Tell me about Free Spacer. What excites you about it?
Free Spacer is a sci-fi starship roleplaying game. You play the crew of a contracted starship. The Exploration Wars have recently ended due to outside intervention and a cold war has replaced it. Free Spacers are the tool of choice in this new conflict. You take contracts, perform operations, and hope that you can retire to rejoin society… someday.
To me, the most exciting aspect of Free Spacer is that is it feels like sci-fi. Everything from the way you modify rolls to the core setting stem from the science fiction. For example, while the tasks you perform depend on your crewmember’s skills and specialities, you can gain advantage from the situation and route additional charge to your tools to gain additional dice. In play, this feels like tweaking levels to get the output you want.
How do you take action in Free Spacer? What does an average resolution look like?
Free Spacer uses a task system, every task is a set of related actions that includes the appropriate movement. For each task, you as the player roll a pool of dice we call a Salvo. The Salvo is made up of d10s opposing d6s.
The d10s are task dice primarily from your appropriate skill and specialty plus situational advantage; additionally, you can spend a Charge resource on a tool to gain its rating in dice.
The d6s represent the threat faced, beginning with its difficulty and disadvantages. The Gamemaster can also spend their complication resource to add more threat dice.
When you roll the Salvo, you minus the number of d6s that roll 1-3 from the number of dies that roll 5-9 (0 is worth 2). The results determine the Outcome of the task, which the Gamemaster, uses to determine how you alter the scene.
1 = a partial success
2 = a complete success
3 = critical, which gives you a charge resource and 5 a double crit!
0 = a fail
-3 = Consequences
Tell me more about the science fiction. What’s different about Free Spacer from other media, and how does it remind us of sci fi we love?
Together, you and friends decide what sort of game you want to play by choosing a ship flag, each flag refers to a type of play:
Agent are social; think spies, negotiators, com artists, and assassins
Bounty Hunter bring rough justice to a frontier, like Killjoys or Cowboy Bebop
Courier is the rogue trader, they smuggle, speculatively trade, and run blockades. Think Firefly or Traveller.
Mercenary are military sci-fi. Your crew are space marines and fly combat ship. This is like Dark Matter or Space Above and Beyond
Scout is the exploration flag. You chart new systems and discover new worlds. The flag that is the most Star Trek.
Technicians are scavengers and tech experts. Think Farscape or shadowrunning.
Free Spacer is my attempt to speculate on the future based on contemporary science. This future has the internet, biotechnology, and space-time folds. The societies of this future are unequal mixing of different alien Sophonts with many factions that struggle to control each sector of space. You have to deal with the difficulties of space, alien worlds, and the situations that come from faction conflict. Your most potent way to deal with these situations are projects. Projects are the advanced mechanics of the game, which use science to enable your crew to work together and get outcomes that you cannot get alone.
Beyond the type of flag you fly, what kind of characters do you play in Free Spacer? How do they fit into the world?
As the title implies, you play Free Spacers. Free Spacers are outsiders, they are set apart, above, and beyond the ordinary people. You are above the people—distant in space, advanced in technology, and legally superior. Conversely, this also separates you from local worlds; you do not fit on any world, you cannot participate in local culture, invest in a business, run for government, or live a normal life. Before you were a Free Spacer, you might have been anyone living through the Exploration Wars from an ordinary citizen, a drifter refugee, veteran soldier, or even a powerful leader.
How is space represented in game – narratively, mechanically, both? I’m curious how players interact with it.
Space is the central motif of Free Spacer. Space divides worlds from one another, isolates the crew from support, and delays communications. Conversely, space grants you independence for operations and self determination to distant settlements. Scientifically, Zero-point technology manipulates spacetime to forms shields, project blaster pulses, and fold space to travel between systems. Space is a danger, an empty void of exposure. Finally, Spaceflight is a type of Encounter in which you and your crew work together to operate your starship.
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Thanks so much to Christoph for the interview! I hope you all enjoyed hearing a little about Free Spacer and that you’ll check it out on Kickstarter today!
Thoughty is supported by the community on patreon.com/briecs. Tell your friends!
Hi all, today I have an interview with Monte Cook Games on Your Best Game Ever, a new project on Kickstarter that’s brought together a variety of consultants to develop guides for the best tabletop game experience. I asked questions about Your Best Game Ever of Monte Cook, Darcy Ross, Sean Reynolds, Tammie Webb Ryan, and Bear Weiter, and I’m sharing their answers with you!
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Tell me a little about Your Best Game Ever. What excites you about it?
Monte: This is a book that is for everyone, no matter what game you play. It’s a book that basically celebrates tabletop roleplaying. It talks about every aspect of the hobby, from hosting a game to finding a group to building characters and worlds for fun (and your friends’ fun).
Darcy: I’m thrilled that it will be a resource for literally anyone who is interested in RPGs. New folks just learning about RPGs, experienced players wanting to stream their game for the first time! One of my favorite things about RPGs is how many avenues of skills it brings together–there’s always room to become a better player, GM, and storyteller. Sometimes it’s hard to know where to start, however, so this book will make it easier by giving people hands-on tools and techniques to try out.
Tammie: As a relatively new GM, I’m excited about the concrete examples and recommendations that Your Best Game Ever will contain, which will help me–and all GMs, no matter their skill levels–be better at all aspects of creating and running a game.
Bear: As someone who gamed a lot during the 80s and early 90s, only to then step away from tabletop gaming for almost twenty years, I feel like there’s a big hole for me to fill to be where I should be as both a GM and player. And as the art director for Monte Cook Games, I’m extra-excited to work on this book and make it a beautiful item that people are proud to have on their bookshelves, coffee tables, and game tables.
So many topics!
What are some of the awesome things we’ll see inside Your Best Game Ever? How is the book structured?
Monte: Basically, it’s divided into sections pertaining to everyone (picking the right game, finding a group, hosting games in-person and online, solving problems that can arise), players (creating an interesting character, working within the group structure, dealing with other players), GMs (building a world, creating an adventure, managing rules, running games) and aspiring game designers (making your own game, playtesting, marketplaces, selling and marketing your creation).
Darcy: A recent stretch goal just funded an accompanying video series, too, which will begin in early 2019! Multimedia goodness.
What are some qualities and bits of experience each of you are bringing to the project?
Darcy: I’m excited to bring to this project my experiences of being a relatively new gamer, a brand-new Twitch streamer, and my role as someone who works to welcome new people into the hobby. I’ve run 30-minute demos of Numenera for dozens of people who had never heard of an RPG before at a planetarium, and I’ve also brought acquaintances over for dinner parties to try it out. I can’t wait to make it easier for people to grow their local gaming community!
Monte: Well, I’m not exactly new to this. I’ve been writing rpgs for 30 years, and gaming for 40. I’ve written a lot of this kind of material, although most of it has been aimed at GMs, so I’m even more excited about the player-focused material, particularly because I feel like a lot of things that have traditionally been put on the GM, like dealing with player problems or conflicts. I think in actual fact such things are everyone’s responsibility.
Tammie: As I mentioned, I’m relatively new to GMing, so for the material dealing with running games, I bring a newcomers perspective.
Sean: I’m a few years behind Monte—gaming for almost 40 years, writing for about 25. I’ve played and run in many games with friends and strangers, at home and conventions and organized play, been the steamrolled player and done a little steamrolling, seen some great games and train wrecks, run games with published adventures and a ton of prep and completely off the cuff, and I’ve brought too many snacks and eaten the last of someone else’s favorite snack.
Bear: I can’t compete with most of my co-workers gaming experience in years, but I am a writer, and I know how to craft and pace stories. I’m also cognizant of some of my own bad habits, which I believe is important to look at and work on. And of course I’m bringing thirty-plus years of graphic design to the table to make sure the book is both beautiful and usable.
I couldn’t choose between the Stay Alive! and The Stars Are Fire covers for which one is the best looking, so we’ll have to see which ends up the most useful!
