 to 6 hours), and uses regular playing cards to resolve epic swordfights! Players each take on the role of a Chosen, someone with strong motivations who has made a pact with an ancient supernatural Blade. The Blade gives you immense power, and only another Chosen can stand in your way, but if you falter on your path the Blade will not hesitate to take control and use you as the instrument of its own vengeance!

I’m interested in games where the player-characters work at cross-purposes, and I’ve played several games in this vein. I feel that you can get a richer and more challenging experience when everybody is creating opposition for each other — and since I’m usually the GM, it’s nice to get a bit of a break by distributing the workload. I also really enjoyed designing Blade Bind, as I had a really strong vision for it and all the pieces came together fairly easily.

I really like that the system isn’t that complex, but it has some really cool emergent properties. The card-based duelling is informed by my HEMA experience, and once you get past the surface mechanics there are some interesting strategies you can employ. When Chosen oppose one another, they duel to decide who gets their way. The Chosen are defined minimally, and a lot of the game comes down to managing your goals — known as Threads — and learning how to manipulate those of the other Chosen to your benefit. There’s also a cool Will/Power mechanism, where you need to increase your Power to win fights, but if your Will (generated by Threads) ever drops below Power, you lose control and become a self-destructive berserker known as a Bladebound! You can engage the mechanics and “meta-game” as much as you like, and it’ll create interesting drama when you look back on what happened.

Most of all, I’m excited that it seems to consistently create a good experience at the table. Once you’re through the setup, there’s no meandering and feeling out the situation, it’s just BAM! Threads provide a great sense of direction and purpose that lets the game kick off at full speed.

What motivated you to create a GMless PvP game? It sounds like a challenge! Did you encounter major problems with the concepts in general?

I’ve enjoyed a few games of Eternal Contenders, which is GMless and PvP (and also uses cards, but in a very different way). But it was the Shinobigami Kickstarter last year that really helped fire my imagination on Blade Bind. Shinobigami still has a GM, but it’s very focussed on PvP-style action, and the GM mainly facilitates and sets up the initial situation.Blade Bind was heavily inspired by the idea of Shinobigami, but I wrote it before actually reading that game’s rules!

I wouldn’t say I encountered major problems, but there were some things I needed to work around. I sort of started from a blank slate and only built in stuff that the game needed. I considered including a GM, but the game didn’t really need one – all the GM duties of setting up a situation and framing scenes are delegated to the players, much like Fiasco. Once the setup’s in place the characters simply follow their motivations, guided by the rules, until the game reaches a conclusion.

I first developed the duelling system. Once I had an engaging conflict resolution engine, the hardest part was building the rest of the game around it! I tried out a lot of iterations of the various pieces, but after testing alternatives and thinking about things for a while, I found I could analyse the pros and cons and decide on the best approach.

The game pushes you into situations where you must fight to either get what you want or prevent something awful happening. This basically forces PvP, because if you don’t take up arms then the things you care about will be destroyed or taken from you.

How do you have a PvP game without risking interplayer conflict? Was that something you had to consider while designing mechanics?

As Cam Banks says about Smallville, it’s more about character vs character than player vs player. I have had even CvC games fall apart in the past though, so it’s definitely something I thought about during the design process. I think it’s mostly a matter of setting clear expectations before play, and in the introduction I emphasize that while the characters are at odds, the players are actually collaborating to create a rich drama. You need to go into it with a mindset where you can enjoy your character’s arc regardless of whether they come out on top or go down in flames.

Something else that helps avoid player conflict is a clear-cut and rigidly-defined rule set. In games that rely on GM judgment calls, plotting against other player-characters in secret can create uncertainty and concerns of bias or unfairness. By using a set of strict procedures, the players have certainty at least as far as knowing what is permitted and what is not. The game system itself acts as an impartial arbiter. You do lose a little of that “you can do anything!” aesthetic, and the rules are more like that of a board game. Even so, within the framework of the rules you can still play a cool character, come up with interesting situations, and unleash evocative descriptions. It’s an approach that Blade Bind shares with Shinobigami.

A while ago, I thought: if people can play against opposition fielded by a GM without getting upset, why is it any different when the opposition is created by one of the other players? So long as everyone is clear up-front about what’s permissible, you should be able to avoid out-of-game animosity.

Can you talk a little more about Threads, and how they influence play?

To talk about Threads, I’ll first need to explain Knots. A Knot is a MacGuffin that acts as a source of motivation for the Chosen — something they think is worth fighting for. Knots are often NPCs (someone you want to protect, control, or destroy), but they can also be objects, locations, or even organisations. Each player defines one Knot during the setup.

Threads connect the Chosen to various Knots, and sometimes to other Chosen. A Thread expresses a goal or desire, and they’re rigidly defined. You pick one of the available Thread-types and fill in the details. For example, common Threads include “I will Control [KNOT]” or “Nobody will Destroy [KNOT]”, but there are also ones like “[CHOSEN] will not Control [KNOT]” or “I will Defeat [CHOSEN]”. Each Chosen can only have three Threads at a time. You start with one connected to your own Knot, and two connected to other Knots or Chosen. This creates a web of motivations that inevitably leads to conflict.

Each Thread has three states: Secure (achieved, even if temporarily), Loose (striving to be achieved), or Cut (impossible to achieve). The more complete a Thread is, the more Will it’s worth. Cut Threads are worth 0 Will, so they bring you closer to becoming Bladebound. You’re therefore strongly motivated to pursue and complete your own Threads, but at the same time you can try to manipulate other people’s Threads to your advantage.

