The Gentleman Speaks- Beckett’s Jyhad Diary Interview

Recently we published a review of the book, Beckett’s Jyhad Diary. This book takes the Vampire: The Masquerade meta-plot and updates it and looks at it through a V20 lens. From a design perspective though, it is something drastically different than most books on the market for most RPGs. This book focuses on plot and provides very little in the way of crunch or mechanics to play around with. We’ve seen some comments around the internet about the whys of this book. Why was it designed the way it was? Why does it present the hooks that it does? Why don’t we have some character stats? (Ok, that last one is purely on me)

To help us answer those questions we spoke with Matthew Dawkins, the developer of the book, to get an idea of what drove some of the decisions behind Beckett’s Jyhad Diary.

Mr. Dawkins, thank you for doing this interview. Do you mind telling our readers a little bit about your background and what brings you to your current place in the RPG industry?

Always a pleasure, Josh.

Until the start of this year I was working in the RPG industry in my spare time. My full-time role was as a trainer on a variety of subjects, and previous to that a team manager in an office. While those roles were tangential to writing and developing RPGs, what they did do was provide me with the skills to manage projects, handle people, and maintain a professional persona in whatever industry I moved to next.

It so happens that around the middle of last year I started working for Paradox Interactive on an unannounced (and sadly cancelled as of January 2018) video game while I continued working as a trainer and writer / developer of tabletop RPGs. That was relevant for me as it showed that I could organize various tasks around having a family, still get out to play, and earn a living doing what I love: working on games.

I’ve freelanced for Onyx Path Publishing since 2013 (and worked with other RPG and board / party games companies since that time as well, such as Chaosium, Green Ronin, Cubicle 7, Helmgast, Lark & Clam, White Wolf, etc.) but last year I was offered a full-time in-house developer role with them to start in January 2018, which I accepted.

My role is now to develop books, manage game lines, help our freelance staff, train up new developers, and troubleshoot any books caught in a development jam. I’m relatively new to this industry, but I’ve been roleplaying for well over a decade. It’s a real joy to work in this industry as my primary form of income.

What was the main design goal of Beckett’s Diary? How did you determine which elements of the vast Vampire meta-plot you were going to update? If you had one thing that you’d direct every reader to in this book what would it be?

The main design goal was to make a book that revisited, explored, and expanded the metaplot for Vampire: The Masquerade. It wasn’t initially conceived as a bridge to V5 or even necessarily the capstone to V20 (bear in mind that it was planned before the new White Wolf came to be), but it nicely fit that role later in development.

We threw a lot of ideas around about the book’s content, how much of it would be artifact-based, which parts of the metaplot to step over, and so on. In the end, the developers with the greatest Masquerade knowledge proposed the chapters they would like to see, and honestly, I can’t think of one (until stretch goal chapters) that wasn’t implemented.

If I was to direct every reader to a single chapter in this book, it would egotistically be Shadows Coalesce (driven by ego because I wrote it). It’s not my favorite chapter in the book (though I love all of them, naturally), but it is one of the best for a mixture of mortal level horror (a cop investigates Kindred activity and has their life ruined), humor (Beckett browsing the book selection in a brothel), political brinkmanship (Vitel’s plan of making a Libertarian-esque Kindred city), and Jyhad (Camarilla vs. Sabbat, hidden puppet masters, and so on).

Can you tell us a little more about The Drowned Legacies? These are a group of Vampires(maybe) from S. America who offer compelling potential for deeper exploration. What drove you (or others in the process) to create them and will we see more of them in the future?

I’m a big fan of the Caine mythos being just one of many origin stories for vampires. It just so happens that with the rise of Abrahamic faiths, the Caine legend took hold and never let go, rising to the prominence it now has. I’m also a big fan of Kindred of the Ebony Kingdom, the Ashirra, and the idea put forth that there may be more creatures out there that don’t want to be found. This is a World of Darkness, after all. If a South and Central American strain of vampires exists and are in small enough numbers, why would anyone know, or be believed when they tell their coterie or pack?

In World of Darkness 2nd Edition, I believe there’s a throwaway line about unidentified lineages in South America. There are also several Methuselahs and elders introduced in other books, lacking a clear bloodline or being placed into a clan due to Discipline use, when the likelihood of a Gangrel (for instance) crossing the Atlantic or Pacific prior to the second millennium C.E. was incredibly slim.

So I spoke with some of my friends and former colleagues of Central and South American heritage, many of whom live there to this day, about their own myths, ghost stories, legends, and campfire tales. What do they have that could resemble a vampire elsewhere in the world? South America is hardly cut off from the world, of course. I wanted to avoid exoticism, and instead go for the reality. Just as the major clans of Masquerade reflect our common vampire myths (the mind-controllers, the beasts, the seducers, the monsters, etc.) I wanted authenticity, but from a South and Central American perspective.

So that’s how we ended up with the Lostundo, Cipactli, Unhudo, Titlacauan, Kalku, and Karai Pyhare. The Cipactli and Titlacauan are the easiest to trace back to well-known Aztec religion and myth (along with that of their cultural predecessors), the Karai Pyhare are connected to the Guaraní myths surrounding the Pombéro, the Kalku originate in Mapuche culture and legend, while the Unhudo and Lostundo are more colloquial, but with a bit of research I’m sure you could find stories relating to them online or in history books.

Now, just because the Drowned Legacies exist, does not mean they suddenly overpower the clans we know and love and “take back America.” Their culture and personal motivations are by no means homogenous. Most of the Drowned Legacies willingly threw their mortal herds under the bus and clamped on to the settlers from Spain, Portugal, and elsewhere. These creatures are parasites, and parasites go for the greatest source of blood. As their forebears died out, they simply clung to the newcomers, adapting with the sudden spread of Catholicism, hiding from the main clans or masquerading as them, until they found it appropriate to make themselves known. Their Cultura is not one of pride but survival. They don’t need to take thrones to feel powerful. Now, with the Beckoning calling Cainites east, South America may become theirs simply due to absence of powerful Kindred elders.

So what is in store for the Drowned Legacies? We will have to see how they’re received by the fans, and whether they make even a fleeting appearance in V5. I hope they do, because I could see some excellent tales being told involving these creatures.

Throughout this book you’ve done a good job of collecting characters from the entire breadth and width of Vampire: The Masquerade media. I don’t remember seeing any references to Kindred: The Embraced though. Did I miss that? Or were you not allowed to touch on that property?

That’s a funny thing, because we scoured everywhere for little hooks, nods, and obscure references, but I don’t remember us once mentioning Kindred: The Embraced. We all know of it of course, but honestly, if someone put a reference in it wasn’t under my direction and it passed me by. I quite like that though. I’ve re-read the book and found references I missed the first time. I’m sure I’ll find that again when I read it in another couple of months.

Eddie is disappointed

This concept of the cyclical Gehenna is one of the core plots that ties this book together. On the surface, quickly, this is the idea that vampire power rises and falls, and that the view the Kindred have about Generation is one of many cycles which vampires (as a whole) have experienced. This appears to do two things; it allows the main conceit of Vampire to continue past ‘the inevitable end’ which was a concern in the original run of the game and it allows for more depth in extending the VtM mythos outside of the Judeo-Christian model on which the game was initially based. Of course, all of that is my pontification on the concept. What was your design philosophy behind cyclical Gehenna?

You’ve pretty much hit the nail on the head. Gehenna should still have bite though, which is why we allude to great sacrifice being required in order to stave it off. It’s still an end of the world scenario that brings changes whenever it occurs, but if Cainites play (or resist) the Jyhad and make whatever sacrifice is required (and it gets bigger every time Gehenna rolls around), they may give themselves another couple of centuries. It’s a little like global warming or the coming ice age. We know it’ll kill us all one day, but if we work together as a species, we may be able to stop it.

Funnily enough, I imagine there’s more chance of the Kindred working together to stop Gehenna than humans putting aside differences to heal the world, make it a better a place, for you and for…(etc.)

Michael Jackson is not a vampire.

Or is he?

Can you comment on how BJD might impact V5, are there certain things we might see more of in the future?

Without spoiling too much (and because I’m under NDA) I was asked as part of my writing job on V5 to propose plot threads from Beckett’s Jyhad Diary that could have an impact on V5. There are definitely some elements introduced in this book that will be furthered in V5. There are also some elements that will be left as they are.