What looks to be your personal favorite bit of the project, where you get to dig in and really see something you love about gaming shine?
Darcy: CHARACTER ARCS. Okay, deep breaths. One of my absolute favorite parts about running Invisible Sun has been the way it empowers, and in fact requires, my players to bring narrative to the table. One of the ways it does that is by linking character progression to Character Arcs that the player chooses, like Justice, Solve a Mystery, Romance, Finish a Great Work, or even Fall From Grace. As the character progresses along those arcs (whether successfully or unsuccessfully, for ultimate good or for ill), the player is rewarded with advancement currency for their character. I love that players come to the table with lots of ideas and momentum. Your Best Game Ever will include how to use this Character Arc system in any game system you might be playing!
Monte: I’m excited about a lot of it. I think the thing I’m most excited about it just approaching this from the point of view that rpgs are a group experience and so all the various issues and problems that might arise are for the group to deal with, not just the GM. Likewise, the understanding that a great player can have as much positive effect on the game as a great GM, and offering ideas and suggestions on how to be that great player.
Bear: The depth of the offering. This will be a significant book.
Significant books it looks like! There are now five books included when you back the I Want It All! level. If you have the funds, it’s a pretty impressive collection!
What are some of the challenges and some of the bonuses of working with other consultants on a project that might bring to light differing opinions?
Darcy: There’s no one right way to game, and Your Best Game Ever embraces that, leading you to a host of advice, ideas, and tools to curate for your specific best gaming experience. Even so, the text is going to be one cohesive piece, but we wanted to make sure we’re not stamping out the unique voices of our experts either! To balance this, each consulting expert will weigh in on the text as a whole, and will have a short section all their own.
Monte: I’m the main author, but I’m just one person. I try to look at games from different directions and different expectations and perspectives (that’s just part of being a good game designer), but if we really want this book to be for everyone–and we do–we want to ensure that we have as many different experiences and points of view represented as possible. I’m thrilled that not only do I have the whole MCG team helping with this, but that we’ve assembled a great team of consulting experts who all bring their own perspectives and backgrounds to the project. Everyone involved is incredibly intelligent and talented, and I’m positive that each person will make this a better book.
Sean: I love hearing different perspectives on gaming. I’m lucky in that my regular gaming group is people I’ve known for years and like very much, but other people don’t have that luxury and may be sharing a table with a stranger or someone they don’t associate with outside of gaming. Hearing from the consulting experts is like sitting at a table with a bunch of skilled gamers I don’t personally know, like at a convention game—there’s an anticipation and excitement to see how the individuals mesh together into a group.
Even if I disagree with another person’s playing philosophy, I like to understand what they’re thinking and how they got there. It’s quite possible they might change my mind about how I want to play or run games, or they’d at least give me some perspective about how to interact with another player who thinks like they do. The trick to incorporating their ideas is to present it as either a complementary or contrasting point of view to the other material in the book.
Hi all, today I have an interview with Jonathan Tweet on Over the Edge, an RPG currently on Kickstarter! I hope you learn something fun about Over the Edge from Jonathan’s responses below!
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Tell me a little about Over the Edge. What excites you about it?
Of all the RPGs I’ve designed, Over the Edge is the one that means the most to me personally. It started as a pet project of mine, not meant for publication, so it’s weirder than anything I would have conceived for a broad audience. The rules are also free-form and story-driven. That was a rarity in 1992 when the original released, but it’s more common these days. It’s exciting to be able to reboot this game and update it so that it’s ahead of the curve again like it was 25 years ago.
The team I’m working with is also really good. Atlas Games published the original, and they’re doing the new version, too. The producer, Cam Banks, is a big fan from way back, and so is Chris Lites, who contributed a lot of creative material.
What have you had to do to make Over the Edge modern, both in consideration of real life issues and what we conceive as paranormal or “weird” in the modern era?
In terms of real life, I had to ramp up the stakes. The setting is now set up with the expectation that a final reckoning is on the horizon. The world of 1992 was relatively peaceful, when the Soviet Union was defunct, Francis Fukuyama was touting the end of history, and Samuel Huntington’s so-called “Clash of Civilizations” was a new idea. These days, things are worse. Teenage girls who revere the Peacock Angel are burned to death in cages for refusing to be sex slaves in the army of the “Caliphate”. Carbon is heating the planet and killing the coral. Russia annexed territory by conquest, which no other country had done since 1975. Inequality has skyrocketed. Nationalism and racism are in fashion from one democracy to another. To compete with all this nightmarish stuff, the setting had to become more menacing.
The original game debuted just before the worldwide web, so the online aspect of modern life was missing. Interacting with the online world in Al Amarja usually means logging into the corrupt, State-run social network called Reba Online. Yes, the State is logging all your activity, but how else are you going to find a coffeeshop that has soy milk?
The paranormal elements of the game hardly needed updating. Paranormal beliefs reflect consistent human biases, such as magical thinking, so 25 years later you’ll still find ESP, interdimensional visitors, past lives, subliminal messaging, curses, etc. One new thing to add is epigenetics. Lay people tend not to understand what epigenetic changes really amount to, so you can sort of invent all sorts of weird abilities and say that they’re epigenetic.
The Over the Edge cover is quite nice!
How does paranormality affect the average person in Over the Edge, from a narrative perspective and from a mechanical perspective?
The paranormal of Over the Edge is the sort of paranormal that fits right into everyday modern life. It’s like the paranormal that people actually believe in: prayer circles, horoscopes, alien contact, mind-control chemicals in the drinking supply, a parasitical skin disease from outer space, chakras, past lives, energy vampirism, subliminal mind control messages, chem trails, exorcism, reiki, rebirthing, or even child slavery on Mars. These sorts of paranormal elements are the sorts of things you find in Over the Edge, only in the game they’re weirder and more powerful.
The island of Al Amarja is a paranormal power center and a weak point in the reality manifestation matrix, so there’s more crazy paranormal events going on beneath the surface there than anywhere else. The people take it for granted that the government’s propaganda posters are some sort of mind control program, that messages are hidden in television broadcasts, and that the Internet is haunted. The most public face of the supernatural is Sister Cheryl, the leader of the Temple of the Divine Experience. Seekers who turn to Sister Cheryl can find all manner of shrines, disciplines, rituals, penances, psychoactives, prayers, book clubs, and animal sacrifices to help them progress along the spiritual path.
For players, the paranormal opens up a degree of freedom when they invent their characters’ traits. A player in my campaign, for example, invented a Christian Necromancer with a YouTube following. The game is set in the modern day, so players can bring in references to anything happening in the real world, and including references to the paranormal, such as necromancy. An important point is that the game doesn’t have mechanical subsystems. It doesn’t have a combat system or a magic system. It has a system for determining success and failure, along with possible good and bad surprises. That system works for psychic powers, street fighting, counterintelligence, and Christian necromancy.
What does the resolution mechanic feel like in play when supporting this rich fiction – is it punchy, does it leave a mark? What are any differences from previous versions?
From now on, that’s my new tagline for the dice mechanics in Over the Edge: a dice mechanic that leaves a mark! In the new system, players throw dice only when the results are consequential. With every throw, in addition to succeeding or failing, the player might get a “good twist” or a “bad twist”, which are surprising results that are outside the binary succeed/fail dichotomy.
Every throw of the dice matters. Fights, skullduggery, and paranormal efforts that would have taken several dice rolls in the original version are handled now with a single throw. A player’s dice throw determines how the conflict turns out, so a failure for the player is a success for the enemy. That’s a trick I learned from Vincent Baker’s Apocalypse World. So every dice throw matters. For most throws, everyone at the table stops and watches. Each throw is that important.
