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.

Know When To Say When – Is It Burnout or Bleed?

 

The misery of a year that is 2016 is drawing to a close, and as we all search the horizons of infinity for a glimmer of hope that 2017 will not takes its cues from its predecessor, it is a good time to take stock of our individual states of mind regarding our shared hobby.

2016-into-2017

 

This is an exercise in self-assessment and metacognition, a study in ourselves and our reactions. I recommend undertaking this effort in a comfortable and sober state of mind, possibly discussing it with your closest gaming associates or the people who can offer you an outside perspective.

For the purposes of this article, we will be using bleed in the pejorative sense; that is, the state of getting too wrapped up in/involved with in-character (IC) issues or problems, to the point where it is negatively affecting out-of-character (OOC) quality of life. Nordic-style or play-to-bleed is another cooking vessel of aquatic life forms entirely.

bleed

It’s a Thursday night. Your local once a month LARP is Saturday. What are you feeling?

A) Woohoo, game this weekend! I’m SO ready!
B) Game is this weekend. Did I get my downtimes sent in? Better check with the ST. Where are my costumes/makeup/props?/All my stuff is packed and ready.
C)Hell, game is this weekend. What is going on, again? Did I even do my downtimes this month?
D) Dammit, game is this weekend. Do I have any good reason to go? I want to go see my friends, but I don’t know if I want to actually go.
E)Game is this weekend? I’m gonna nope right the hell out of that noise.

prisma-grigori
I’m ready!

If you answered A, please pass GO and collect your $200….unless you are ready to maliciously wreck the game for someone else. We’ll get to that in a moment.

If you answered B, you’re in the same boat as 90% of all the LARPers I have ever met. 5% of the remainder are super-organized and the other 5% will be panicking as they are 30 minutes late leaving for the game site.

If you answered C, you might be getting a little worn down. This might be because life is kicking your ass (and we all feel like we are wearing that Kick Me sign from time to time) or it might be because it is time to do a little self-diagnostic on your enjoyment/investment in the game.

If you answered D, you are definitely getting a little singed around the edges. Is something lacking in the game, the setting, the environment, or your gaming group, or are you/your character just in a neutral phase?

If you answered E, you may actually be burnt out or experiencing an undue amount of bleed.

A – Game is this weekend, yay!

Are you happy to be going, to be portraying your character and spending time doing something you love? If so, fantastic.

Are you happy to be going because you know you are going to be ruining someone else’s plots/plans…and you’re looking forward to enjoying their suffering?

The second answer is not categorically a negative one, believe it or not, as long as it is your character who is going to be enjoying wrecking another character. Part of the inclusivity of the hobby is being able to differentiate between player and character – but you knew that already, or you wouldn’t be here.

This is where you check your investment – does your entire life revolve around the game? Are you okay with that state of affairs if that is the case? Do you need to take a step back and reassess your investment and involvement? Are you living for the game, or is it a fun activity you enjoy with great enthusiasm? Have fun, but keep things in perspective.

B – Game is this weekend. Did I get my downtimes sent in? Better check with the ST. Where are my costumes/makeup/props?/All my stuff is packed and ready.

jp
I’m ready!

As I said earlier, this is the area where 90% of the gamers of my acquaintance fall. The spectrum is basically spread out between “oh gods where is my everything” and “everything is here, in its proper place, repaired/polished/updated, and I’ve communicated with my DM/ST in triplicate.” If you are one of the people towards the neater/more organized end of the spectrum, please write a blog post and share your witchcraft with the rest of us.

You’re looking forward to the game, but you are keeping your other priorities in mind and in balance. This is a good place to be. Do you want to be more involved with the game? Do you see an opportunity for improvement, and want to help? This might be the time to reach out to your ST or DM and ask if they need any help, or let them know you are willing to volunteer.

C – Hell, game is this weekend. What is going on, again? Did I even do my downtimes this month?

This is the beginning of the singed edge. You may be going through a phase where life is interfering with your ability to game as much as you would like – and it happens to all of us. Maybe your work or class schedule changed, maybe you got involved in a new hobby that requires more time, or family/friends issues demanded priority over your gaming hobby. All of these are perfectly normal, perfectly respectable reasons to have slightly detached from the game, and a healthy, supportive gaming crew will work with you to make sure you can come back when circumstances change.

On the other hand, you might be in a low phase with your gaming experience, such as recovering from a loss of a character, or the completion of a huge storyline. This is either a recovery phase or a spot to take stock of your away-from-game commitments and responsibilities, to see if you need to reprioritize your involvement.

Have you reached a point where you are obsessing or brooding over your character’s frustrations and taking them on as your own? This is a potentially toxic level of bleed, but it can be handled if you recognize it early enough to take a step back and reevaluate your level of involvement with the character. It’s way, way too easy to fall into the trap of 24/7 role-play, especially in these days when it’s more work to get truly away from instant communication than most folks realize – and no one wants to snub their friends because they need a break from being in character all the time. Some people end up blurring the lines between player and character, and that can be incredibly awkward, frustrating, embarrassing, and frankly psychologically damaging – the bad kind of bleed.