I think one of the best things about BJD is that at the end of each chapter, you have a bunch of “what if?” plot hooks that could take a chronicle in any number of directions. We’re picking up some of those and running with them. The ones we’re leaving untouched won’t ruin anyone’s chronicle if you decide to pursue them with your group. There should still be room for whatever metaplot threads you decide to follow.

I enjoyed the book immensely, but I have one frustration I’ve voiced- I hope politely. Why don’t we have character statistic or at least references to where we might be able to find such things for the characters presented in these books?

A boring answer, sadly, but the main reason is page count, and having to weigh up whether we write more setting content or spend words on stat blocks. I would certainly like to see a Children of the Night book for V20 (maybe someone could make it for the Storytellers Vault) that stats up characters from Beckett’s Jyhad Diary. Of course, another way to maybe get something like this made is rally your fans and get them to email Onyx Path and / or White Wolf to express a desire for such a book. We do listen to what people want, and if there’s a market for it, we will consider pursuing it.

White Wolf has talked about expanding the World of Darkness to a truly global perspective, and having people ‘write what they know.’ This blog and our projects focus on inclusivity. How do you try and create a more inclusive gaming society in your work and actions?

To use the Drowned Legacies as an example, I consult experts on the respective subject matter, whether by dint of their profession or cultural heritage. I hire a diverse mix of writers for my books, across a range of spectrums. Frankly, RPGs read better (to me) when they have a diverse cast of authors. If I want someone to write for the experience of being pregnant, I will try to hire someone who’s had a child. If I want someone to write about suffering racial prejudice, I’ll aim to get someone on board who has lived that life.

I think it’s fair to say I do not tolerate intolerance. I’m by no means the loudest activist, but at my home and club level, if I even gain an inkling that someone is being abused for their ethnicity, their gender, or whatever, the abuser is educated. If they will not listen, they no longer play with us. Once upon a time, some segments of our hobby had this idea that “it’s better to have these people in the hobby and tolerate their bigotry than kick them out and have fewer people playing.” I disagree with that view, and our industry seems to feel the same way. No gaming is better than bad gaming, and no bigots is better than some bigots.

In terms of playing my games, my city thankfully has a number of roleplaying venues. I’ve always encouraged people from all walks of life to join in and play games. In a sense, games are one of those great levelers of society. Everyone abides by the rules to get the best game, every player at the table is equal (even when the characters are not), and everyone is there to have a good time. When you pitch it like that, it cuts away a lot of apprehension surrounding white males dominating our hobby. Every year, I see more and more diverse crowds at our conventions, and that’s just fantastic.

Please join us in thanking Mr. Dawkins for his time and for answering these questions for us. He is currently developing They Came From Beneath The Sea for Onyx Path Publishing. He is also a lead writer for Vampire: The Masquerade 5th Edition, and has dozens for products he’s developed or wrote for OPP. If you are interested in reading more of his work you can find it here.

Running a Facebook Fan Group for White Wolf Related Games


First, thank you to Chris for offering to do this interview many months ago when I first approached him. I wanted to understand more about what got someone to start a group on Facebook, and in particular why these games. I finally cleared my plate and sent him these questions.

Tell us a little bit about yourself. How did you get into role-playing games?

I’m 39 years old, a husband and a father of three. Some of my hobbies other than RPGs are Brazilian Jujitsu, Mixed Martial Arts and reading book. I’m like ¾ knuckle dragger lol.

I actually got into RPGs in 1999 when I was in the US ARMY. I was on this detail where you have to spend 5 days, 15 hours each, walking through the desert picking up trash. A guy who was also on the detail started talking to me and I mentioned I was a fan of Anne Rice. He told me about Dark Ages: Vampire and a few weeks later he started running a game. We ended up getting deployed to Bosnia a few months later and right before we left I was at a bookstore and saw the Vampire: The Masquerade book.

I ended up picking it up and ran a game in Bosnia that was a straight up katana, trench coats, and Uzis for everyone type game. During all that though I was buying books online and having them shipped and I read one book that changed my perspective of Vampire: The Masquerade forever, Ghouls: Fatal Addiction.

After Bosnia I was stationed at another base and decided to run a grown up Vampire game, and ran Twin Cities by Night the first time. I soon though found myself taking on too many players and was starting to feel the dreaded burnout. Then one day I realized my 40 plus collection of books had been stolen. I was relived and never played a RPG again until 15 years later.

Fast forward to the spring of 2016 and I am cutting weight for a Brazilian Jujitsu and I am miserable. For those of you who don’t know, it’s pretty much eating like a rabbit and trying to ride the border between malnourished and lean for maximum weight/strength effect when competing. For some reason Vampire popped into my head and I ordered the horrible Vampire: Clan Novel Anthology there and ended up deciding I wanted to run Twin Cities by Night again and the rest is history. In summary, I am a RPG poser.

You run a few games on YouTube, and they are good. Tell us about why you decided to stream your games. What were you thinking there?

Why, thank you man, that honestly means a lot! At first I was just uploading it to YouTube so that the players and I had somewhere to rewatch our sessions, but eventually I really wanted to see if I could get some feedback, negative or positive, that could help me be a better storyteller. So, for the lack of a better term, I said F-it and started posting them on Reddit, Facebook, and the Onyx Path forums.

To be honest though, now it’s to the point here I want to share my stories, and if someone enjoys them that’s awesome, if someone has some constructive feedback that’s even more awesome, and if someone says no thank you and passes I can dig that. As I said earlier I have a knuckle dragger side to me, and before I was able to balance that out with working at getting my Master’s Degree but once I was done with school in 2016 I realized RPGing and the YouTube channel filled that hole. It is a healthy creative outlet and a blast to do it with some pals.

Ok, we know why you are playing RPGs, we know why you are streaming games, but tell us a little bit about why you decided to create a Facebook fan page.

Man, I love that Facebook page, seriously, it has a special place in my heart. As a content creator myself I have experienced firsthand how damn hard it is to get your stuff noticed. In forums and Facebook pages it is very easy for media to get drowned out by posts asking what Thaumaturgy Lure of Flames 7 and what dual bladed katanas could do against Caine (I jest, I jest…..kind of). So I started a Reddit post in the WhiteWolfRPG forum, but found that was so damn hard to do. I mean I was literally scouring the web and posting stuff I found.

I felt like a dang collector. So one day I shot Slavek, a player in games on our channel and the one poor soul who has to hear all my ideas and give me honest feedback, and tell him my idea for a Facebook group that would be like the Netflix for White Wolf RPGs. He said he was down to try it. At first I was sharing stuff I found on YouTube and other sites, but eventually my thick head thought “Why not invite these people to share themselves”. The rest, good sir, is history, and matter of fact you were one of the people I asked.

My favorite vampire meme

Do you find the group hard to manage? What are the good parts, and the bad parts?

Actually the group is rather easy to manage. It now seems to have a lot of content creators who share stuff and I am still scouring YouTube and inviting creators. The good part is to see how much content there is and seeing people connect with an audience and vice versa. Shit man, I see some big names in the scene are members of our group and are liking stuff posted. That’s rad! Bad parts, there aren’t really any but the one thing is when people don’t read the rules and get angry when I tell them the group is for sharing and viewing media.

Where do you see your group going?

I honestly don’t know, but I would say I am still surprised it is growing constantly. Who knows, but I am sure very awesome places! Positive thoughts!

Thanks again Chris for answering these questions for us. I really appreciate it, and I’m sure our readers appreciated it too.

Interview with Nathan and Bob 25 Years of Vampire

Huge Discounts on your Favorite RPGs @ DriveThruRPG.com

Nathan and Bob of the podcast, 25 Years of Vampire:The Masquerade A Retrospective were willing to do an interview with us about their show. If you are doing a WoD podcast and would like to do a similar interview, please let me know. I think it is interesting to get into the heads of those of us who are podcasting and writing about these games and why. Please click the link below to listen to the interview. You can find their podcast on their website and on iTunes.

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Josh is the administrator of the Inclusive Gaming Network, and the owner of this site. 

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands

 

An Interview with Chill and Changeling the Dreaming 20th Anniversary Developer Matthew McFarland

Huge Discounts on your Favorite RPGs @ DriveThruRPG.com

According to the Onyx Path development Blog the Changeling the Dreaming 20th Anniversary edition is nearing completion, and rumors about that the Monsters Sourcebook for Chill 3rd edition is nearing completion.  Given these exciting developments it only made sense for Victor Kinzer and Simon Eichhörnchen to ask Matthew McFarland who is leading development on both of these projects to talk a little bit about these projects and he graciously agreed.