Mechanically, a conflict is resolved by the player rolling two dice. If the player-character has a big advantage, the player can reroll a die once or twice. If the PC is at a serious disadvantage, the GM can force the player to reroll a die once or twice. After all the rerolls, the total on the dice indicates success (high roll) or failure (low roll). In addition, if a die shows a 3, that’s a bad twist, and if a die shows a 4, that’s a good twist. Good twists are more common with a higher roll, but you can fail the roll but still get a good twist, as when you throw a 4 and a 1 for a total of 5. Likewise, you often get a bad twist even with a success. The twists add a new dimension to the resolution system, a discontinuous result that can take the action in a new direction. The old system was serviceable, but it didn’t “leave a mark” like the new one does.
What are you doing in narrative and mechanical design to support a more inclusive, respectful play environment, considering the content you have in the game?
My roleplaying games have been marked for the way they have promoted women and people of color, especially Everway from 1995. It’s been gratifying to see the rest of the RPG industry follow the lead of those of us where on the front lines 20 or 30 years ago. In the original 1992 game, I made the leaders of the island women. That was back when D&D had officially removed the pronoun “she” from their rules, and it felt great to push back against “the man”. Putting women in charge was one small step toward counteracting the preponderance of powerful men in RPG settings. The great news is that today it’s no big shock for there to be powerful women, such as our own President Clinton. In order to continue to challenge stereotypes, I changed the ruling family, the D’Aubainnes, from French to black African.
More generally, the Atlantic island where the action all takes place is a mish-mash of germ lines and cultures. Seekers, fugitives, and spies from all over the world converge here, and the local population includes genetic contributions for all sorts of ancestries, including Neanderthals and probably Homo erectus. (It’s a long story.)
If you’re asking about respect, however, you might be asking the wrong person. Have you looked at the manuscript? The whole island is a mess of exploitation, lies, mind control, personal excess, social neglect, narcissistic self-aggrandizement, mental dysfunction, and conspiracies. Respect is hard to find. Instead, I’m an equal-opportunity disrespecter. The most powerful public figures on the Island are two black sisters, and if they’re powerful, that pretty much makes them villains. That said, if any GamerGater thinks that this is the game for him because the most prominent villains are black women, I hope he buys the game so he can be harshly disappointed. In Al Amarja, all sorts of people are terrible.
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Thanks so much to Jonathan for the interview! I hope you all enjoyed it and that you’ll check out Over the Edge on Kickstarter today! Remember to share the interview with your friends, too!
This post was supported by the community on patreon.com/briecs. Tell your friends!
What is Harder They Fall, both as a product and as your vision?
My pitch for HTF is that it brings the tension and melodrama of an end-of-movie blockbuster battle to your table, with zero prep and simple rules. As a group, you build up the conflict that’s bought these two sides together, decide the individual strengths, oaths and doubts of each champion, and draw the battlefield on a sheet of paper. As you play you’re raising the tension in a very real way by setting up dominoes to be toppled over, while the value of the domino decides what choice of questions you have to ask the other players. This last thing is crucial: you’re constantly letting the other players make statements about your character and their place in the fiction, which is what lets it cross the divide from board game to story game.
As a product, it’s an intentional move away from the lavish production values and long list of stretch goals my previous kickstarters have had. I still want it to be a product that’s nice to look at, of course, but I’m aiming for a 20 page pamphlet with everything you need to play in it. Part of my goal for this campaign was to see if there’s a space for small-scale, short-run projects that are less psychologically demanding on the creator than your traditional blockbuster RPG kickstarters!
How did you come up with the idea of using dominos, and how did you playtest them to ensure it has the impact (literally) that you’d like?
Weirdly enough, it came from a Domino’s ad – a domino with 3 pips, their name and the slogan We Did It – captioned with “That’s a 6-, no you didn’t”. I ran the numbers, and realised that drawing a domino from a pool and counting the pips is very similar to rolling 2d6 (more precisely, it’s actually 2(d7-1)). As someone who’s mainly designed in the Apocalypse World format, that was immediately exciting!
When it came to play testing, the main concern was the dimensions – it needed to possible, but not common, for your chain of dominoes to contact and knock down one of their foes’. In play testing, I needed to test how far apart you could place your dominoes to chain them together, how many dominoes in a set vs how many turns there are in a game, that sort of thing. The main point of feedback was that it all hinged upon the toppling of the dominoes – a string of bad draws when setting them up could lead to all sorts of misfortune for the player involved, but so long as knocking them over was satisfying it all worked out.
Why do you feel the story game aspects – shared narrative control, storytelling – are so important to Harder They Fall? How do they feel tied together with the mechanics?
Fundamentally, this game is intended to set up a conflict that feels like it could be the climax of a campaign that you just happen to have not played. Part of that is building the sense that this narrative is alive, that it exists between all of you, and the shared narrative control is a big part of that. The other reason the shared narrative is important is to make sure that everyone’s involved in everyone else’s turns. When you take action, you make the initial statement of what your combatant is doing, but it’s your opponents that get the final say on what impact that has on the world.
This is all based on the setup in D. Vincent Baker’s Mobile Frame Zero: Firebrands, which goes all-in with Vincent’s trademark lists of specific questions. That’s where this most strongly ties into the mechanics: when you draw a low-value domino (i.e. totalling 8 or less) you’ll be forced to ask a question with bad implications for your fighter if you play it to boost their efforts. You can escape that by playing it in one of your opponent’s chains, but that both boosts them mechanically and lets them define more of your character’s doubts, fears and conflicted loyalties. What I really love about this is that players who are mechanically minded and play to win, and players who are there to tell a good story, tend to end up engaging with the system equally and telling a great story as a result.
The towering dominoes over this city is such a fun image 🙂
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Thanks so much to Jay for the interview! I hope you’ll all check out Harder They Fall in its last few days on Kickstarter!
This post was supported by the community on patreon.com/briecs. Tell your friends!
This is my favorite of the images that Luka sent me for the post. It just punched into my heart somehow.
Tell me a little about the UVG. What excites you about it?
It says on the tin: an rpg sandbox inspired by psychedelic heavy metal, the Dying Earth genre, and Oregon Trail games.
But let’s break that down a bit.
You know Shelly’s Ozymandias, right? That sense of awe at a deep, vast time.
Then you’ve got the journeys of Odysseus or Xuanzang. That sense of wonder at an epic, vast space.
It’s all captured right there, in The Hobbit. The journey there and back again, through the bones of fallen civilizations. That stuff is exciting as all get out. Put on some slow, heavy music, crack open one of those stories, and you’re transported.
When I got into D&D – this fantasy that promises infinite worlds beyond time – I wanted that. I wanted wonder and awe. Instead, I got hexcrawls. Six mile hexes. Imagine running a hexcrawl of the Santiago de Compostella, say the Camino del Norte. That’s 800 km, or about 80 of those damned hexes. I tried to make something epic, but instead I got a slog.
So, I started tinkering with the format, with the goal of making these massive, awesome journeys feasible within my favorite role-playing game. At the completely mechanical level, I mixed a pointcrawl with the Oregon Trail to create tools a referee and players can use to experience of exploration and alien environments. So, you could say, it’s a caravan simulator.
Rules-wise it’s simple enough – I built on a stripped-down 5E D&D chassis, because that’s what I like, and it can slot into pretty much any D&D adjacent game with ease.
Content-wise, it’s now 80% done at a wee bit over 50k words and 25 major locations that take a caravan across six timezones on a three-month journey into a vast land of wizard cats, body-hopping spirits, multi-bodied abmortals, biomechanical monsters, mountains of bone, floating islands, crystal intelligences, and possibly the end of the world.
That was a little bit about the UVG, as for what excites me: I get to draw and paint and write and share this world of limitless possibility inspired by my favorite pastimes – and here’s the best part – over a hundred people care enough that they put down actual money where their likes are. This is intensely affirming for me as an artist.