When someone wins a duel, they get to pick a prize. They can either take control of or destroy a Knot that was at stake, or they can rewrite one of their own Threads, or a Thread belonging to one of the vanquished Chosen. While deciding a Knot’s fate is a powerful way to change the state of the game (and cause big changes in Will values), rewriting Threads is a more subtle tool that may let you stop an enemy from even wanting to attack your Knot, or turn them into an ally.

While Threads are powerful motivators, they aren’t mind control; even if your enemy gives you a Thread to protect a Knot that you’ve been trying to destroy, you can still choose to destroy it if you really want to. Threads also act a bit like Fates in Tenra Bansho Zero — as they shift, they create an ever-changing picture of what your character finds important.

Can you talk a little about dueling, and how it is essential to the game?

I wanted the dueling system to provide a similar back-and-forth to actual swordplay, and while this often leads to a back-and-forth exchange like regular turn-based combat, there are also opportunities to seize the initiative… or to find yourself fighting defensively on the back foot. At the start of a duel you draw cards equal to your Power. Whoever has initiative puts forward one card as an attack, and the defender must equal or exceed the attack’s value with one or more cards. There are several defense options (depending on whether the value is higher, equal, lower, if you play a matching suit, or if you play multiple cards), and each affects the flow of play differently. If the defense isn’t good enough, the Chosen is hit and knocked out of the fight. It’s possible to turn a fight around if you start with fewer cards, but it requires luck and skill. I like that dueling relies on player skill to some extent, even if luck and Power are still major factors.

Each Blade also has three special Techniques that allow their wielder to bend the rules, and since the Chosen don’t have much mechanical definition this is the main way to individualize your fighter’s style. To use a Technique you must spend points of Resonance, which you gain whenever your Blade locks with another in a “Bind” – hence the game’s name. A Bind happens when two cards of equal value are played against each other.

The Blades give their wielder immense supernatural power, so they can steamroll any mundane opposition. If it’s your scene, you can describe how your Chosen is going to go and demolish a skyscraper, or wipe out a private army, or capture an NPC — and if none of the other Chosen step up to oppose you, then you just do it. When two or more Chosen are at odds though, they can try to talk it out — but if the aggressor refuses to back down, then their opponents only have two choices: stand aside and let them do what they want, or draw Blades and duel.

Duels are the game’s only mechanical resolution system. They’re an impartial and concrete way to determine which player gets to decide how things turn out. They are a bit more involved than simple “skill checks”, but don’t often take more than a few minutes to resolve, and they are pretty cool to play. There’s a real sense of tension as you try to pick your best available move without knowing exactly what your opponent is holding.

If people would like to take a look, I’ve released a free Sword Practise PDF that introduces the basic dueling rules. It’s missing Resonance and Techniques (and the rest of the game), but it’s a handy way to get used to the mechanical heart of the system.



Thanks so much to Craig for the interview! I hope that everyone enjoyed reading, and I also hope you’ll take a minute to check out Blade Bound on Kickstarter, or at least look at the free Sword Practise PDF


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Shadowrun: Anarchy Review

My very, very long Shadowrun: Anarchy Review is HERE!

Shadowrun: Anarchy
First things first

I won’t be commenting very much on the fiction in the book because I don’t typically read it and I’d rather focus on the game, but I will be looking at flavor text in character descriptions and so on. I haven’t yet played the game for logistics reasons, so this is purely a review of the mechanics, art, and characters. I intend to eventually read the Seattle background but I have set it aside for this review to get the things out that people will see first and most often.

I have only played Shadowrun 3e, and only built characters for 3e and 5e. I’ve been playing tabletop RPGs since I was 15, text-based since 11, and my first TTRPG that I recall playing was Shadowrun. I’ve played indie and story games since around 2011, and I’ve been writing on Thoughty about games, doing interviews, and occasionally writing reviews for like, 4 years I think. Maybe longer? I bounced blog names a couple times. I’ve GM’d and played, and I’ve worked on some tabletop games which you can read about here on my work page.

With that out of the way…

Shadowrun: Anarchy on first glance is a true family member to 5e, having beautiful art, lots of graphics, and fiction first. The art fits just fine! The graphics we’ll get to. The fiction… let me explain here that I don’t like fiction on RPGs, for the most part. I like fiction within RPGs – specifically, if you look back to like, Shadowun 3e where the interactions between The Smiling Bandit and Harlequin were interspersed in the rules and flavor text, that kind of thing I like. Unreliable narrators having interactions between bits of important information just really felt like the game to me.

That is, unfortunately, not the dealio in Shadowrun: Anarchy. I am sure the fiction is fun and great – but I don’t really have interest in it. I hope you do! But the fiction does you no good if you don’t like the rest. Covering art, then layout, then mechanics, then flavor text. Basically what you see first, whether you can even read it, what’s inside, and how it’s dressed up. (click thru)

The Art

I’m not doing a full numbers breakdown of the art in SR:A because 1) I don’t think it’s as valuable as it seems and 2) I don’t think it’s entirely necessary. The art in the book is still majority men or masculine, but there are a greater number of women or femmes than I expected to see. There are a number of androgynous people, but I was incredibly disappointed to see zero androgynous or nonbinary styled characters in the pregens. Getting close to gender binary parity is great, but this issue is in the forefront for me of late and I still can’t fathom why – I never have been able to – we don’t see more androgynous characters, especially in identity as opposed to simply presentation, in Shadowrun. I mean, y’all. Y’all.