Victor: Thank you for taking the time to chat with us.  For anyone who isn’t familiar, can you tell us a little bit about yourself and your history developing games?

Sure! I started writing games professionally in 1997. White Wolf Game Studio had an all-call for writers, and I sent in the first bit of a novella I was working on. That novella is thankfully lost to time, but it did get me a job writing on Giovanni Chronicles IV, and then I slowly infiltrated the rest of the World of Darkness lines and eventually got a full-time job as Dark Ages developer.

I left White Wolf in 2004, and went to grad school to become a speech-language pathologist, because while you can have steady work in the RPG industry, it was a little too unstable for me as a new dad. In 2012, my wife Michelle Lyons-McFarland and I started our own small press games company, Growling Door Games, Inc. We published two single-book story games (curse the darkness and A Tragedy in Five Acts), and then 2014 we obtained the license to publish a new edition of the classic horror RPG Chill.

Simon: What was it that attracted you to the projects you’re working on now?

Right now, I’m working on a couple of freelance projects for Onyx Path Publishing (which licenses the World of Darkness from the new owners at Paradox)[Editor’s Note, The World of Darkness is a property of White Wolf, AB a subsidiary of Paradox Entertainment Inc.], including the Beast Player’s Guide for Beast: The Primordial and the second edition of Hunter: The Vigil. Can’t talk much about Hunter; that’s Monica Valentinelli’s show, and I’m just a writer. Beast is very much my show; the game was mine pretty much from the ground up (though of course I had a really awesome team of people helping to put it all together), and I’m excited about the Player’s Guide. It’s a chance to flesh out the areas of Beast that I don’t think came through as well as we wanted in the core book, and also follow the time-honored tradition of adding new cool powers, new “splats”, and new toys for players to use.

Outside of Onyx Path, I just finished up writing a sourcebook for Chil called Monsters. It’s a bestiary book, in a way, but it’s also a look into the world of Chill and how the organization dedicated to fighting the Unknown, SAVE, approaches creatures that don’t fall into easily understandable categories (vampires, ghosts, werewolves, etc.). Monsters is the first book in a good long while that I’ve written entirely myself, and it was fun flexing those muscles again. (Monsters should be available for sale in August, by the way.)

Victor: The Changeling the Dreaming 20th Anniversary is the first new edition of the game since 1997.  Can you talk about what your approach was to updating Changeling to the world of the 20teens?

The 20th Anniversary Edition games were meant to keep the feel of the old games, but to update the world around them and (in the case of Changeling) become the revised edition they never got. As such, our approach was to look at what made Changeling awesome. We tried to keep the whimsy, but also the tragedy. One of the greatest explanations of Changeling I ever heard (from a friend and player in Atlanta many years ago) was that it’s like someone pointing a gun at your head and saying “be happy.” We tried to keep that notion, that dreams are hard to maintain in the face of the crushing pressure of the “real world,” but they’re all the more important because of that.

The other thing we wanted to do give changelings a little more magical “oomph.” I’m not a believer in “game balance” as it’s usually defined (that is, given a featureless white room, could two characters stand an equal chance of killing each other), but I do think that changelings in previous editions were a bit too fragile. We changed magical mechanics a bit, and brought in the notion of Unleashing (originally from Dark Ages: Fae) so that changelings have the chance to court disaster with the power of Glamour.  

Victor: One of the major focuses of Keep is inclusivity in gaming, so we have a few questions about the Gallain.  In a blog post about your early playtests for Changeling, you said the theme for the edition is  “powerful nobles hiding in freeholds and staying young while the changelings outside freeze”.  In previous editions the various groups of Gallain were presented with either less oppressive nobles or no specifically noble kith.  Since C20 includes all the Fae how are you including the non European kiths in the theme of this edition?

That’s one theme of the edition, and it definitely resonates more with the European Kithain than the Gallain. The Gallain are in the book, but they’re not the focus of the game (they’re in the Appendix and while there’s enough to play them, it’s severely truncated due to space constraints). I know that’s a roundabout way to answer the question, but the answer is that Gallain don’t get included in the same way, except perhaps insofar as to note that even the “commoner” Kithain, who are the bottom class of that particular system, still get to participate in that system. Gallain don’t, necessarily (which might not matter, depending on where they are).

Simon: Part of any good story is compelling antagonists. Changeling’s ultimate enemies, the autumn people, the people who disbelieve the fae out of existence, are a powerful metaphor for the destruction of culture. With that in mind, how do you go about creating autumn people that speak to that kind of horror while at the same time being sensitive to real world colonization experienced by the cultures reflected by the Gallain?

What’s scary about the autumn people, to me, is that they don’t have to confront the fae to destroy them. They’re not aggressive (necessarily), they’re confirmation bias made manifest. They’re a form of privilege, if you will, because they don’t see what they don’t need to see. I think that’s pretty relevant for the Gallain and their cultures, too (though of course, not all Gallain use dreams and Glamour the same way as Kithain).

Simon: Given that the Inanimae can reflect how different cultures perceive their environments how do you see the Inanimae fitting into the 20th Anniversary of Changeling?

One of the notions that the book brings up is that during the Mythic Age, everything dreamed, including the world. Bearing in mind that, like the other Gallain, the Inanimae don’t get a lot of space in Changeling 20th, I think the takeaway is that part of ignoring dreams and Glamour is ignoring the natural world. That’s something that people (both in the World of Darkness and in the real world) do at their peril, but it’s hard, and again, what makes autumn people scary and frustrating isn’t that they go out of their way to ruin the world (a la Pentex) but that they can blithely ignore the problems.

It’s easy to imagine an Inanimae looking at a changeling and saying, “well, sure, whine all you want, but people still write books, using paper that they make from the mulched-up bodies of my family.”

Womb of the Earth by Lydia Burris


Victor: When I first started playing the World of Darkness I was in a community of gamers where Changeling was incredibly popular, but in more recent years I’ve discovered that a lot of White Wolf fans feel Changeling doesn’t fit into the broader World of Darkness.  Where do you think this sentiment comes from, and did you make any changes in C20 you can tell us about that help the fae interact literally and thematically with the broader World of Darkness?

So, personally, I never had any trouble making Changeling fit into the greater World of Darkness. I used to do a lot of crossover (still do, for my Chronicles of Darkness games, where it’s much easier), and what it boils down to is that themes unique to one game might not work for all the others, but there are themes that are intrinsic to the World of Darkness as a whole. The death of creativity and passion is strongest for Changeling, of course, but tell me you couldn’t make that work for Vampire, too. Hell, “our way of life is dying” is perfect for Werewolf as well as Changeling. “Discovery and passion are intoxicating but dangerous:” Changeling and Mage.

Mechanically, of course there are some things you have to work around (not everyone has the same Traits, for instance), and if you’re doing crossover, you can’t just throw any old characters together and think they’ll work. I happen to think that’s true no matter what game you’re playing, though.

Simon: Throughout the CtD line the three major Gallain groups, the Nunnehi, the Menehune and the Hsien, are either excluded from or not a part of the Dreaming. Has this dynamic changed at all in C20?

We don’t get into the cosmology of it very much, due to space. Nunnehi and Menehune still deal more with spiritual expressions of Glamour than Dreaming-based expressions, though.

Victor: I’d like to talk briefly about another one of your upcoming projects, the Monsters sourcebook for the Chill Role Playing game published by your company Growling Door Games.  Can you tell us a little bit about Chill, and the Monster book specifically for anyone who isn’t familiar with the game?

Chill is an investigate horror RPG in which players take on the roles of members of SAVE (the Eternal Society of the Silver Way). SAVE is an organization dedicated to protecting people from the Unknown (the supernatural in general), which feeds on humanity’s fear, misery, pain, and sometimes just flesh and blood. Our first sourcebook, called SAVE: The Eternal Society, delved into the history and current state of the organization.

Monsters, like I mentioned earlier, is a bestiary book, but it’s also mostly written in-character, from the perspective of a SAVE researcher working on a classification system for monsters. It was a lot of fun to delve into how SAVE saw these creatures when she was writing it (in the 1980s) and then add commentary from a more contemporary agent. There are a lot of fun “Easter eggs” in the book that refer back to the Chill core book and to SAVE, and I think it will be fun for readers to see these characters’ stories as they read about these monsters.