I mean, come on – I write a world that is a literal rainbow of different colored lands, where shamans ride into the sky on chariots of fire from the tops of neon ziggurats and gunslingers possess their enemies with the bullets they shoot. It’s mad, and metal, and colorful. m/
The UVG cover update. I love the vivid brights against the darkness.
The setting looks truly psychedelic! When you’re putting the setting, art, and mechanics together, what about that colorful vibe is most important to the stories told in UVG?
I assume you’re asking, which is the most important to the stories that come out of the game – the setting, the art, or the mechanics?
First let’s clear up element zero: the players (and I always count the referee as a player unless otherwise specified) should not be assholes (is that getting beeped out?).
The referee, especially, shouldn’t be adversarial or invested in a given story or outcome. Their role isn’t to defeat the heroes, or tell the story of their own world, but to facilitate a weird and wonderful trip for the whole group (and yes, the acid pun is on purpose). Of course, dice and danger should slaughter individual characters mercilessly, but the referee should be impartial and all the random tables are there to also ensure the referee is unknowing – an unreliable guide, who simply doesn’t know in advance what is around the next hill.
Ok, but beyond that – it’s definitely art first, setting second, mechanics third. We’re human – visual monkeys – so a picture, whether painted in words or ink, is what grabs us.
Yes, you have giant walking beasts, yes, you have biomechanical horrors, yes, you have radiation ghosts. The art draws the players in and encourages them to imagine stuff that’s vivid and weird.
The setting itself is a layer cake of kitchen sinks, kitsch, cultural references, and random tables. That’s to drive home the high weirdness and possibilities — it’s not just about 14 types of polearm, but about roleplaying a wizard polymorphed into a lettuce being attacked by a dappled bunny rabbit (true rp story).
The last part are the mechanics. Frankly, the precise numbers are never all that important in a role-playing game — yes, a certain granularity and level of detail is fun. Having a +2 bonus or a +5 bonus feels different. But at the end of the day, dice, tables, and random effects are there to remove predictability (I’m repeating myself).
So, what do the mechanics do in the UVG? They make long overland voyages reasonably playable and work to remind the players that their little caravan is alone in a vast, mind-boggling, huge realm … and that when things go wrong, they will have to eat their pack animals and leave their loot behind.
This is fascinating!
How did you develop the setting? Did you use media references, have you cycled through ideas? I’m curious about your process!
For years now I’ve been moving away from the idea of the referee as some all-knowing ‘world master’ or ‘game master’ who controls the game world.
The UVG started life as a remote and inaccessible region in a campaign I ran and co-created with a group of players, the Golden Goats, over a couple of years. That game ran entirely in the Rainbowlands, which became the ‘civilized’ launching point for the journey into the UVG.
We built the Rainbowlands collaboratively, with me as referee challenging my players to build it fast and loose at our first session, and then we progressively fleshed it out as new elements became relevant.
Please, don’t imagine this involved the writing of any kind of game fiction or prep outside of the session. We got together, unfurled a sheet of paper, scrawled on it with pencils, dribbled cheese and grease on it as we ate, and stuck post-its on the edges once we ran out of space. This became a living, and loose, document of the world.
After I moved away that campaign ended and I started up my patreon page to encourage myself to draw and write (that motivation and people voting with their wallets thing again). I flailed around for several months, before I figured out how to mix writing and art in a single package, and then … I held a vote.
I presented three or four options — existing worlds or mini-settings I had ready to write. The patrons chose the UVG and so the UVG it was. Patron preference substituted for a die roll to determine which world I fleshed out.
It turned out to be the best possible choice. Obviously I enjoyed and knew the world and it reminded me of fun times, but it was an especially good challenge, because the seed of the world was not just my imagination, but the collective creativity of a group of people who became friends through role-play.
For example, the sandbox starts with the magical mind-controlling cats in the Violet City. Trust me, that was not something I would have used without improv world-building!
As to my day-to-day creative process; well, it’s pretty simple. I get up in the morning, open up a word processor and write.
Of course, I slide back and forth through the text, revise and edit, but it’s essentially just me and the keyboard. I don’t refer to specific media or prior art (aside from what marinates in my head), but I do often refer to references on geology, biology, and other sciences, to harvest real-world, tactile details. It sounds better to say a portal is made of flaking schist, and sometimes you’ll play with a geologist, and they’ll take advantage of the effect of schistosity on rock masses in support columns.
The other thing that has a pretty large influence is some of the music I listen to. Genres and subgenres like psychedelia, space rock, stoner rock, and doom metal. I wrap all this up and call it “psychedelic metal”, to the dismay of some heavy metal music conservatives. I rarely refer to songs or albums directly, but I try to evoke the mood and feel of these genres — summed up perfectly by that chorus line from Truckin’ by the Grateful Dead
“Lately it occurs to me What a long strange trip it’s been.”
As for the art, well, sometimes a scene comes before the text, sometimes after. Usually after. And yes, I’m inspired by my favorite artists: Moebius, Frazetta, Corbusier, Pratt … well, another long story. Let’s say I’ll make a post on artists and music I connect with the UVG at some point. After another strange journey.
The bright yellow here just really grabbed my eye. I love the details and the rough edges!
How did you make UVG look so intense? What techniques did you use?
You mean the art? I use a mix of digital and traditional media — no surprises there, since every piece has to pass through processing before going into layout.
Most of the pieces starts as a blue pencil or graphite sketch, followed by inking. For inking I use a whole series of tools, depending on my mood and the mood I’m going for with the piece. Pens, gel pens, felt nib pens, markers, brush pens, and various regular brushes.
The contrasts are key here, between white space and figure, between thin lines and thick lines, between detail and emptiness, between light and dark. That’s all intensity is, really – contrast dialed up.
After I have the piece inked I ‘digitize’ it — which is a fancy way of saying I take a photo or a scan, bring it into Affinity Photo or Photoshop and roughly clean it up – remove vignettes, even out the lighting, drop all the colors, and ramp up the contrast to get rid of the pencils (more or less).
For the digital colors, I try to stay with the hand-drawn mood of my lines – so rough brushes, fast strokes, limited palette, stark contrasts. It’s a bit different when I work with water colors, poster colors, or colored inks – since I do the coloring at the same time as the inking. But, that’s about all there is to it.
don’t go for polished linework and perfect lines — I’ve become bored with the hyper-polished art styles that are so prevalent in fantasy and comics these days (gradient fills are something I particularly detest). I want it to keep that hand-drawn feel.
As for … how to get the artwork looking intense? You think it’s intense? I keep thinking it’s not there yet – I want it starker and better, but I estimate I’ve another 3–4 years of practice ahead of me before I reach the precise mood and style I want these days.
I find this exceptionally pretty because it reminds me of the desert, one of my favorite places in the world. The colors and style are very evocative!
What would you like to try on your next project, keeping in mind your experiences on UVG? What have you learned from it?
The next project? Or projects?
Overall, I’ve learned I need to be more uncompromising. I need to be tighter with my writing, more minimalist with my rules, richer with my content, less restrained with my art.
I’m going to try harder to explode the idea of pre-built, whole, unbreakable, static units: the setting, the character. I see this dominant approach in rpgs of all colors that tries to overdetermine every single aspect of every character and setting.
Characters and settings are built up, layer by layer, into these lovingly crafted, optimized, perfect bundles projecting the hopes and dreams of their players. But when I look at the great stories, from the Mahabharata to the Forever War, success is followed by failure, loss is the seed of victory. The arcs are dialectical, and sustain a creative tension.
Many of the players I game with love to test both their worlds and their characters to the breaking point and beyond. That moment, when a hero dives into the gullet of a leviathan with nothing but a sword, ready to die – that is epic right there. The player should be rewarded! Instead, the whole table groans. If he dies, they’re going to have to wait thirty minutes (or more!) for the player to build a new character.