Also, most of the time we get this:

But then we got this:

But let me be clear, my problems with the second piece here are mostly that it seems somewhat disjointed (kind of literally, but if it had a caption talking about an articulated spine, I’d be cool) and I was just kind of bummed out by how it felt in comparison to the other (frankly badass) art. This is the only piece that really stood out, but I wouldn’t be a cranky critiquing feminist if I didn’t point it out.

The Layout

The layout overall has a couple of hinky bits. Foremost, shaded boxes. Shaded boxes are not something I’m a fan of, and everyone who has talked about layout with me probably knows that. One of the biggest complaints I’ve heard thus far, that I agree with, is that the shaded boxes on the character sheets are bad news bears.

There is also shading/coloring on sidebars and callout boxes that could be done away with for readability and to make it possible to print. I’ll say this one time: If I cannot print a character sheet, it is functionally useless to me. Bonus note: If you make it a fillable form downloadable as well with the game that can also be printed and legible, I’ll love you forever.

Most of the rest of the book is bog standard Shadowrun/80s-90s-esque layout, from what I can tell. There are some more rounded edges, but that’s not too different. Standard two-column, as following.

There are also, of course, tables. I personally love tables, but the tables in SR:A leave me wanting because they don’t have any dividing lines. Some people like them without, they flow more easily. For me, they’re less readable, and I also just don’t really dig the look. Gimme something that looks directly ripped out of Excel and I’ll be cool. Example of current tables follows!

Also, the text is super, super small. Like, I have to zoom in to read it clearly a lot of the time, and I have no issues with reading up close most of the time. Perhaps it’s better in print? But we should be designing for digital too. I also don’t know if it works well with screen readers, as I couldn’t figure mine out. That’s something that should be clear!

Aside from those things? I’m sure someone with more graphics and layout experience could nail down further problems. Those are the ones that hit me. Moving on!

The Mechanics

First, a quick note on the way the game works in Shadowrun: Anarchy. Anarchy is not a game with a GM running the show and the players taking on roles within that show. Anarchy is about collaborative narrative storytelling (it’s a thing!) and there are things that they’ve done great about this, and things that may be confusing for people who haven’t done it before. I may be translating the rules incorrectly, but if you like what I’m saying, just play it that way, it’s just a damn book.

SR:A institutes turns, effectively letting each player take a turn playing their part of the scene. From what I can tell, there are no rules preventing other players from acting within that scene, but they would most likely need some input from the lead player in those scenes. From there, we can see each player narrates within their turn their actions and their interpretation of the situation. Cool! Now, I’ve seen some people get stuck on Talk Time. Admittedly, I kind of hate the term, and would prefer something like “free play,” but that’s just being a jerk about semantics.

Talk Time itself makes sense. When things are going down or it’s too hectic, let’s stop with turns for a minute and get shit done, right? However, from the comments on the Prototype review and the forums I’d seen it interpreted that you can’t interact freely at all outside of Talk Time, and regardless of how it was originally intended in the text, I read it otherwise, and it has been clarified since then in the text under Turns and Narrations. Specifically, it says that “Other players may have things to say during a narration–their characters may react somehow, or players may offer commentary, ideas, or observations–but the primary thrust of the Narration should be directed by the player whose turn it is.” Which, I mean, yeah? That’s just being polite. However, I see why they had to write it out. Hooray, rules to help solve social play problems!

For framing of the next mechanical bits, you use six-sided dice (d6s) in dice pools, scored individually – 5 or 6 on the die is a success.

Character generation is not complicated, in my opinion. There are definitely a crapton of characters to select from if you want to just quick start, as the section for pregenerated characters is massive (but I have some thoughts later). The game suggests you select a contract brief (scenarios for quick play), but if you want to build characters first or play without a contract brief, I’d just go to it. For a new GM or a new group, you might find the briefs useful, at the very least to learn useful structure for a general shadowrun.

Characters use some stuff that seem kind of “eh, maybe,” while others seem absolutely essential. The perceived essentials are: Personal Data, Attributes, Skills, Shadow Amps, Karma, Qualities, Weapons, Armor, Gear, and calculating your condition monitor. That’s a lot of words, not as hard as it sounds. The things I’ve noted as seeming optional are Dispositions and Cues. These don’t have a lot of mechanical impact, and I can guarantee for a lot of people they’ll be dismissed. However, you’re playing a narrative game here. That makes a difference.

If you look at the character sheet for Ms. Myth (one of my favorites), you can see how these things might be useful for 1) new players, 2) players new to narrative games, 3) players with a new character, 4) players who are unfamiliar with Shadowrun’s world, and/or 5) players who are just plain tired and need some good ideas on a slow day.

This is a moment where I remind people that just because you don’t need a thing, does not mean no one needs a thing, or would benefit from it.

Character creation goes through these items, however, pretty smoothly. Don’t be fooled by the early character creation section like I was at first, go straight to page 61.