The second edition of Chill presented adversary books in this format (Lycanthropes, Vampires, Apparitions), and I was always impressed with how skillfully the in-character information evoked the horror of the setting. I’m trying for something like that: Fun to read, evocative for players and Chill Masters.


Victor: I saw you comment online a few months ago about tweaks you were making to the Monsters in the book to remove some of the invisible bias that was present in previous editions of the game.  Can you talk a little bit about how you approached this and in general how you approach making those kinds of revisions to RPGs with established fan bases who may be resistant to any changes in their favorite games?

As far as making changes to games with loyal fanbases, I’ve always found that if you try to please everyone, you please no one. I love the 2nd Edition of Chill, and our edition draws very heavily on that one. I’ve always been very clear about that, and while I do get fans of the first edition sometimes who complain that our version isn’t enough like that one (the first edition drew more inspiration from pulp-horror and Hammer films), for the most part folks grasp what we’re doing and are with us.


I think the comment you’re referring to was in noting that there were quite a few creatures in previous editions that presented as female, and were said to “tempt” or “deceive” men. If you look at how female-presenting creatures appear in horror generally, you see a lot of that, so it’s by no means unique to
Chill or to RPGs, but since one of the big themes of Chill is that fear becomes manifest in the Unknown, I wanted to address that. I play a lot with the notion of unreliable narrators in Monsters, talking about SAVE making assumptions that it really has no business making, and members letting their own biases creep in. The kind of meta effect of that is that we wind up hanging a lantern on some of the sexist implications of previous work; Dr. Garrett, the narrator of Monsters, notes that female-presenting creatures are consistently described in certain ways that male-presenting or genderless creatures are not.

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands

LARPers of Color -Tevin Williams

 

Thank you for your interest in doing this interview with us.

Can you tell us how you got into the hobby? Do you have a preference for a particular form of LARP (parlor, Boffer, etc.) What LARPs are you currently involved with? How long have you been LARPing?

 

Well I had always been interested LARPing since I found out it was a thing. I just couldn’t find anyone who was interested in it. That all changed when I got to college and found out there were people who larped. So I walked up to Racheal Cofeild and Frank Ortiz and asked them to take me with them to go LARPing. Right now I’m only really involved in After the End and a werewolf game run by the Underground Theatre. I have been LARPing for five years.

  

Have you ever been the LARP administrator of any sort (storyteller, Game master, etc.)? If so, can you speak to that experience some?

Well not currently on March 4th it will be my first time running a LARP as I start running Garden of Destinies.

What is your overall experience as a person of color in the LARP community?

It’s been an overall good experience with the main problem being that while people are pleasant to me directly. It’s when I have to express outside of game that things in the black community are bad or that I go protest regularly. That just makes everything rough in general as I have to explain the real black condition. It’s always like pulling teeth.

In your opinion, what can LARPers do as a community to be more inclusive?

It would be to be more understanding of different peoples backgrounds. Like I understand that most people I meet in the community didn’t grow up in a predominantly black and poor neighborhood and just don’t have the frame of reference to understand it. That the bad streets and dealing with that lifestyle was a real thing that I had to deal with and it isn’t as easy as just not getting involved. I was lucky to have the opportunity to get out of there most people just aren’t so blessed.

 

Is there anything you’ve seen in LARP that you wish you would never see happen again?

Pandering to black people by having an African culture that is dominant. I’m a black american not an African american. I know the words get mixed,but I have to associate myself more with being an american than being from Africa since it’s a continent of many cultures. I’m not getting my culture back because of slavery and that’s just how it is. So waving around African culture in my face would be like walking up to an Asian person and just waving a katana in their face and expecting them to like it.

If you could add one thing to the LARPs you were involved in, what would it be?


Honestly experimenting with black culture. Like you can have a character who is a jazz singer and be white as long as you don’t rip our culture away from our race. It takes a bit more work but in the end the finished product could be way more interesting because it was done.

LARPers of Color – Michael Underwood

Can you tell us how you got into the hobby? Do you have a preference for a particular form of LARP (parlor, Boffer, etc.) What LARPs are you currently involved with? How long have you been LARPing?

amtgard

 

I started LARPing with Amtgard, and have always been a bit more partial to boffer games than parlor ones. About ten years ago I lived near a park where I saw people practicing one Sunday. I wasn’t very good at the game, and the park only had about 10 regulars, so I got discouraged by the skill gap.

I am really fond of games that include real world skill and rules augment interactions, like when you can declare a skill usage in a tabletop RPG.nwm-logo

The game I was most recently involved with was New World Magischola. It was the biggest parlor style LARP I have ever been involved with. I had to save up to attend and am not sure when I will be able to afford to go back. I was a bit surprised by how much I liked the experience and would love to attend more games.

Have you ever been the LARP administrator of any sort (storyteller, Game master, etc.)? If so, can you speak to that experience some?

I have never been on staff or helped behind the scenes for a game. It kinda seems like you have to know the right people to get into a position like that.

What is your overall experience as a person of color in the LARP community?

For a long time in my life  I managed to not really notice being treated differently. Maybe it has to do with most of my family being White, which in turn meant that most of the other families I knew and therefore friends I had growing up were White too. I was the only Black person in my family, and I think that meant I was sheltered from a lot of things. As I have gotten older I tend to notice more when I am the only Black person in a room, when tropes or cliches about race are slipped into a game, or when stories use fantasy races as a stand in for real world ones to tell stories or create conflict.

That last one probably bothers me the most, because it turns something that still happens today into  “fun.” I always get a bit unsettled when a player slips and starts smiling in the middle of what should be a tense or scary scene where they are playing up their characters hate or anger at a fantasy race. I have seen that kind of face on people in real life on people who are aggressing on me who know I can’t do anything about it. It ALWAYS breaks immersion for me, it always takes me out of the game head-space. I wish it didn’t come up as much as it does, but there is always that one person who likes to play the simple and lazy “bad guy” who “hates all” members of any specific fantasy race.

From LARPing.com
From LARPing.com

In your opinion, what can LARPers do as a community to be more inclusive?

I am not sure there is an easy answer about how to be more inclusive. There are a lot of little things that can add up. Always being open to criticism is one. Far too often I see discussions about problematic parts of a game turn into witch hunts. Speaking up is often treated as an attack on the people who play or the game runners. Th backlash makes even starting the conversations hard.

Not using non-humans as an example of how diverse a game is would be another. If you have to point to the people with pointy ears, the ones with fur, or the ones with green skin to show diversity? Something is off.

Finally, less fixation on “realism” for games that aren’t historical reenactments. The moment that we start playing games, we start using mechanics an rules to shortcut reality. We rarely eat unless it is a long game, we treat bathroom spaces as out of bounds, we use numbers and flags to represent health… The idea that races and by extension race-based conflict and violence are needed for “realism” is a common idea, and one that leads to a lot of shortcuts with writing or thinking about how a game’s reality would be shaped.  If we could start imaging worlds where races exist, but maybe racism didn’t or no longer does? Maybe that idea wouldn’t seem so far fetched in the one anymore.

Is there anything you’ve seen in LARP that you wish you would never see happen again?

Yes. I have been lucky enough to not have seen much personally. The worst was when my race and feelings about a subject out-of-game were used to make a joke in-game that was way bigger and more complicated than it should have been.  I am not sure what was in the head of the person who start the gag, but in the end multiple staff and players were roped into the joke. The worst part was that I didn’t “get it.” My wife got unsettled by what she thought was someone being malicious and poking at us. She start crying, I sat her down away from game and told her she was probably jumping at shadows.

I told her that and then dragged her back into the game. She was still bothered and we ended up leaving the game about an hour later. We only found out about the joke after game was over. Someone reached out to ask about why we had left, and they asked about a part of the joke I had missed. I had been handed an in-game item, and read what it did while missing the name. As upset as the whole thing made my wife, the way that the people involved closed ranks about it afterward was worse. Staff shut us out of the discussion, I don’t think I had ever felt like so much of an outsider among people I thought were friends before.

castle_keep_1
Don’t drive people out

If you could add one thing to the LARPs you were involved in, what would it be?