At my game table, there is no wait. The building of the new character is a game – often collective – with input from all the players, and a lot of random rolls, long odds and weird effects. I want to bring that to other tables, other referees, other players. The deaths and failures of characters, villages, kingdoms, worlds, should be opportunities for fun, weird games.
So … I guess that’s the thread running through the Necropolis (working project title), the Voyages of the Black Obelisk (working project title), and Sixty-Six Heroes (working project title): life out of death.
Huh. That’s a simpler theme than I expected when I started writing this answer.
This is my second favorite of the images Luka shared – the calm, muted landscape with the bright, vivid rainbow is a great juxtaposition.
I have an interview today with Taylor Smith on Spell: The RPG which is going up for purchase after a successful Kickstarter! Check out what Taylor has to say about this clever magic RPG!
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I love the colorful cover by Nathalie Fourdraine!
Tell me a little about Spell: The RPG. What excites you about it?
Spell: The RPG is a little bit of everything I love about making games. At it’s most simple, it’s a tabletop roleplaying game that uses a handful of six-sided dice and letter tiles; players can resolve actions with simple rolls or they can create magic by spelling out what they want to cast with the letters. So, it has a neat gameplay gimmick—and I’ve loved gimmicks since Mouse Trap and the Jumanji board game’s red filter reader—and it’s easy to teach and learn…and its name is a pun. It was really important for me to encourage creativity in play for Spell and I think that’s what I’m most proud of.
What’s really been exciting about Spell: The RPG for me is its potential, both for players and myself. I’m so happy to say that Spell has been quite a few people’s first ever tabletop game and has changed a few minds about the hobby. I’m also regularly very pleasantly surprised by things I’ve seen players do with the system, either in their interpretation of the rules or when they hack and mod it for their own play groups. And then there’s the potential of what it represents for me, as a product: I’m publishing Spellbook Vol. 1 alongside Spell: The RPG, which contains five campaigns written by me and illustrated by five fantastic artists; Spellbook Vol. 2 will have another set of campaigns, but written by other creators. I’m so excited to see creators I personally admire telling stories with Spell that I never could’ve told.
What was the inspiration for the clever main mechanic, and how does it work when someone decides to cast a spell?
About five years ago, I was co-running a larp and only tinkering with game mechanics at the time. After a rousing game of Scrabble, I got it stuck in my head to make an RPG using Scrabble tiles. The idea percolated, incomplete, until I was working on a piece of someone else’s game—a system meant to represent basic human motivations. That mechanic, which would evolve into the Impulses, wasn’t used for that other game, so I recycled it as a core game engine; I remembered the letter tiles and then plugged these two orphaned mechanics together.
The way these pieces work are complementary: basic tasks are accomplished with the twelve Impulses, which are motivation-oriented stats; players roll a number of six-sided dice equal to the Impulse they’d like to act on to accomplish a goal (to get through a locked door, maybe use Daring to burst in spells blazing, Force to break the door down, Reason to think through how the door might be dismantled, Style to make the best entrance, or Calm to just knock) and the results are compared against a difficulty.
To cast a spell, the player states their goal, rolls an Impulse, sums the results, and then draws that many random letter tiles. As the player tries to spell a word with the tiles, the character is sifting through glyphs of the universal language to rearrange reality. If a word is spelled (and adequately justified) the spell is successfully cast. If the spell is in conflict with someone else, like a baddie, they get a chance to defend, so there’s a fairness of rolled stats vs rolled stats with modifiers for how fitting the spell is for the situation. Players can spend Potential points in the moment to save spells they like and then reuse them later without having to spell them over again. There’s no “mana” or “slots,” so characters always have access to new, strange magic, as well as their own repertoire of custom spells they build over time.
A collection of the tiles used for “casting” in Spell!
What are the campaigns like – adventures, mysteries, etc.? How did you create unique and interesting campaigns?
Spell: The RPG is functionally “setting neutral,” meaning it can be played in any world in any era, so I’ve also included Spellbook Vol. 1, which is a collection of five campaign supplements. I tried to represent a variety of options for how play could look and invited players to hack and modify the game as they’d like for their own games. For example, Magic Moon Warrior is a monster-fighting magic girl adventure to the moon and includes some modified rules for transformation spells; Wakeful in Reverie has rules for only being able to use spells while lucid dreaming, as the story straddles the line of waking and sleep; Godqueen, which can be played as a GM-all/any campaign, has the players in the role of a pantheon guiding a civilization throughout history. Spell can support a serious ongoing campaign with longterm character growth and story progression or provide the minimum necessary structure for an absolutely wacky one-shot.
I believe in players’ ability to invent and create, so instead of providing a definitive lore, I wanted to make tools players could build their own world and stories with. Spell is written with goals of creativity and potential in mind, so even during the most daunting campaigns, there is agency in the ability for players to create their own magic. There’s also always an element of physical play involved—the actual rearranging of letters—which I think helps players feel collaborative and imaginative. The name of the game is literally a pun, so humor is absolutely welcome. Maybe a player wants a powerful spell to extinguish a raging inferno and while looking at their letters, they realize they can spell “cats.” The group can share a laugh, maybe a welcome reprieve from the intense situation, as they imagine a horde of kitty firefighters; they could even discuss this option in character! Maybe they go with that one or they spell something else, diving back into the action, but that moment of silliness and play still happens.
The characters on this cover already gained my interest!
Tell me about Impulses. What do they mean to the characters, and how are they set up – default values, gained over time, etc.?
Impulses are goal-oriented stats that both provide the math for rolls to be made, as well as help shape the character’s personality and methodology. The twelve Impulses are: Calm, Daring, Feeling, Focus, Force, Grit, Hope, Reason, Renown, Scheme, Style, and Trust. The player assigns twelve points between them at character creation; some will likely start at zero, but that doesn’t mean the character doesn’t experience that Impulse, they just can’t rely on it to inspire action. For example, a character with zero Calm is still capable of being calm, they just can’t pull on that part of themselves enough to effectively diffuse a chaotic situation, but maybe they use Grit to weather it. Characters gain Potential points, which are like experience, but you get them at the start of a session and you can spend them in the moment; these points are used to both keep spells and to increase Impulses.
Impulses are important to me, especially in trying to make them intuitive. While a player is assigning points to their character sheet, they have to think both about what the character can do, but also what the character is like, how they view the world, and how they meet their challenges. By using more common words, the idea is that a player could say something like, “My character just really hopes this is going to work out,” so that means they’re using Hope. Impulses also represent fields of knowledge from their past experiences related to that Impulse. For another example, if a character is Daring and skydiving is their main outlet for it, they’ll have the skills and experience associated with skydiving; if their thrill is on the stage, they’d have skills and experience related to their performances. The goal is, after filling in Impulses, the player has a holistic character with a lot of potential for inferred experiences and abilities.
These characters in this illustration by Christina Gardner look so fun!
How do you think the narrative control players have in the game will support a healthy play environment? What sort of supportive tools for the narrative are you including or recommending to go along with Spell: The RPG, since it’s such a freely flowing game?
I describe Spell: The RPG, in the book, as “light-hearted” and encourage players to use a setting that’s supportive and thinks magic is neat, though there are notes about more grimdark interpretations—with disclaimers about consent for those themes ahead of time. With that setting as a backdrop, it’s been my experience that the collaborative, creative, and just a bit silly process of rearranging letters, especially physical tiles, really helps the game feel like “play.” The party works together, but so too do the players in a very tactile way; it creates an environment of everyone wanting everyone else to succeed, not just be the best or coolest individual.