To create a character, you:

  • Choose what type of character you want to play, name them, and create a character “theme” (basic description)
  • Optionally create “tags” (helping define your character)
  • Choose a game level (this is how many points you’ll get based on how hard or advanced a game you want, and should be chosen as a group)
  • Choose a metatype (Are you a little troll? Yes. Yes you are.)
  • Determine whether you’re Awakened or Emerged (you can be one, the other, or neither, and they basically mean you can do magic, you can do matrix junk with your mind, or neither)
  • Assign attributes (Strength, Agility, Willpower, Logic, Charisma, Essence, and Edge – I still kind of hate Edge, I miss when Karma was able to be spent for some of the purposes Edge is used)
  • Choose skills (general and specialized, the latter of which gives you bonus dice in appropriate situations)
  • Select Shadow Amps (encompassing all augmentations and magic, including technomancers and casting spells – there’s a list with some examples but there is a lot of freedom to define them. Also, there is essence loss! If your augment has essence loss, you get a penalty on your dice pool for magic- and healing-related tests.)
  • Figure out Karma (This functions as experience points, so you can obtain both points in attributes, skills, get Amps, change qualities, and get gear, weapons, and armor once earned)
  • Define some qualities and their effects (like edges and flaws for 3e, which I was super happy to see, though kind of took a bit to understand the differences between them and edge)
  • Choose your weapons (weapons have various ranges and impacts)
  • Choose your armor (armor is basically an add-on to your condition monitor, and gets marked off before you get hurt)
  • Sort out your condition monitor (has both stun and physical damage)
  • Get some gear (including Contacts)
  • Create cues (basically little phrases to help inspire your play, from the Cue System, which I haven’t bothered to read up, sorry)
  • Make a character background (personal data like size and gender – which they call “sex” in here and it made me really annoyed – the history of your character and how they behave, and dispositions that you can use to flag your actions in-game)

It sounds like a lot, but the individual actions don’t take very long themselves. There’s characters to choose from, and there’s not a lot of trouble in making your character, but this is way more than a lot of indie and story/narrative games. You will need to set aside more time for this game than you would, say, a Powered by the Apocalypse game – by a significant margin. That doesn’t mean it’s not a good game. Just different.

Combat in SR:A seems to be appropriately dice-heavy, which y’all know I love.

This isn’t actually that complicated, even though it looks it. It’s all simple numbers you’ll be adding, most single digits, versus similar numbers for the opponent. I like this combo, as I’m sure I’d learn it pretty quickly, which is a really good sign.

There is information on close combat damage, carry limits, unarmed combat, and lots of other stuff – one of my favorite bits is no more counting ammo! Handwaving ammo counts is awesome in my book (ha, my book). It also talks about custom mods of weapons (like knockbacks), which is awesome! There’s a note that I appreciated on making the game more or less lethal. Variety is good.

There are rules on taking and recovering damage, and repairing armor, which brings me to an important point: There are no nuyen in Anarchy. To me this is amusing on a conceptual level (of course there’s no monetary system! It’s anarchy!) but also I think it’s cool on a fiction level, in that everything has a cost – and more often than not, that cost is you.

Initiative advantages like wired reflexes now give you plot points, which are functionally shortcuts or cheats. They give you rerolls or change turn order, or add Glitch Dice (which I will say straight up I don’t understand, but the general idea is that if you roll a one on a glitch die, all goes to hell, if a 5 or 6, you get an exploit and things go well. This may sound fun and exciting to people who like adding additional chance into their game, but it’s not really something I love.), and so on.

Gear is mentioned in this same section (page 47) and is super duper basic. Gear has no specific mechanics, but can narratively help with problems, like med kits and tool sets. Very, very basic.

I don’t have much interest in hacking or cybercombat, but I’ll bet at least one of you do.

There is both AR & VR, where in AR you generally interact like software and icons and stuff, and in VR, you’re living all Second Life. AR doesn’t give any bonuses to hacking, but VR gives a +1 to hacking. With VR you can’t do anything non-virtual, and cybercombat kicks your ass. Hacking is basically a skill test, and cybercombat comes with a fun little dice pool calculation too.

There are additional matrix rules you can dive into on your own.

Spells and spirits and stuff have their own section. One of the most notable things is that there are no longer spell effect limits beyond those narratively defined, except in the case of combat spells, which only last for the time their damage is applied. GMs can apply a negative modifier if someone wants to maintain a spell for a long period of time. Not unreasonable, in my opinion, if you don’t have a jerk GM (if you do, try to find another GM! Look on the internet! Run, little chummer, run!).

There’s information on astral projection (no test needed) and astral combat (use the Astral Combat skill and have a standard combat experience, take stun damage).

Vehicle and drone combat addresses AR vs. VR in regards to how you use the equipment, and there’s info on vehicle movement, just basic stuff, but I’m sure gearheads will be happy to know they’ve been recognized.

There are also additional rules about breathing, environments, and mind control, in case you were wondering. There’s an important note about what an NPC can’t make someone do under mind control:

I mean, if you like doing that stuff, you do you. I’m glad they pointed it out though.

For those not a fan of sharing their GM hat, there are rules about giving GMs more control via plot points and who interprets perception tests. In standard SR:A the player doing the narration has freedom to define a lot of what is seen with a perception test, but with the adjusted version, the control is given solely to the GM and controlled by how many successes are rolled. I really have to say, though, give shared narrative a shot if you’ve got the time and energy. It can be really fun for everyone.

The GM section is a lot of detail that I’d not normally read since I’m traditionally a player. I wanted to highlight two pages that I think are absolutely important.

This page shouldn’t be necessary. But, it is. Just… yeah. Be cool, kids.

If you all thought that someone could put a section in a book called “Asking Good Questions” and I wouldn’t pull it out, you were sorely mistaken. As people know from games like Apocalypse World and Monsterhearts, as well as about 80 other indie games, asking good questions is an amazing GM tool – hell, amazing for players, too (“Do you really want to kill that guy? Why? Oh, he killed your uncle? Shit. Let’s do that.”). I like seeing it hard coded into a game, though, because I love questions, sooo much, and for narrative games they are the soymeat in the sausage.

The pregenerated characters are pretty fucking cool on the start, I’ll be honest. I love cool character art, many of them are really interesting. I’ll try to keep this brief.