More talk out-of-game about the serious topics people play with in-game. I think LARP has the great potential to teach us of let us explore things that would be a lot harder to talk about in our everyday lives. It doesn’t just happen on its own though, we need to actually work to let it do that. If we treat LARP as only a game, instead of the art or medium that it really is? Then that is all it will ever be. I would love to be able to talk about some of the things I struggle with in real life, and be able to use game as a shared experience that helps others relate.

LARPers of Color -2 Ron Leota

Our second interview in the LARPers of Color series. Please feel free to share these interviews and contact Keep if you are interested in sharing your experience with everyone. You can email us at admin@keepontheheathlands.com

Keep: Can you tell us how you got into the hobby? Do you have a preference for a particular form of LARP (parlor, Boffer, etc.) What LARPs are you currently involved with? How long have you been LARPing?

Ron: Hi, I’m Ron Leota and I am a larp creator and huge supporter of the hobby. I’ve been larping for about 8 years, roleplaying for 20. I started larping as a way to lose weight and explore deeper narratives in role-playing. I love all forms of larp but tend to play full weekend immersion boffer games. I prefer games that have some combat but make story the focal point. I am not a huge fan of boffer sports but think they’re great for those who enjoy them.

I am currently playing World of Oz full time and occasionally play Alliance LARP. I am currently running Spite: A Science-fiction LARP, Battle!, and a few other unreleased projects with my company NW RPGs. I also host and produce the NW Nerdcast, a podcast all about role-playing.

nw-nerdcast

Have you ever been the LARP administrator of any sort (storyteller, Game master, etc.)? If so, can you speak to that experience some?

I have been running larps for 6 years. I love that experience but it’s also caused me a ton of stress and heart ache over the years. Running games is a fantastic creative outlet and has allowed me to tell stories and present certain levels of activism to my community via the themes explored. Most players are fantastic people but we occasionally see problem players that don’t respect the boundaries of staff and that’s probably the hardest thing for me.

What is your overall experience as a person of color in the LARP community?

In the Pacific Northwest it’s been pretty good. There are still microaggressions, culturally appropriative costuming, and things I’d like to see change but there has been a major cultural shift to weed out some of the worst behaviors. The community is strong and becoming much more diverse. I find that being a PoC isn’t as much of an “exclusive club” as it once was. I tend to do much better than some folks because I am what you call, “white passing”, which affords me some luxuries my more obvious PoC friends don’t have.

On a national level it’s been incredibly hard. Some players have disheartened me to the point of never wanting to run games in certain states as I genuinely fear that I could not harbor the safe and diverse environment that I so highly value in the games I currently run. The stories some of my fellow PoCs have shared about being attacked for voicing a concerns make me thankful I have the community that I do.

Many PoCs felt that discussion groups like Larp Haven were so toxic that we’ve splintered off into our own group to find the support we’re looking for. Horrendous vitriol is thrown at PoCs for “daring to question” things in the community. Even posing questions about diversity has been met with outcry of “trying to take our games” and “SJWs are trying to kill fun”. It’s very sad and has a lot to do with the dominant white male culture of larping in the US.

Fortunately, this very vocal outcry come from a loud minority of players. Unfortunately, this behavior is allowed and condoned by the other members of the community, who’d rather sit silent than stand up for marginalized players.  This harbors a feeling of being an “other” rather than a peer and creates the appearance that we’re just not welcome because we aren’t the “right color”.

self-reflection

In your opinion, what can LARPers do as a community to be more inclusive?

Listen when people with wildly different life experiences speak about something you may disagree with but doesn’t necessarily affect you. White players can be great allies if they’d just listen and understand that PoCs face things (daily) that they will never have to face. Learning about those woes and how they bleed into larp is important. Stop using the excuse that “it’s just a game, it’s supposed to be fun.” That’s neat but when your fun is at the expense of other’s cultures you’re not being a very good person and are putting a sign out there that essentially says, “whites only”. That’s what many of us see.

Is there anything you’ve seen in LARP that you wish you would never see happen again?

I’d love to see blatant racism removed from games. Too often “races” in games are nothing more than offensive stereotypes. I feel if your IG races mirror offensive stereotypes of real-world ethnicities than you have creatively failed as a game creator. You’ve taken the lazy way out at the expense of real people and that’s a game I won’t play and will vocally denounce.

We also need to eradicate toxic positivity in the community. Some larpers are devout and faithful to their games, to the point that they won’t just condone but fight for blatantly racist behavior to exist in the game. It’s heart breaking to watch good people be sucked into the mentality that anything negative said about their game is an attempt to destroy it and we must get the torches to attack the “invader”.

If you could add one thing to the LARPs you were involved in, what would it be?

I was the head rules writer for the game I actively play and currently run all the others I’m involved in. I kinda already added the things I want. =)

LARPers of Color Interview 1: Morgan Nuncio

This is a series of interviews we’ve done with LARPers of Color to understand the experiences, challenges, and successes people of color have within the LARP community. 


Keep: Thank you for your interest in doing this interview with me. I’ve been a big LARP geek since I was in High School, and I’m always excited to get feedback from others in the hobby.
Keep:-Can you tell us how you got into the hobby?:

Morgan: Soooooo, I was a junior in high school, and my best friend was a senior. She was dating an older guy for a couples by now, and he seemed really cool. One day she was like, “Hey, my boyfriend wants me to go with him to his friend’s house for this Vampire thing.  I don’t want to go alone. Will you come with me?” I said I would, and that Friday night we went with her boyfriend to this guy’s apartment, where her and I played “Ghouls” for this game called “Vampire: The Masquerade”. I really enjoyed the make-believe aspect because I used to do roleplaying for years online through AOL chatrooms and forums. This made it feel so much more real and something I can easily grasp. After that night  I was hooked!

by-night-studios-logo
For the New Vampire LARP rules

 

Do you have a preference for a particular form of LARP (parlor, Boffer, etc.):

After playing various types of games from parlor larps like Vampire: The Masquerade, to weekend long games like Dystopia Rising to even the U.S. blockbuster larp New World Magischola, I really enjoy the one-shot freeform games. Freeform games involve very little barrier-to-entry, meaning that costuming and cost of the game itself is very low or nonexistent, and the game last either 2-4 hours for that night, and that’s it. I don’t get trapped in the mindset of one particular character and I can much more throw myself into drama and chaos because I don’t have an emotional connection to the character like I would with my campaign characters.

dystopia-logo

What LARPs are you currently involved with?:

The only campaign larp I am involved with currently is Planetfall, which is a weekend-long scifi larp just outside of Austin, TX. And I try to participate in New World Magischola as much as I can, but it isn’t your traditional “campaign” game. Other than that, I am apart of a freeform group that gets together about once a month to play a variety of games, and even sometimes do larp jam sessions that we get together and write games and then playtest them.

How long have you been LARPing?:

I’ve been larping for about 11 years now.

Have you ever been the LARP administrator of any sort (storyteller, Game master, etc.)? If so, can you speak to that experience some?:

When I was with Dystopia Rising, I was a Marshal for a few months, meaning that I was someone players could come to talk about rules, and when I was running NPC shifts, I would either hold the fort down at the desk or take NPCs out for various mods.

planetfall-logo

For Planetfall, I’m a Referee, which is pretty much like a Marshal for DR. However, we don’t really have NPC shifts for this game, people just volunteer to go away for a bit to be an NPC creature, since the playstyle of the game is very player vs survival/ environment, and focuses on roleplaying. Also, I’m the lead of the Social Team, meaning that a few days after games we try to get people together for “Pizza and Planetfall” for people just to hang out, and on the months between games we try to host another social event because we want to make it about the community aspect. I am also apart of the Inclusion Advisors, which means that myself and the other Advisors come together and discuss issues with the game itself, if there are any, when it comes to anything possibly appropriative or problematic, regarding people of color’s cultures and identities,  misogyny, or those within the LGBTQIA spectrum.

When it comes to freeform games, I slowly have begun to facilitate games. My first games I facilitated were apart of the #Feminism (an anthology full of nano-games regarding various aspects of the issues women face), and The Great After Party (a fun larp that lasts 3-4s that is a larp about the afterparty of a larp, full of your various larp tropes) by Erlend Eidsem Hansen and Frida Sofie Jansen at Living Games Conference back in May 2016 here in Austin, TX. I then ran Slayer Cake back in the beginning of October, which is written by Kat Jones and Evan Torner.  I am also slowly beginning to write my own larps as well in the past year, with my first game (with the help of Sarah Lynne Bowman) called ColorMatch[.]Com, which tackles the ideas of awkward first dates, finding what you are attracted to, and how to deal with fetishes. It’s a fun and short game that lasts only about an hour (if that). I am also working on various other larp projects, that I hope to debut sometime in 2017!