In addition to regular comments throughout the rules and settings, like “this can be heavy, so make sure to talk about it first,” the Game Moderator section (I’m using “moderator” instead of “master” because I believe a GM is a facilitator and a player, not a tyrant in a gross power dynamic) includes steps for conflict resolution, a summary of the lines and veils system, and a summary of your own Script Change system. These tools are super important to me and I’ve been using them in my own games. While Spell: The RPG is outwardly positive, it’s perfectly capable of including many, very different themes and content. Even simply the opportunity to spell swear words or slurs from random letters can disrupt the game for players, so guidance on these elements is also included. The rules also make specific mention that characters, as adventurers, are not at all limited in their gender, ethnicity, or background. Additionally, there’s a note on disabilities:
There are no mechanical “flaws” designed for Spell: The RPG. Impulses represent a character’s motivation, so no disability will make them less capable of adventure. The respectful inclusion of physical and mental disabilities as roleplaying cues or context for actions is certainly encouraged, but there are no one-size-fits-all modifiers to apply.
This intention is also reflected in the cover art (by Nathalie Fourdraine), which prominently features a variety of body types, gender and cultural representation, and the inclusion of a character with a hearing aid and a character with an athletic prosthetic leg. For the all the interior art of Spellbook Vol. 1, finding Own Voices illustrators was key and an open discussion of diversity in the characters was vital. My hope is to have Spell create a comfortable and inclusive foundation that players can play within—whatever those games may be—and feel like that foundation supports them, their identity, and their goals for play.
As a final note, I’d like to include that I love hearing from players, their experiences, and their feedback. I try to stay as open and accessible as possible myself. My contact info is included in the books, so both positive and negative comments will be heard.
I love the cute characters here by Leigh Luna!
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Thank you so much, Taylor, for the great interview! I hope you all enjoyed learning about Spell: the RPG and will check out the newly released materials when they come out! In the meantime, check out Taylor’s new work on Drip!
This post was supported by the community on patreon.com/briecs. Tell your friends!
I’ve had the pleasure of interviewing Avery Alder and Benjamin Rosenbaum about their Kickstarter project, Dream Askew // Dream Apart, two games about community and belonging as marginalized people. I hope you enjoy the interview and that you’ll check out the Kickstarter!
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Avery Alder
Tell me about the project of Dream Askew // Dream Apart. Why does this joint project matter to you as a creator? Avery: While these two games tell stories of very different communities—Dream Askew is about a queer enclave amid the collapse of civilization, while Dream Apart is a fantastical-historical game of the shtetl—they’re also united in being games about marginalized people building a community for themselves against the odds, what we call games of belonging outside belonging.
For me, this project matters because telling stories about finding our collective power and learning how to live together in community matters. And I feel really proud about how we’ve merged those themes with the mechanics: power is distributed around the table, and rather than relying on chance, everything is driven by the choices that we make together.
Benjamin Rosenbaum
Benjamin: I love the games we’ve made, I’m excited about people playing them. I think this kind of in-person game can be a great space for learning and exploring, and I think it’s cool that these games celebrate the agency and struggle of communities with complicated relationships to the outside world, in settings that I think matter a lot.
What was your collaborative experience like on the project, and how did you handle complications or struggles of any kind?
A: Our collaboration gained momentum really slowly! Benjamin first wrote me about using the Dream Askew framework to create a game about Jewish shtetl life in 2014, and it wasn’t until 2017 that we committed to an active collaboration and co-development process. I’ve been really delighted by the ways that Benjamin’s innovations in Dream Apart have looped back to transform Dream Askew; key relationships are instrumental in defining the relationship web of the community, and they weren’t even in my original design!
B: It’s been amazing! Avery is brilliant, super nice, amazingly supportive, and has oodles of artistic integrity. She knows a tremendous amount about game design, community, and the technical praxis of creating and publishing games, and it’s been an enormous privilege to work with her. We’ve handled complications and struggles by talking through them, listening carefully to one another, and making decisions together — a process that has been strikingly full of fun and ease. I think our visions were very closely aligned from the beginning, and we also have very distinctive areas of expertise in the project. Each of us is the expert in our own game’s subject matter, so we tend to naturally defer to that expertise; and while I have a deep background as a writer and gamer, it’s my first professional game project, and Avery is one of my favorite game designers, so it’s been very easy to trust her judgement on game design and publication issues.
The Dream Askew cover.
Dream Askew
Tell me the core purpose of Dream Askew. What about it fuels your passion?
A: For me, the passion comes from building something that can be run at the drop of a hat, that tells meaningful stories, that’s legit fun to play, and that brings us closer to imagining possiblities for queer community.
I think the game is challenging in some ways! It requires players to take on a big creative load, and to jump into co-developing an apocalyptic world together. But for players who are up to the challenge, it’s a delight! The game uses lists and prompts to point players toward interesting dilemmas, and then gives them space to actually figure out how to handle them. That’s exciting! That’s what fuels my passion.
The Hawker playbook.
When you work on the project, what design elements do you keep as key priority?
A: I started work on Dream Askew in early 2013, when I was helping run a weekly, drop-in meetup group. It was queer-centering, but welcome to all who wanted to drop in and play something neat. I tried running Apocalypse World a couple times at those meetups, and it never quite worked: the sheets intimidated new players, the mechanics were slightly too dense to teach to new players in the short span of time we had each night, and the game always felt like it was cut too short. I designed Dream Askew to fit perfectly into that space: inviting, quick-paced, and perfect for weirdos. And that remains a priority. I want this to be a game that I can run at the drop of a hat for a gaggle of queers who’ve never played a roleplaying game before, and I want it to rock under those conditions.
The Dream Apart cover.
Dream Apart
Tell me the core purpose of Dream Apart. What about it fuels your passion?
B: What I really wanted was to capture the distinctive tone, setting, and underlying philosophy of Jewish fantasy and folklore, which differs from both the traditional high fantasy ethos of a titanic final battle between Good and Evil, and from the aimless-violent-vagabond ethos of sword & sorcery. I wanted to see characters who are rooted in community, in a deeply spiritual but also morally ambiguous world, a world in which evil is written with a small “e”: our own human failures of courage and compassion, rather than something alien and essentialized and external; characters who don’t wield triumphant violence to achieve their ends, but use wit, grit, and moxie to thrive in a world where they are likely to be always on the receiving end of violence; and just all the rich strangeness, cleverness, yearning, whimsy, irony, self-criticism, soul, and mystery of talmud, midrash, Yiddish folktales, and the literatures of the shtetl.
The playbook for the Klezmer.
When you work on the project, what design elements do you keep as key priority?
B: I think the main priority is capturing that spirit described above; other priorities include making it an accessible game with elegantly simple mechanics, concise design, and very rich fiction, keeping players supported in story creation so they always have something to fall back upon and aren’t left hanging if the flow of creativity stutters, and supporting a social contract that centers everyone feeling safe and curious and excited and connected.
The sigil for Dream Askew.
Dream Askew
What have been some of the most vital elements of growth in Dream Askew over the past five years, mechanically and thematically?
A: Mechanically, there are two ways that the game has changed that I think are the most vital: the introduction of the community worksheet, and the introduction of key relationships for every character role. These two changes shift the story of Dream Askew in the direction of community, relationships under pressure, and questions of belonging. The game feels like it contains a deeper treatment of its themes, rather than a more aesthetic, surface-level treatment of what it means to belong to a queer enclave. Key relationships were a piece of the design that Benjamin first introduced into Dream Apart, which I was so excited to borrow back for the apocalypse.
Thematically, I think the biggest difference isn’t actually with the game, but with the real world that I’m going to be releasing the game into. The idea that apocalypse was a contemporary force which operated in waves at the margins of civilization, that the digital realm would factor into not only the collapse but also what came next… in 2013 this was closer to science fiction. In 2018 it feels startlingly timely to be talking about. I talk about this more in the design notes I’m releasing alongside the game, but I think it’s chilly how much more real the world of Dream Askew now feels for me and my friends.
The Outliers zine, which is a stretch goal reached on the Kickstarter, includes additional game materials.
What elements of queerness speak the most to you personally, and to your experience in games, that you have brought forth in Dream Askew?