The Native characters are very cool on the surface, but the conflation of Pacific Northwestern tribes and the Plains tribes in their backgrounds, plus having one of them taking artifacts and putting them in a museum (with jokes about angry locals, even), and Coydog wearing an eagle feather headdress that’s most likely inappropriate for her background are problems! I’m intending to do an extended feature on Natives in RPGs and specifically in Shadowrun with a consultant I’ve been corresponding with, where I’ll explore this, but for now: Chrome Bison is _really, really cool_ but we need to think harder and ask more questions and remember whose stories we’re telling. I know Natives are a huge, huge part of Shadowrun, and I don’t want people to stop making them part of it – but we need to do it right.

Chrome Bison, following, is cool – but cool doesn’t erase responsibility. Chrome Bison would be very disappointed in cultural appropriation, I think.

There may also be other issues of cultural appropriation or misrepresentation here. It’s important to remember that while Shadowrun is an alternate-fantasy-history, the cultures that it’s pulling from are real and existing in the majority of these cases. I am disappointed when I see misrepresentation and negative stereotypes in fiction, and I am doubly so in games where players are supposed to take on these identities.

That being said, there are a ton of characters I love, starting with Ms. Myth.

LET ME TELL YOU HOW MUCH I LOVE TROLL FACES. LET ME. No wait, that is way too much enthusiasm for this, I’ll never finish. But yes, she seems amazing. Borderline is incredibly cool, too cool for me. As mentioned, Chrome Bison, as a troll street samurai, is freaking amazing. Fourth is cool but I wish she’d been nonbinary or androgynous, as the art brought it pretty close to it.

Jinn is an elf brute force decker who is from Istanbul, and his jam is fashion, and I’d love some input from people on his presentation and cultural representation in the art and text at some point. There are TONS of really fascinating characters of so many different backgrounds. I still wish for nonbinaries because I’m a pain in the ass (and because we should be represented in such a world!), but the last one I want to shine a light on is Rose Red.

Rose Red has a fascinating background. I really love the concept, but it is a difficult one. The general idea (for those who can’t see the image or don’t feel like reading the teeny text), she was trafficked as a sex worker, then she awakened, and overtook her boss and became a trafficker herself. It leads to her trafficking her own sister, and then finding salvation through a neo-anarchist group. I have so many mixed feelings about the representation of sex workers here, because it’s good to see them represented, and there is a specific note about how the neo-anarchists welcomed her with no shaming, but it is still a hard line to walk. I’d love to hear the input of any sex workers on this topic, as I can’t speak from experience.

FINAL VERDICT

I really, really want to play this game. There are some issues, yes. And I’m not happy with all of the flavor text. But, I have to be honest: what I have read in Shadowrun: Anarchy feels more like Shadowrun to me than 5e ever did. Maybe it’s because it’s simpler in writing, I’m not sure. But, it’s simpler in mechanics, too, and way simpler than 3e. Shadowrun is my favorite fictional world and while it always could be improved, so could a lot of other games.

Shadowrun: Anarchy could use some better layout choices in regards to accessibility and print use. It could use more attention to nonbinary gender representation, and representation of cultures and races that are unfamiliar (or only stereotypically familiar) to the average white gamer. The mechanics are far more lightweight in comparison to all other Shadowrun editions, and in my opinion mix a lot of the good mechanical bits with a lot of my favorite narrative things. The fiction is supported in some ways by the mechanics with the damage, the complexity of combat and spell casting, and the impact of metahuman races, and the pregenerated characters are many and varied.

I would suggest that, if you have played Shadowrun and you like narrative games, you give this a shot. If you like narrative games but know nothing about Shadowrun or really any trad games, consider trying it out for a one-shot with pregenerated characters. If you’ve only played trad games and you like Shadowrun, consider trying this out – the worst that will happen is that you’ll decide it’s too simple, and that’s not much of a loss.

In general, I think it sounds really fun. I’m trying to find time to get a friend to run for me, and in the meantime, I’m going to continue enjoying the beautiful art and maybe build some characters if I have some free time.

Good luck, chummers!


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This post was supported by the community on patreon.com/briecs. Tell your friends!

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Five or So Questions with Nathanael Cole on Gattaibushido!

Today’s interview is with Nathanael Cole about his new game Gattaibushido, which is a story-driven mecha-pilots game! It’s currently on Kickstarter and sounds like a great time. Check out the interview, and then click-thru to the Kickstarter if you’re interested!.

Full disclosure: My volunteered voicework is included in the Kickstarter video for Gattaibushido.

Tell me a little about your project. What excites you about it?

Gattaibushido is my personal RPG love letter to a number of old cartoons and animes that own permanent crash space in my heart. I grew up watching shows like Voltron and the Power Rangers, but honestly the biggest inspirations came from two anime series called Gunbuster and Vandread. When I first saw those series, I immediately wanted to game in those worlds. Once I realized that I had a good foundation for teamwork games with Motobushido, I got ridiculously excited about finally getting to write my own person Gunbuster game using those mechanics.


What mechanical inspirations did you have for Gattaibushido?

From the very beginning, I wanted a way to involve Colors in every aspect of play. The first obvious step was basing the team roles off of the classic color roles in Super Sentai shows. But beyond that, I wanted more of a focus on colors than just numerical stats all over the place. Turns out this was already easy enough to do. Motobushido had a heavy focus on threes and sevens as part of its thematic core, and porting that over to a “Roy G Biv” color scale was a cinch. By this point in the design process, almost the entire system has some aspect of the rainbow scale within it, and I’m pretty happy with the way that part has turned out.