What is your overall experience as a person of color in the LARP community?:

Mostly good, with some bad memories sprinkled through it. I’ve gotten into my fair share of heated discussions about issues in the larp community because the majority of the larp population is cisgendered, white men, who don’t understand the amount of privilege they hold, or care to acknowledge it. There was one fantasy larp down here in Texas that before the game was even open before their first game, I tried to voice my concerns to the game owner about the races he made, and the basis they come from. But what I said fell on deaf ears and a “well, maybe this game isn’t for you”.

 I have left games I have played in for years because of slowly being aware of the problematic issues that are within the world design, despite having tons of friends who run and play in the game.

But for the most part, especially those within the freeform community, have been a lot more aware and accepting, and a lot of them have the same concerns and thoughts. If they put something controversial in their games, it is there for a reason. It is for the reason for players to become aware, gain empathy of the situation, and learn what to do with things like it. That’s why I am SO THANKFUL for the #Feminism anthology, because there are tough and difficult ideas that we tackle in the nano-games, but they help so much more with awareness and understanding those mindsets. The one that really sticks out to me is a game called the “Grey Zone” by Siri Sandquist, where the players embody the emotions of a woman who is stuck in the grey zone between rape and consensual sex in a relationship.

feminism

 

In your opinion, what can LARPers do as a community to be more inclusive?:  

Listen and understand those who are marginalized and the issues they are seeing and facing. Ask how they, as game designer or other players, can help to make those who are marginalized more included. Active listening and engaging in a conversation, then acting upon that by changing the game, truly helps, because it makes you seem like you truly do care that people who are different than you enjoy the same nerdy hobby you do. A lot of the time when these issues are brought up, they are torn down by people not listening, disregarding the issues as “a cry for attention”, and being complete asshats.

Also, if there is opportunity for people of color (or anyone who is marginalized), to rise within the game staff, I want to tell who larpers of color to do it! I want to tell the women to do it! I want to tell the LGBTQIA folks to do it! Be the change we want to see in our world! Hell, I would love to see larpers of colors writing their own games, be it through normal North American style boffer campaign games, to blockbuster events, to freeform games! Representation matters, especially in a hobby that is so visual like larping is.

Is there anything you’ve seen in LARP that you wish you would never see happen again?:

Yes, and it was within my first few years of larping too. I was playing Vampire: The Masquerade, and my character was raped by a Baali (a type of demon-worshipping vampires), to be impregnated with a demon baby she couldn’t get rid of. And the out of character I was given after the horrific and detailed event happened? “Sorry Morgan, you were the only female at game. It had to be you.” Like, seriously?! Just because I am a woman, I had to be the one targeted for rape, and not have the topic brought up to me beforehand. This memory has been something that has stewed in me for years, and I have written about it finally on my Facebook within the past year now that I am much more comfortable talking about these issues within larps. I really regret being apart of it, however I am also happy that it has happened because I can talk from experience and I have learned from the experience, and advocate against these things ever happening again, to anyone. I am all for scene negotiations, so that everyone consents to the outcome and what is involved.

If you could add one thing to the LARPs you were involved in, what would it be?:

To Vampire: The Masquerade, I hope that it does start adding in the ideas of scene negotiation,  and how for people to opt out of the scene. I know various types of V:TM games, like End of the Line and Convention of Thorns, really focus on the ideas of consent based play which I positively adore. I hope the run-of-the-mill World of Darkness games do follow the same light.

convention-of-thorns

For the larp I left, it is getting better with using safety mechanics and check- ins, however the world design is still heavily flawed. It has appropriated so much from other cultures, and the interpretation that player take on the game design is quite disheartening as well. It’s an inclusive community, meaning that it includes pretty much everyone, even those who are toxic or a missing/broken staircase.

For Planetfall, I wish we had more people of color playing. We have a good handful, but I wish there was a way for us to reach out to more people of color to play. I hope that in time we can get more people to join and help us diverse the game more, because I want the game world to really reflect 200 years into the future, where the world itself is one big, beautiful mixing pot.

One thing I would like to add to New World Magischola is games by me, instead of across the country! One can hope, right? Lol

And to the freeform community, I would love to see more larpers of colors become game designers and write games in this field. I am hoping that with freeform growing, that it attracts more game designers to it. The one thing  I would change is the availability of the games, because it seems like a lot of larpers do not know about the freeform larp community.

Bluebeard’s Bride: An Interview with the Developers

I started role playing back in the mid 90’s when AD&D was struggling a little bit, but the World of Darkness was just hitting it’s boldest strides. It was an era where my local game store, in my relatively small hometown had 2 incredibly tall book displays just for role playing books. Shortly after I started role-playing D&D 3.0 came out and it felt like, just maybe, RPGs were going to be the next big thing.

Now, if you’re reading this blog there is a good chance you know how this story ends. The World of Darkness ended and was replaced by another, which didn’t totally end production, but slipped into a much more obscure status after White Wolf was sold off to CCP. D&D never went away, but the heady days of 3.5 definitely waned.

A lot of people talk about those years as role-playing’s golden era, and I have agreed with that assertion until very recently. We are seeing an unprecedented resurgence of our beloved hobby thanks in large part to the democratization of crowd funding.

Financial risks are now much easier to take, and as a result the past few years have seen the rise of new modes of thinking about role-playing, and the systems to back up those new modes of play. One such system is the Powered by the Apocalypse system, or PbtA for short, which focuses on a very different arc of character creation, and narrative play than the games of the 90’s. PbtA as well as many other modern systems put a much heavier emphasis on narrative flow and story driven action resolution as opposed to actually focusing on emulating combat dynamics through the dice system. Since PbtA has been released under the Creative Commons, it is available to independent developers, there are a wide variety of titles available that use the system.

Three such indie developers are currently running a Kickstarter for one of the most innovative uses of the PbtA system I have seen to date. Whitney “Strix” Beltran, Marissa Kelly, and Sarah Richardson are the developers of Bluebeard’s Bride, and as soon as I looked at their project and their background I realized I was looking at a very special development team. Their combined development experience covers video game writing, Scion, 7th Sea, Fate Worlds, Velvet Glove, and several other titles I don’t have the space to list here.

Their kickstarter describes Bluebeard’s Bride as an “investigatory horror” game focusing on the themes of feminine horror. Between the beauty of the work they have shared already on their campaign page, and the incredibly unique pitch I knew I wanted to know more about this game, so I contacted Magpie Games to see if they would be willing to share a little bit more about what they are creating with this project. Marissa Kelly, and Sarah Richardson graciously agreed to share some of their thoughts below:

Bluebeard's Bride Main Kickstarter Art

-Thank you very much for taking the time for this interview. Could you give some background on where the idea for Bluebeard’s Bride came from and what drew each of you to the fairy tale the game is based on?

Sarah: Strix & I met at a Hacking for Women workshop at GenCon 2014 where Marissa was our coach. We’d never actually met before, but when we sat down to talk about what kind of game to make, Strix asked me if I liked fairy tales. 😀

MK: Like Sarah said, they had the idea to make a dark fairytale game and it was my job to jump in and help show how it could fit into the PBtA framework. So, I listened to their crazy cool concepts and showed them how they could represent them mechanically.

– On the Bluebeard’s Bride kickstarter page the game is described as an “investigatory horror roleplaying game”. Can you talk a little bit about what this means, and what drew you to this particular format?

Sarah: In the fairy tale, the Bride is encouraged to explore the house with that one forbidden room as a lure to violate boundaries. Having the players investigate each room, with that uncertainty of what they may find, is this really nice symmetry.

MK: The rooms of a haunted house provide a beautiful holding environment for a horror game. In a genre like this things can escalate quickly, but we wanted the game to reflect the fairy tale. And that fairy tale has an ending, so investigating whether or not Bluebeard loves you is a great way to keep the game fun and suspenseful without letting it run away from having an ending.

– The Kickstarter makes a mention of feminine horror, and in previous interviews you’ve invoked this theme in varying degrees of depth. What do you mean by feminine horror and how you explore it in the game?