A: I think there’s a bit of misdirection at play in how Dream Askew portrays queerness. Character creation opens with a prompt to choose from a list of strange and unprecedented genders, and to think visually through physical descriptions and wardrobe combinations. Queerness feels like a flashy aesthetic project. And that’s definitely a real part of the game, one that it’s fun to play around with! But queerness is also the relationships you attempt to hold in balance, and it’s the fact that everyone has a different kind of lopsided power that both contributes to the community and also puts them at odds with it. The Iris is a potential healer, but also an unsettling psychic weirdo. The Hawker is a resourceful provider, but also a territorial profiteer. The Stitcher is an engineering genius, but also a strange recluse. The drama of the game comes from watching how these people who hold sway in the community tug its ideals and character back and forth.
The Dream Apart sigil.
Dream Apart
What were some of the elements of Jewish fantasy and folklore that you personally felt deeply about including in Dream Apart, and how did you include them?
B: Most people are familiar with a kind of Sunday School version of the Hebrew Bible, in which the Divine is a kind of mathematically omniscient and omnipotent Santa Claus whose job it is to make everyone be good. A cursory glance at the world around you should make it clear that this doesn’t make much sense. In fact the story (or rather stories) that the texts suggest are much weirder. The God of the Tanakh is volatile, mysterious, numinous, and alien; the midrashim and the Kabbalah make this weirder still, with a fractured Divinity in exile from Itself, and a universe-altering magic inherent in the smallest human actions (it’s not that much of a stretch to say that in the Lurianic Kabbalah, when mom lights the candles Friday night she is literally healing a tiny bit of the sundered Godhead). The psychic maelstrom of Apocalypse World (and thus of Dream Askew) is the closest thing to this theology that I’ve found in any game; it feels a lot like what Moses encountered at that bush in Midian. Magic in games tends to feel like engineering at best, and more commonly like ordering from a menu at Denny’s. Gods are either absent, or they’re statted-up dispensers of plot tokens and buffs. I wanted a kind of magic that would be terrifying, wondrous, unsafe, inchoate. I also wanted it to be tied deeply into the story’s drama of moral agency, because so much of Jewish tradition is about wrestling with complex moral questions that have no easy answers. Temptation, solace, power at a price, rebuke, reconciliation, grudges, forgiveness, these things are not just part of the social drama, they’re also central to the meaning of the Unseen World. A demon that just wants to try and kill you is not nearly as interesting as a demon that wants you to betray yourself. A golem isn’t just a monster, it’s an allegory of freedom and servitude, the limits and risks of violent self-defense and of human knowledge. A dybbuk isn’t just a possessing spirit, it’s one with an agenda and unfinished business.
The sheet for the Shtetl for Dream Apart.
Were there any unique challenges for approaching the subjects of Jewish culture and beliefs that are not addressed often enough or respectfully enough in popular media?
B: To the extent that shtetl culture is addressed in popular media at all — think the musical-theater and cinematic versions of Fiddler on the Roof and Yentl — it tends to be in a sentimental, rose-and-sepia-tinted, elegiac frame, ignoring a lot of the complexities and real-world grittiness. Non-Jews are usually offscreen menaces (though to be fair, one of Tevye’s daughters does marry one); economics is flattened into a virtuous poverty; and in general, the viewer is encouraged to see the events as a kind of hagiographic ancestral origin story. (The original texts are grittier and sometimes queerer than their tamed stage & cinematic versions, too — there’s a good argument that Singer saw his Yentl, who keeps the name Anshel at the end of the story as opposed to putting a dress on and running off to America, as a trans man.) At one point Avery asked if we should find a more Yiddish-looking font for the Dream Apart playtest kit; I responded that I really liked using the same one we use for Askew, to get away from that coy sentimentality and ram home the point that this, too, was a gradual apocalypse, with — for its characters– the same apocalyptic immediacy.
Avery writing notes.
One last…
Beyond basic structural elements, what are some pieces of Dream Askew // Dream Apart that are similar or contrasting – mechanically and thematically?
A: I think one of the most interesting contrasts—and one I haven’t talked about anywhere yet—is in how the two games approach supplemental reference materials. Since Dream Apart is historical, its reference materials need to offer up specific, tangible answers: here’s what that word means; here’s a plausible Russian surname from the era; here’s the river you’d walk alongside. Benjamin is working hard to make resources that feel thorough while remaining compact. On the other hand, Dream Askew is speculative and built upon a queer epistemology. Its reference materials need to do much the opposite, to reject a single definition in favour of pitching the question back to players in an encouraging way: that’s a great question, what do those words mean? My challenge is being exploratory and playful without coming across as hostile or opaque.
The Dream Askew // Dream Apart book and illustration.
Hi all! Today I have a post by Selene Tan on Types of Fun! Selene is a game designer who is always up for a design competition, and writes about games and GMing. This post is about types of fun – the ways we enjoy games – using a variety of existing theory and talking about how we can understand those things in our own experiences. Selene said she loves “interacting with dynamic systems that produce unexpected and inspiring outcomes, and it’s even better with friends!” So let’s see what she has to say! I ask that you remember the requests I put forth about treating my writers with respect and understand that a lot of game design theory is still growing, so definitions can be a little fluid. —
A collection of materials for a game of Roar of Alliance (Game and photo by John Sheldon.) during play.
Whether you call it “fun,” “enjoyment,” or “involvement”: when you’re playing the right game, there’s something that makes you want to play it, and keep playing. But not all games are fun in the same way.
The fun of tactical miniatures combat in D&D 4th edition is different than the fun of a collaborative story/map-making game like The Quiet Year. There are many types of fun, and while people have preferences, none is intrinsically better than any other.
We can sort these different types of fun into categories. Sorting and labeling experiences is a good way to analyze them, and analyzing game experiences is a key skill for game design. There are schemes that classify games or players, and schemes that classify fun directly. I find schemes that classify players reductive. As a player, I enjoy many kinds of games, depending on my mood and situation. Classifying games is more useful, but again, most games combine different types of fun. I prefer to classify fun because as a designer, those are my building blocks. The types of fun I want to focus on are a key part of my design vision.
It’s worth comparing several schemes to learn what works for you. The main factors that I consider when deciding on a scheme to use are:
how applicable it is to the kinds of games I want to classify. If there are a lot of experiences not covered by the scheme, some of the types are unused, or most experiences go under one type, the scheme is a bad fit.
how easy it is to remember. If there are too many categories, or the names are confusing, it’s hard to remember the scheme.
how easy it is to apply. The categories should clearly describe what experiences belong to them, and most experiences should clearly belong to one or two categories, without confusion.
I’m including links to several others, but here are three schemes with different approaches that I find
useful for analyzing RPGs.
Schemes of Fun
8 Kinds of Fun
My personal favorite scheme, and the one that started me on categorizing fun, is 8 Kinds of Fun, originally described by Marc LeBlanc as part of the Mechanics/Dynamics/Aesthetics framework (overview).
Chris Sniezak at Gnome Stew has written in more detail about the 8 Kinds of Fun for RPGs. Here’s a quick summary of the types:
Sensation: Game as sense-pleasure. e.g. playing with miniatures and detailed terrain, background music, or props; drawing; manipulating dice.
Fantasy: Game as make-believe. e.g. exploring a world from the point of view of a character. This is the most “RPG-y” kind of fun.
Narrative: Game as unfolding story. e.g. playing through a story with cool set-piece encounters, crafting a story together with other players.
Challenge: Game as obstacle course. e.g. dungeon crawls or combat-focused games, any encounter where the point is for players to overcome it with skill.
Fellowship: Game as social framework. Playing as an excuse to hang out with friends. e.g. Kaleidoscope, where you “remember” (invent) a movie with friends and discuss it.
Discovery: Game as uncharted territory. e.g. sandbox games, hex crawls, and dungeon crawls.
Expression: Game as soap box or self-discovery. e.g. drawing your character or other game elements, creating detailed characters.