However, probably the biggest of the more recent inspirations came from a video game called Chroma Squad. For weeks and weeks I had tried to nail down the Final Form Fight mechanics, and went through dozens of iterations. I kept working the “natural extension to the core fight mechanics” angle, but nothing was working, nothing felt right. Finally I took a long break to chill out and play some video games, one of which was Chroma Squad. I don’t want to spoil that game (it’s amazing!), so I’ll just say that when the first “season” of its story ended, there was a sudden change in mechanics that came out of nowhere, a whole new kind of battle sequence that had not even been hinted at before. And then suddenly it all made sense: if I really wanted to showcase the difference in scale netween the normal battles and the final form battles, I needed a whole new approach, something totally different than the core mechanic. Two design jam session later and the current “Rumble” mechanic was born.


How did you come up with flavor of the game including themes and associated mechanics?
The basic “combining robos vs space monsters” originally came to this project as just a nifty idea for a spin-off “hack” of the core Motobushido rules. Once I started re-immersing myself in the source genre, I grew more and more inspired, and likewise the hacked text grew more and more complicated. Eventually I realized that it needed its own spotlight, and decided to make it an entirely new stand-alone game.
But specifically, two animes deeply inspired the core themes of teamwork. The first was Gunbuster, which was in fact the original kickstart my brain needed to get moving with this project in the first place. The team relationships within that show were so intense and conflicted and _real_ that I felt that those characters could very well have been created using the previous Motobushido rules, just needing a few tweaks to fit the material. Later on I was introduced to a newer series called Majestic Prince. While not actually a “gattai” show, it might as well have been for all the ways that the themes of teamwork and intra-team conflict guided every aspect of that show. I wanted my game to play just like that and I think I’ve done a good job so far bringing out that team dynamic in the playtests.


Coming from your inspirations, what choices did you make to ensure the game is approachable for all ages, genders, etc.?
Specifically, in order to deal with certain old sexist tropes inherent in the classic super sentai genre character roles, I’ve tweaked the colors a bit to make them more versatile. This has had a positive effect with my current test groups, and although a handful of people were expecting more traditional SS color roles, they adapted to the alterations pretty easily enough.

Additionally, I made a few conscious-but-not-overt design choices very early on in the art and writing process. I chose to show only women and girls in the vast majority of the artwork and text (there is one, singular character exception, and it is a bit of an homage to Gunbuster). There’re no outright statements in the book saying “you have to play women,” but if you follow the artwork and the text, it’s pretty much assumed. Additionally, I specifically requested that the majority of the girls in the art be non-Caucasian, and of a variety of body types. I have been pretty pleased with the stuff Juan’s done so far, and I hope my readers will be too.

As for ages? Ah, this might not be a good game for kids, as the themes can be pretty violent and I don’t really hold back with some bits of language here and there.



What do you think are the core elements of Gattaibushido that you want players to see when playing the game, and how do you think the mechanics and flavor help make that happen?
Hands down, teamwork is the absolute number one core element that I want to be ever-present throughout the entirety of play. Everyone has a “Harmony” track, which keeps them in sync with the team spirit. It’s front and center in the gaming space, and integrated into almost every action and component. The characters can of course function on their own, but they truly excel the most when working in synch with the rest of the team. The core fight mechanics heavily involve teamwork combos, including an “Uno” like rotation and reversal mechanic that encourages the players to strategize and synch their abilities together. And of course, the Final Form Rumble fights are pretty much impossible without a well-synched team. =)

Thanks so much to Nathanael for the interview. I hope you all get the chance to check out Gattaibushido on Kickstarter now!


This post was supported by the community on patreon.com/briecs. Tell your friends!
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

What Makes a Good Player?

As most people know, I am rarely a game master in tabletop games. More often than not, I play games exclusively as a player, and sometimes I even just spectate! To me, players are just as essential to the games as the designers and the GMs, for a number of reasons. Here’s a bit about that!

This post marks the start of a new series on Thoughty called What Makes a Good Player? where I’m interviewing gamers nominated by GMs and fellow players for being known as good players who help make games more enjoyable for everyone at the table. This series will run through December, with weekly posts on Wednesdays, 10AM Eastern. This series is also funded in part by my patrons at Patreon.com/briecs, where your support is very welcome and appreciated!

I really loved reading the interview responses from players about their style and preferences, and what’s important to them as a player. I hope through the interviews, you’ll learn more about what some people enjoy as players, how players can behave to enhance gameplay, and a few new things about the people you might know, or might get to know!

For me, tabletop games without players are not really a thing! You can have GM lonely fun creating worlds that aren’t played in, but the moment a GM starts participating in the mechanical reactions to the world, they become a player, too. Designers are often inherently players, testing their own game against itself, and telling stories that the final players also have the chance to retell in their own ways.

While I’m sure there have been endless posts from sites around the world talking about player skill, I didn’t want to talk as much about skill in this series. I wanted to see how players interact, what they thin is important, and what they get out of playing, because I think that what we get out of games reflects back on what we put into them.

The questions I posed to the interviewees are:

What do you try to do most often while playing games to enhance your experience and the experience of others?

This question is to get an idea of what the players think they do that influence the game. It’s very interesting reading the responses when you start asking how players think they influence other players, because we have pretty subjective concepts of how we change the scene.

Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?

I wanted to see how many players are using formal tools, if any of them have unique tools or habits, and if they can see the direct impact of those or not. You’ll see in the responses how many people referenced improv tools, which is something I may expand upon soon.

How often do you like to game, and what is most comfortable for you to maintain good energy in games?