Sarah: In this specific context, feminine horror revolves around the life experiences of women. So you’re playing as a woman, and some of the horrors you encounter in the house are more commonly associated with women: enduring pain in order to be beautiful, the aftermath of sexual violence, denial of actual lived experiences, just to name a few.

MK: Feminine horror generally explores tropes and experiences commonly associated with a women and the fears that keep them up at night. In this game, we explore lack of character agency by limiting the options the Bride has when engaging her surroundings and reminding the Bride how society views her, which then undermines how she thinks of herself.

– I see varying emphasis in horror RPGs on navigating boundaries with players before you begin play. You mention safety in the FAQ on the Kickstarter page. How much time do you devote to this topic in the game text, and what game experiences from your own lives have shaped your views on negotiating narrative boundaries in gaming?

Sarah: I’ve gotten to the point where I give each individual player an X card. I want to make sure they use it! We talk about it in both the player chapters and GM chapters in the book, but people need to recognize that they’re playing a horror game.

As far as my own experiences go, I play a lot of games with strangers at conventions. This has given me a lot of time to evaluate how I personally feel when different things come up, and to watch other people try to navigate that for themselves. And while I’ve found my limits on some subjects, overall I’ve been impressed with the level of trust people give each other in games.

MK: For me, it is important to mention that while the game works at conventions with a table full of strangers, it really sings when you play with a group of friends who know and trust one another. I go through a lot more safety talk with a table of people I don’t know than I do with my home group.

The Bride with her Keys

– There was a lot of discussion around the first season of Jessica Jones about how the show dealt with some of the same themes Bluebeard’s Bride invokes, but specifically held back from showing graphic scenes related to the themes of sexual abuse and trauma on screen. In several reviews this restraint was called out and celebrated. In watching the playthrough videos on your kickstarter page, Bluebeard’s Bride dives into this subject matter much more directly. What do you think is the value, as well as the risk of tackling these themes with fewer filters?

Sarah: I loved Jessica Jones, and really appreciated how they handled that. I would say, though, that having these experiences show up more directly is a difference of medium. So if you and I are sitting at a table together, we’re able to talk through trauma in a very open, personal way that you can’t do with TV, and the X card is there to make sure you can feel comfortable doing that. You can stop a TV show if it goes too far for you, but in Bluebeard’s Bride you can press up against boundaries without going over and still finish the story.

MK: Kilgrave was an amazing representation of some of the themes we explore in the game. I agree with Sarah, that the medium and the audience is an important difference to keep in mind, but I think we are going down a similar analogous road to Jessica Jones. We rely on the horrors in the house to represent threats rather than BE the threats. Sure, in Bluebeard’s Bride the ghost might lash out and physically hurt you, but the WHY matters a whole lot more. After all, you cannot exit a room without discovering what happened, to who, and why.

The Kickstarter has obviously funded well beyond its goal and at this point has swept past several stretch goals. Have you talked about any future projects based on Bluebeard’s Bride or in a similar narrative vein given the positive response to this project?

Sarah: Horror is something that I love consuming, from movies to books to comics. I am really looking forward to working on our stretch goals, and so I’m sure this isn’t the last time horror or fairy tales will creep into my work.

MK: I am, and will always be, a fan of horror, so I see myself exploring that more in the future. We have also bitten off quite a bit for Bluebeard’s Bride with this kickstarter, so I am focused on making these rewards as amazing as possible before committing to any more awesome ideas, but I am excited to see what doors may have opened.

Bloody Key– I have to ask for a few game teasers. Could you each tell me what one thing from Bluebeard’s Bride you enjoyed developing the most and are most excited to see player reactions to?

Sarah: I love the Room Threats, and using the keys as inspiration for each room. I particularly love describing the details that make up each room when I’m GMing, from the way light catches the fall of fabric making up the curtains of an old bed, or the smell of leather and tobacco that permeates a study, or the way the colors from a stained glass window play against a wooden floor, and having moments of beauty that interact with the horror in memorable ways.

MK: I think the player moves sheet (Maiden, Ring, and Exit moves) have provided me with the most satisfaction in design. They are core to the rest of the game’s functionality and I have loved the challenge. The move Shiver from Fear has to be my favorite mechanic in play and I can’t wait to see players creeping out their friends with it. 🙂

Thank you all so much and good luck on finishing what looks like it’s going to be a very robust Bluebeard’s Bride game line. The kickstarter for Bluebeard’s Bride ends on November 20th. There are other interviews and several play through videos posted on the Bluebeard‘s Bride campaign page that I highly recommend checking out.

Victor Kinzer has been roleplaying since he first picked up Vampire Dark Ages in high school. He nabbed it as soon as it was released (he might have been lusting after other Vampire books for a while at that point) and hasn’t looked back since. He role plays his way through the vast and treacherous waters of north Chicago, and is hacking away at the next great cyberpunk saga at http://redcircuitry.blogspot.com/. He is an occasional guest on Tempus Tenebrarum (https://www.youtube.com/channel/UCvNp2le5EGWW5jY0lQ9G39Q/feed), and is working to get in on the con game master circuit. During the rest of his life he works in Research Compliance IT, which might inform more of his World of Darkness storylines than he readily admits.

INTERVIEW WITH NEALL RAEMON PRICE: SCION 2nd EDITION

scionorigins
Click the Image to go to the Kickstarter!


Thank you for doing this interview. Those of us here at Keep on The Heathlands are pretty big fans of what Onyx Path Publishing have been putting together and Scion 2nd Edition looks amazing so far.

Neall: Thank you very much for taking the time to write out a few questions and for honoring me with some the interview!

Can you tell us a little bit of your history in the gaming world? What was your first game that you played, and what are you currently playing?

Absolutely. I’ve freelanced for Paizo, Green Ronin, and written fiction for Growling Door Games, but the bulk of my freelance career has been spent with White Wolf and Onyx Path. I worked on Exalted Second Edition, especially the latter half of the game line: I really cut my teeth on Abyssals, Infernals, and Alchemicals. After the second edition ended, I switched over to writing for Mummy: the Curse, Demon: the Descent, Mage: the Awakening Second Edition, and Vampire: the Masquerade.

The first game I ever played was a homebrew game by my long-time friend, after watching games of d6 West End Star Wars and Battletech all summer long at camp. The first actual game I played was Demon: the Fallen. I’d been a fan of White Wolf games ever since picking up Wraith in a second-hand store. That Demon game lasted maybe all of three sessions before the players caused a hurricane to destroy Miami, so we shifted to Exalted and played that for years.

Currently, I’m running a lot of Scion playtests…but I really want to run the Night’s Black AgentsDracula Dossier after my own games come out!

Scion is a game that touches on the mythological cycle, for those that are fans of Campbell we could say it emulates the Hero’s Journey. How does Scion allow for stories that are told using that journey? Would you say that Scion is a universe like our own, but with a closer relationship to illio tempore ( Eliade’s sacred time)? [This second question here is my religion and culture geek side showing]

We acknowledge Campbell as having a hero’s journey, but we avoid The Hero’s Journey totally for a number of reasons. Campbell tended to be a little reductionist, and definitely scanted stories involving women. So our Storyguide sections walk you through the earliest parts of origin myths, in Western, Japanese, and certain African styles (as examples). We tried very hard to detail different variants of a hero’s journey through various cultures and provide heavily detailed insight and guidance for SGs, so players can take their Scions through a story that seems and feels like a true myth (but with more explosions). This also ties into the character’s goals, destinies, and advancement in-game. The basic move is from innocence to experience (Origin to Hero), whether it begins with an error or with the loss of tranquility. Along the way, there are helpers, challenges, conflicts, and returns.

As to your Eliade question, to abuse a quote from my writer Geoffrey McVey, I’d say yes, in that Scion is a universe into which hierophanies irrupt in material form on occasion. (Alternately, “Yes.”) The World is a place where the sacred is immanent and almost tangible.

pantheons

Can you talk about how the Pantheons have changed a bit from 1st edition to 2nd edition?

Pantheons were one of the big things we wanted to fiddle a bit with. They’re no longer purely divine bloodlines, but socio-magical constructs within Fate that are bound to cultures across the World (our setting). Gods may belong to one (or more!) pantheons.