Submission: Game as mindless pastime. In RPGs, this is usually combined with Fellowship. e.g. Kick-in-the-door play where the goal is to defeat baddies without thinking too hard.
Pros
Classifies types of fun, not games or players
Flexible enough to apply to RPGs, board games, and video games
The eight categories cover a wide range while being easy to remember
Cons
The categories have a video game bias
Some of the word choices seem awkward (submission, soap box)
I used Roar of Alliance because it has a variety of materials and two parts of play, with strategic combat and “downtime” roleplaying making up the game – both could be very different kinds of fun. (Photo by John Sheldon.)
Quantic Foundry Gamer Motivations
Another scheme is Quantic Foundry’s Gamer Motivations. It classifies reasons that people play games, where each reason is a type of fun. There are two schemes, one for video games and one for board games. The video games scheme has 12 motivations in 6 groups, while the board games scheme has 11 motivations in 4 groups.
These are the video game groupings:
Action, containing excitement and destruction, e.g. fast-paced combat like Savage Worlds, or causing mayhem in towns.
Social, containing competition and community, e.g. combat in Agon, where whoever deals the killing blow gets more Glory; most D&D play where the party works together; or D&D Adventurer’s League play, where you’re part of a larger community.
Mastery, containing challenge and strategy, e.g. dungeons, combat, and character build optimization.
Achievement, containing completion and power, e.g leveling up, stomping enemies, and completing quests.
Creativity, containing discovery and design, e.g. hexcrawls and sandboxes, creating characters, or coming up with unusual uses for items and spells.
Immersion, containing fantasy and story, e.g. speaking and playing in character, following elaborate pre-planned plots, or playing dynamic characters that create emergent plots.
Pros
Data-driven. Quantic Foundry used a combination of survey questions about preferences and favorite games to create clusters of users, then labeled those clusters to get the 11-12 motivations.
Comprehensive. It’s hard to think of anything not covered.
Cons
Since the schemes are for video and board games, some categories are barely used while others are heavily used for RPGs.
It’s hard to remember all 11-12 motivations.
The category “Immersion” has a different meaning than its usual meaning in RPGs
Threefold Model and GNS
The third scheme is the Threefold Model (Drama, Simulation, and Game), including its descendant, Gamism/Narrativism/Simulationism (GNS). The Threefold Model and related models classify play styles or modes by what aspect of RPGs is their highest priority.
Gamism is a play style where the highest priorities are challenge and competition. One example is the Dungeon Crawl Classics “character funnel,” where each player starts with multiple Level 0 characters and tries to keep at least one of them alive to Level 1.
Narrativism/Drama is a play style where the highest priority is exploring theme through character. Different characters address the theme in different ways, and highlight it through decisions. For example, every playbook (character class) in Apocalypse World has a unique take on surviving in the wilderness, from solving everything with guns to building a community.
Simulationism/Explorative is a play style where the highest priority is to experience a world or characters that have deep, consistent internal logic. Investigating crimes in Mutant City Blues, where the Quade Diagram describes how mutant powers relate to each other and therefore what kind of mutant criminal you’re looking for, is an example of simulationism/explorative play.
Pros
Created for RPGs
Only three categories to remember
Cons
Lots of arguments and confusion about the definitions of each category
Ignores some common types of fun, e.g. Sensation or Creativity: Design
One way to use a classification scheme is to analyze play. I’ve adapted Nathan Paoletta’s Two List Method for this.
Make a list of all the things you like and dislike when playing RPGs.
Then play an RPG session with that list in mind. Afterwards, write down a new list of things you liked and disliked from that session. If you won’t get to play for a while, make a list from your most recent session, but it’s best to do this while it’s fresh in your mind.
Pick a scheme and classify your list items. For each like, write down the type of fun. For each dislike, write down the type of fun it interferes with, and if applicable, the type of fun it promotes. Don’t worry about forcing things to fit: it’s okay to have some lone items. But if there are a lot, you might want to pick a different classification scheme!
For example:
I like to play characters that help people. (Fantasy, Expression)
I dislike games where everyone plays backstabbing schemers who are out to get each other. (Inteferes with: Fellowship, Submission. Promotes: Challenge, Expression.)
You’ll see trends arise from the lists. Some categories will have more items than others, and some reasons will keep showing up.
The categories that keep showing up in your likes are the types of fun you enjoy the most. You have the most experience playing and creating that type of fun, and the strongest intuition for them. You’ll also find complements: groups of types that keep showing up together, or types that show up occasionally on your list of likes but not in your dislikes. The types that show up on your dislikes list interfere with or detract from the types you enjoy.
When you’re designing a game or wrestling with a mechanic, ask yourself what types of fun you’re aiming for. If the mechanic doesn’t seem to be working, is it encouraging a different type of fun than the one you’re aiming for? Is it related to a fun that interferes with your goal? If you have a design that feels like it’s missing something, try adding one of the complementary fun types.
If you want to read more about classifying and analyzing fun, here are some resources:
Unit 3: Play from Rules of Play, Katie Salen and Eric Zimmerman (book)
Roar of Alliance is a fun game to play, and now after reading Selene’s article, I can’t stop wondering how someone would evaluate the game in regards to the type of fun – what type of fun is your favorite game?
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Thank you so much to Selene for the excellent article and for making the theories of fun a little more approachable! I learned from reading this article, so I hope you did, too! Please share and keep checking back for more approachable theory!
This post was supported by the community on patreon.com/briecs. Tell your friends!
Tell me a little about Yarnia. What excites you about it?
Yarnia is a quiet little land that has a habit of being invaded by monsters. Eons ago the rulers of Yarnia set up a summoning system to bring in heroes from different worlds to aid them in their constant quest to repel the wool-thieving monsters. Part of what makes this so fun is that it’s a system that allows players to bring their RPG characters into Yarnia or roll an entirely new character for the quest.
A lovely cowl & a creative designer!
How did you come up with the idea for Welcome to Yarnia and start integrating the knitting aspect into play?
Yarn Quest – Heroes to Yarnia is an RPG knitting pattern that I designed to make a randomly generated pattern. We’ve done quite a few Yarn Quests now, and I wanted a pattern that would allow me to teach people how to double knit, along with introduce new gamers to RPG-style gaming. Welcome to Yarnia is designed as a sort of Introduction to the world of Yarnia. It also offers a gateway between the knitting and gaming communities, allowing members to cross over and bring new ideas to both communities.
What are some of the types of patterns players will encounter during their Yarn Quest?
There is a combination of geometric patterns and pixel monsters. I try and model my art after a lot of the classic RPGs like Pokemon, Final Fantasy, and Dragon Warrior while putting my own spin on it.
Gorgeous wings pattern.
How do the roleplaying and storytelling mechanics function in the game?
The game is heavily based on storytelling as there’s no way to shift the full story on the fly like a traditional RPG. Your role as the player character is to make choices as you progress through the story, and the dice are the main tool you’ll use to determine what charts you’ll knit. As the quests are designed to be played solo or in a group they are often set up as almost a choose your own adventure. At the base of it I believe that RPG’s are a very extensive form of a choose your own adventure.
What makes knitting work with the roleplaying so well, and provide a rich framework for storytelling?
There is a large community of geeks who are also knitters, and knitterly folks love to try out new things. There are so many different stories to tell through the RPG format, and each person’s adventure is going to be different. Overall, it’s fun to experience new things, and Yarn Quest is different from any knitting pattern. The ability to record your character’s journey through a project that is almost a tapestry is a fun and unique method of knitting a pattern.
This black and white shawl with the bird pattern is so beautiful.
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Thank you so much Tania for the interview! I hope you all enjoyed reading and that you’ll check out the Yarnia Kickstarter today! Make sure to share the post with all of your friends, knitters and gamers alike!
This post was supported by the community on patreon.com/briecs. Tell your friends!