Behind every good player is a good night’s sleep. Even the most amped up player can burn out if they’re playing more games than they can handle time- and energy-wise, and it can impact play. I wanted to see what kind of schedules most players find comfortable for having a good time playing without burnout.

What kind of games do you feel you are most comfortable with and enjoy the most?

If we’re talking about good players, we’d be missing important information if we didn’t ask what they play that they’re so good at, and see whether they think their enjoyment or their interaction with others is negatively impacted by specific games.

Can you share a special experience in a game where you felt like you did a good job playing your part in the overall story and game?

Finally, I wanted to give the players a chance to share their stories (a major part of the point of this blog) and to see what experiences modeled their subjective concepts of doing a good job, and I think it was a really fascinating read for every one of these interviews. The players really have a lot of thought put into their own play and enjoyment!
With all of this in mind, I hope that you’ll all enjoy this new series on Thoughty. Remember to check out the Patreon to support the series if you’re interested or drop a few bucks in the Paypal.me/thoughty tip jar if you like what you see. Let’s play!

This post is an unpaid post announcement in preparation for a series of blog posts supported by the community on patreon.com/briecs. Tell your friends!

If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Five or So Questions with Brandon Williams on Demon Gate

Hi all! Today I have an interview with Brandon Williams about the new game from Arcanum Syndicate, Demon Gate, which is currently on Kickstarter with a little over a week left! You may recognize Brandon’s name from the cyberpunk RPG Chaos 6010 A.D. Demon Gate is an apocalyptic fantasy RPG with survivalist elements. Check out the interview below!

Tell me a little about Demon Gate. What excites you about it?
Demon Gate is an apocalyptic dark fantasy RPG that places the players into a very harsh and dangerous world that really forces players to survive together. There are no alignments and all characters begin the game with the bare minimum of gear that is primarily established depending upon what your character class is. I try to let GMs know that it is very important to keep track of the mundane things in this game like food and provisions and warmth, for surviving in a hostile wilderness should be just as tough as the monsters you may encounter.
 

Everything about it excites me realistically, but if I had to choose a couple it would be the combat system and the setting. It is kind of meant to start out very fantasy lite where all these things, monsters and such are supposed to be scary stories you heard around the campfire at night in your village but as you start to explore the dark world you find out the stories are all real. There are these prophesies about the end of the world where the demons and devils from the Black Plane (Hell) will eventually enslave our world, and you will begin to realize that this can really happen unless you band together and try to stop it.

The combat system uses resisted rolls so you roll a d20 to hit but you also roll a d20 to defend by trying to match or beat your attacker’s roll. There are also cool talents and abilities that help you out in the midst of combat where you can sometimes spend legend points to activate them. If you roll a natural 20 to defend an attack you gain an immediate riposte at your enemy, there are a lot of fun things like that which makes rolling against one another a good time.

What inspired you with your design of Demon Gate, including games, other media, and your own interests?

I originally created the idea back in the 90s working on another RPG called Chaos 6010. So back in the day I really loved the setting for Forgotten Realms during 2nd edition. Yet since then I have taken a lot more inspiration from the art in other games like Diablo, or the Necronomicon, Call of Cthulu. I also took a great deal of influence from a really old rpg computer game called Darklands, a game about medieval Germany. Inspiration from movies like the Hell scene in Constantine. Even many of my own nightmares have been a great inspiration, while very frightening they were also inspirational and I had to jump up and write them down. I have always been fascinated by the idea of Hell in many religions so it takes a lot of inspiration from real world religious beliefs as well and I tried to tie the storyline into our world’s history in a way. For instance how to explain how entire civilizations or villages just vanished in the past. Hellraiser was also an inspiration to me and series of books on the Lesser Key of Solomon, Ars Goetia, as well as goetic art and symbols.

For a survivalist game, tracking gear and rations can be complex. How does Demon Gate handle that mechanically and fictionally?

When you are traveling the GM rolls a chance for random encounters each day (optional but recommended) and due to the planet’s harsh climates at times bad weather conditions can pop up effecting your chances of survival. So it is good to have survival skills to help out. Players are allowed untrained skill checks for those who do not possess the proper skills even though it is much harder to succeed. Since each character skill is based off of an attribute you make an attribute check for an untrained skill check and your target number is raised. The GM has the option to use the random encounter tables for all different types of locations or they can simply make situations up of course. Due to the planet having two suns, a broken moon, and many close planet’s during parts of the year, the climate and gravity shifts can sometimes cause some strange anomolies.

When keeping track of provisions you are allowed a certain amount of days for your water skin to deplete so you just make a little tick off for each day on a scrap paper. For food there is a very helpful hunting and foraging table that lets you make one roll to pretty much figure out how many meals you gain from the hunt and also how many hides and bones you are getting from the kill determined by the result of your hunting skill result.This works the same when foraging or fishing. The roll will determine if you catch anything that night at all, how many portions, and units of leather, bones, scales, etc. These can be saved and traded on the road or sold at a town, or if one of the characters possessed the proper skills can be used during crafting. For long adventures across the wilderness it is always good to pack your provisions so that you do not have to worry if you will eat that night, for starving will begin to degrade your stats as will freezing to death.