If there are cultural magics wielded by the Gods, and/or if the mythologies have distinct powers their gods frequently use, those go into a Pantheon Signature Purview, or PSP. In First Edition, this was a custom Purview, but in Second Edition they’re far more broad, encompassing a lot of the “magics” wielded by the Gods and by others in that pantheon’s mythos. Ideally, this is under a unifying theme that relates to the pantheons. This is why the Greeks are superior shapeshifters, for example, or why the Irish Gods revolve around having a geas.

Lots of pantheons have specifically-named groupings of three with mythical significance, or sub-pantheons and groupings contained within them. The Theoi up there contain two Triads, the (Greek names ahead) Olympioi, the Halioi, the Khthonioi, and associated sub-groupings. That’s not even mentioning the Dodekatheon, the twelve most powerful and important gods of Olympus. So all of these pantheons have groups that relate to Paths, which players and Storyguides can further flesh out.

We definitely tried to broaden out the pantheons from First Edition. Several pantheons were renamed to reflect their broadened scope. The core list of pantheons includes: Aesir (Norse), Devas (Vedic), Kami (Japanese), Manitou (Algonquian), Netjer (Egyptian, formerly Pesedjet), Orisha (Yoruban), Shen (Chinese, formerly the Celestial Bureaucracy), Teotl (Aztec formerly Atzlanti), Theoi (Greco-Roman, formerly Dodekatheon), and the Tuatha de Dannen (Irish).

I wanted to cover every single pantheon that’d been done in First Edition, and we’ve done so and then some. The Nemetondevos and the Manitou (although that was a pan-Indian pantheon rather than a specifically Anishinaabeg pantheon) were both demi-canonical pantheons done by White Wolf’s French translation company, but they’ll both be in the Companion book that’s been funded already by the Kickstarter. And, of course, a revamped Yazata and an Atlantean Pantheon that’s used as an example of how to make your own fictional pantheons for use in home games.

The Kickstarter is funding 2 books, Origin and Hero. Tell us what the different books provide players, why do I need both of them?

Origin details the Storypath System, the narrative-yet-traditional rules that power the game, along with the “base setting”: the World, where the old religions of pantheism never vanished, where people are rumored to be Scions of divinity, where creatures of Legend are hidden from the mortal eye in plain sight. It’s akin to the wuxia concept of the Rivers and Lakes, where the two worlds of kung-fu and the peasants, nobles, and politics coexist in the same space yet remain very separate. We give you some pretty explicit guidance and some rules modifications for dialing your experience of the World up and down.

Hero details the full rules for Scion characters, but now they’re fully-fledged heroes. Here, we fully introduce the pantheons, and all of the powers, divine weapons , and blessings that Scions can wield. We detail the golden, poisonous vitriol that flows through the veins of Scions once they’ve been Visited and their journey to apotheosis begins. Lastly, Hero’s ST section (Director/Mythguide section, what-have-you) is greatly expanded, detailing different variants of a hero’s journey.

We wanted to do expanded pantheons and greatly expanded rules, but we also wanted to cover lots of elements from First Edition (such as Terra Incognita) properly. Altogether, the combined book would be massive, so we decided to split for a number of reasons. This has a lot of benefits – if your players just want to pick up the system and read about the setting, they can buy Origin instead of buying both books (or they can buy Hero instead of Origin if they want lots of Scion character options!). Additionally, I really want to expand the World of Scion in future supplements, and not necessarily focusing on the Scions themselves. Creatures of Legend like satyrs and Valkyries and kitsune are playable right out of Origin.

trinity

I’m excited for Scion, but I’m also excited for the Trinity Universe (Aberrant is still one of my favorite games). Anything you can tell us about that game?

Absolutely. Ian Watson and John Snead have done a fantastic job of making Aeon and Trinity really exciting and vibrant, and making that continuum exciting to play in no matter what the time period. Ian’s unified the disparate elements of all three prior games and created a modern-day setting (it reminds me a lot of Fringe or Person of Interest) to play in that’s equal parts optimistic and dramatic, making you feel like a big hero in an even bigger world. The most ingenious setting element they’ve solved is the constricting idea of predestination – that the Aberrant War is inevitable, for example – and the way they’ve tied that setting solution into mechanics like super-science and dramatic editing is just fabulous.

Like we had to on Scion, Ian had to make some hard decisions on Trinity, like pulling Daredevils out of Adventure! and putting them in as Talents, a hero type in Continuum core book. From everything I’ve seen of what they’re doing, though, it’s going to be a fabulous game.

We did a review of the Storypath System Preview, but obviously that is not the full system. Tell us a bit about the development of the new system. What elements have you particularly excited?

That’d be an essay and an interview in and of itself! It took nearly three years and several iterations. But I’m definitely excited about how the core system allows players to partially choose the outcome of both positive and negative rolls, how failure in dice rolls translates into bonuses later. And I definitely love the Paths – a system topic we use to replace the old set of Merits and Backgrounds and holistically describe your character in a way that ties them into the setting while still allowing you to bring in personal character details reactively and sometimes retroactively.

One of the core concepts of this blog is supporting inclusivity and diversity in gaming. Can you tell me how you see Scion and Onyx Path supporting those two elements? xochipilli

We try to approach this in both our writing team – by hiring writers of color, writers of various faiths and creeds, writers with differing gender and sexual identities – and in our games, as well.  The other way is through the game itself: the art, for one, but absolutely and especially the content. For example: the Te?tl pantheon in Scion 2e, the Aztecs, are going to include Xochipilli, the Flower Prince: God of beauty, dance, flowers, and patron of gay people and male prostitutes.

For the record, there are Gods (in the game and outside it) without gender, gods with multiple genders, gods who change genders according to how they feel. There are figures in myth who beg to be another gender (and who are occasionally granted that wish). Gods who are men who lust for and sleep with men. Goddesses who lust for and sleep with women. Gods who do both. Gods who are asexual. Gods who impregnate via inclement weather. If there are queer people, there are queer gods.

These myths are thousands of years old. They reflect the societies and the peoples from whence they came. That’s what myths are – they express the story of a people. My team and I are proud to feature every one of them in game.

Is there anything else cool that you’d like to leak/share with Keep On The Heathlands?

What we’ve done with Fate is especially cool. In First Edition, Fate was tied to humanity. Humans were bound to Fate and couldn’t contest the ebb and flow of the connections through their lives, save for some divinely-aided heroism, but humanity itself provided the necessary web for connections to form in the cultural consciousness. In Second Edition, Fate isn’t something that “applies” to a Scion or a god, at least not truly. A Scion’s actions ripple throughout the world, causing people to become bound to her destiny. Those ripples of her actions are Fate at work. These ripples are referred to as Fatebindings, and they’re why Gods refrain from overt action, because doing so shakes up the ordered destiny of the cosmos in a way that begets problems bigger than the one the God was trying to solve in the first place. It’s no longer “mind control” on a mortal.

So, when we looked at Purviews to use with this new conception of Fate, we cannibalized a lot of the old Magic Purview into a new General Purview called Fortune, used by Gods of luck and prophecy. I’ll share the innate power and a Boon right here!

Fortune

The Purview of Fortune exerts its power through blessings and curses, manipulating that which mortals call chance and the Gods know as destiny. It exerts the subtle power of coincidence and synchronicity, contriving events and changing the World. It is not prophecy, but it can tug at the threads of fate to arrange improbable scenarios and enable deeds that defy belief.

Innate Power: You can sense the presence of Fatebindings when you interact with someone. If you later meet the other “half” of a binding that you have already sensed, you can tell the two characters are bound together. You can also sense when an Oracle or Sorcerer (p. XX) manipulates Fate with their Knacks or other powers, identifying them as the one responsible even if the effect cannot normally be perceived.

Fateful Connection

Cost: Spend 1 Legend

Duration: Instant

Subject: One character Fatebound to you

Range: Infinite

Action: Simple

You invoke the Fatebinding of a character tied to you to cause them to appear in the narrative and provide a benefit based on their Fatebinding role without it counting against the usual once per Episode limit (p. XX). Synchronicity arranges for that character to be near enough to arrive rapidly with a completely plausible explanation—maybe they’re visiting their family, or stalking you, or their plane crashed.  If the Storyguide agrees, this can even bring characters into Terra Incognitae and other realms of existence (maybe they tripped through a portal).

Join us in thanking Neall for this great interview by checking out Scion’s Kickstarter