When players encounter challenges in the game, are they more likely to be physical in nature and if so, how? What mechanics are in place to address physical and social or mental challenges?
In the game master chapter I talk about making sure all NPCs (non- player characters, just in case someone doesn’t know), aren’t just brutes who care nothing about living and just wish to kill you and take your money. Some may have starving families, some may even end up helping you. I think that this might depend on the GM and players but in Demon Gate there are rules for social engagements, and very many mental afflictions. Travelling to the Veil or Shadow Plane, or Hell even, as some may do at times in quests to forever kill a spirit’s soul can have repercussions. Characters must also have a good Willpower attribute to be strong in mind. Having a high willpower will grant you fortitude which is like armor for your mind. Armor in this game soaks damage so if a character has a high willpower they might have +2 to defend mental attacks and a fortitude of 5. This if hit with 20 mental damage the fortitude soaks 5 of it letting you take only 15 damage. 
Charisma is your social skill. This is not how pretty you are, there is a physical beauty rating for that. Charisma is how well you do in social engagements. I did this because I’m sure many people have met a very pretty person with a really bad charisma. A high charisma will alter your reputation points which are great to have when trying to seek an audience with a local magistrate or lord, etc. There are resisted rolls in most cases if it comes down to having to roll. I say this because some game masters would prefer you use words but Jon the player might not be very good with them while Arun who is Jon’s character might have a high charisma so he would make his charisma check by rolling the dice and trying to either reach a target number or another character’s resisted roll.

There are a great deal of physical alterations of course, so I put a lot of rules within the combat mechanics as if you are playing a mix between an rpg and a miniature battle game. I love using miniatures to show fight scenes of course it isn’t necessary but I believe it adds a whole new level of fun to the game. You do not have to use miniatures but the rules are explained with them in mind. I love the combat system being resisted d20 and it has proven to be a good time for many years.


The Black Plane sounds cool! Could you talk about the fiction of the game a little, and share any of your favorite flavor bits?
I have written a great deal of lore about this world but I do wish to keep much of it a mystery and hope to unleash more and more of the story in future books. I will say that it is meant to start as if all these prophesies and legends are just fairy-tales but as adventurers begin to explore the world they find the remnants of an ancient alien race called the Void Gods who once ruled this world and inhabited it for it’s metallic resources. There is a few metals on this planet that can glow and channel energy and magic very well, these mertacullum weapons that are found can do some powerful things. I still keep it all within the medieval fantasy genre though so you never find a ray gun, but a lance that can retract and fire lightning out of it is a little more on point. The ancient alien tech that is found is primarily thought of as “magic items”.

The demons once ruled this world, it was theirs because many of them were the criminals of the void gods. They were the most foul and wicked of their kind, so bad that they left them imprisoned on this planet within dungeons. A very powerful demon lord who is from a little planet called Earth is the one who started to set them free when he was banished to this world long ago by the God of Earth. These demons were able to reconstruct the powerful gates of the Void Gods that they made using the mertacullum. These gates could travel to other worlds and even other planes of existence. They would use these gates to bring creatures from the surrounding planets and enslave them, forcing them to mine the metals of this world, to serve them, to force them to worship them as their new gods, and to use them for their suffering. Well once the gods of the Forgotten Worlds found out about this, they united and brought angels and nephilim to the planet through the gates and fought the demons in what is called the Thrall War. The demons were defeated and locked away in prisons in the Black Plane, or Hell. Each world has its own planes of Heaven, Purgatory, Shadow, Hell, even Elemental ones. Hell has a special prison called Tartarus, where the demon god Baal was locked within and sealed up forever. Until the seals began to break and fantatical cults a thousand years later sought to unleash the ancient lord Baal upon the world. Now the Age of Falling, the Pale Plague all of the signs are coming true, and now everyone is afraid.


Thanks to Brandon for the interview, and definitely check out Demon Gate on Kickstarter! It only has a little bit of time left but has some great art and seems like a cool time for survivalist, apocalyptic fantasy fans. 

 


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If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.

Whose Stories We Tell

If you are making a thing about people who are not like you, you should talk to people who are like that.

I can’t count how many game ideas or fiction ideas I’ve dropped completely because I couldn’t do the research, didn’t have the time to interview, or couldn’t read accurate accounts. People’s stories matter so much. We should not fly off the cuff. We should not make assumptions based on media.

If you’re working on something about people other than you that those people could be emotionally affected by,* pause and 

Consider whether you should do it at all. 

If you’re still determined to do it, look for the people you are writing about or people similar to them. Ask them if they will share their experience. If they will not,

Consider whether you should continue.

If you’re still determined to do it, look for accurate and complete personal accounts. If you can’t find them, or they seem unreliable, or they are confirmed to be inaccurate,

Consider whether you should keep going.

If you’re still determined to do it, review the available media regarding those people or their experiences. If you can’t find them, or they seem unreliable, or they are confirmed to be inaccurate,

Stop.

That’s right. Stop. Take a break, return to it later. Think about why you want to tell these stories.

Ask yourself:

  • Are you willing to tell stories without people’s permission?
  • Are you willing to tell stories without accurate information?
  • Are you willing to tell stories that could be inaccurate or misleading?
  • Are you willing to tell stories that could damage reputations, risk people’s jobs, or their lives?
  • Are you willing to tell stories that ignore people’s identities, stereotype them, or marginalize them? 
  • Are you willing to lie?

If you answer yes to those questions, I say to you: Look at your life. Look at your choices.

Walk away.



*Sex, wars, religion, gender, queerness, identities, trauma, politics, etc. – all of these are important. Imagine if someone wrote a story about something you consider personal and emotional, like about your life personally, and told it wrong, and maybe even lied or misrepresented you in a way that stereotyped you or made you seem dangerous, evil, or just simply wrong. If it’s a topic like that? Think about it.


Note: When you consult people, compensate them fairly for their time and experience.


This post was supported by the community on patreon.com/briecs.