Alternatively, this may be the spot you are in if you are in the process of returning to an ongoing game or campaign after taking a break, voluntary or otherwise. If that is the case, I recommend speaking to your DM or ST one-on-one and getting a general feel for the game state, to see how you can best reintegrate with the group. You can also look at this spot as a chance to debut a new character and start fresh.

D – Dammit, game is this weekend. Do I have any good reason to go? I want to go see my friends, but I don’t know if I want to actually go play.

work
I lied, I’m not ready.

If this is your feeling one random Thursday, you might just be having a bad week/month and don’t have the social energy to get into character and deal with plots and connivery and such. That’s cool – as a truly devoted introvert, I feel you. Stay home, cuddle your pets/sweetheart/favorite fuzzy blanket, watch TV or murder pixels or read a book. Do whatever makes you feel better.

If this happens two months in a row, it’s time to reassess your involvement in the game. Have you been doing too much role-playing? Especially in an Org game, or any other avenue that can lead to 24/7 play, it can begin to feel like an endless pressure to be in character all the time, and that’s exceptionally draining. Have you had an in-character crisis that has ended badly and you need to take some time to deal with the emotional fallout? That’s okay too. Are you frustrated because your character can’t seem to accomplish anything and you are beginning to feel like you are just going through the motions? This is a time for a calm and rational discussion with your DM or ST, which brings me to my next point.

This is going to be an unpopular statement, but hear me out – this can also be a sign that you are not a good fit for the game. There are times where personalities just do not mesh, or personal issues (and we’ve all got them, anyone who says otherwise is lying) prevent us from fully joining in with the game or group of people. Maybe, especially in a horror setting like Vampire or anything Lovecraftian, there are events in your own life that make the setting uncomfortable for you, despite your ardent desire to play. Maybe you are part of a group where the expectation of involvement/commitment/investment is WAY higher than you can afford, financially or temporally or emotionally.

social-contract
Make Friends, not Vassals

If you have made friends in your gaming hobby (and I sincerely hope you have!) see about hanging out with them away from a gaming setting, to just BS and be friends without character sheets or dice involved. Grab a beer or a coffee or see a movie or try a new restaurant. Be friends, not only friends-who-game-together. Maybe they have some insights that can rekindle your enjoyment in the game. Maybe you’ll discover that they also have a passion for watercolor paintings of bonsai or collecting esoteric cheeses – whatever your non-gaming passions are.

E – Game is this weekend? I’m gonna nope right the hell out of that noise.

You’re as burned as Anakin Skywalker after the duel on Mustafar.

This is where communication – and for the sake of clarity, I am going to reiterate that all of this is meant to be taken and performed out of character – is truly crucial. If literally everyone in your game is having a fantastic time, constantly and consistently, and you always feel like your own experience is lacking, TALK TO YOUR FELLOW PLAYERS AND YOUR DM/ST. Ask them, away from game and in a neutral setting, if there is something that needs to change about your playstyle, or if there is a fundamental misunderstanding about a key part of the game that you have missed, or if you joined the game with X expectations and are seeing Y results.

Part of being a responsible, emotionally mature, and informed player is realizing that sometimes the problems are not external, but internal. Sometimes, players just do not fit, and it’s unfair to the rest of the group to consistently be asking them to bend to your will and preferences. Want to do a fade-to-black (FTB) when a scene is getting too intense? I am 100% right there with you and will speak up for you if I see you getting uncomfortable. Invoke FTB every single time heightened emotions get involved? I will be less sympathetic.

What it comes down to is this – if you have left multiple game sessions with headaches and grumbles, truly having not enjoyed yourself, and you have reached out to try to make things better and not seen any improvement, maybe you need to reconsider if you are a good fit for the game. It is a sign of maturity and good self-awareness to realize when, despite best intentions, something is just not going to work. Like the old commercial said, “Know When To Say When.”

I will leave you all with this final thought –

We’re all part of this hobby, one giant dysfunctional family, and there’s always going to be situations that make us uncomfortable, people we don’t like, and constraints that we have to work around – be they psychological, financial, temporal, or otherwise – but we’re all here to play a game, and those challenges can actually strengthen us as people.

The biggest difference between our giant dysfunctional family and the other type is that you can always choose to walk away from this family if you realize it’s no longer the right one for you. We will miss you, but there’s always a seat at the table if you decide to come back.

2016 has been a bitch of a year. Let’s make 2017 our bitch.

In loving memory of Carrie Fisher, everyone’s favorite Princess,

Mandatory Credit: Photo by Marion Curtis/StarPix/REX/Shutterstock (6196713x) Carrie Fisher with Dog Gary 54th New York Film Festival Screening of HBO's Documentary 'Bright Lights', USA - 10 Oct 2016
Mandatory Credit: Photo by Marion Curtis/StarPix/REX/Shutterstock (6196713x)
Carrie Fisher with Dog Gary
54th New York Film Festival Screening of HBO’s Documentary ‘Bright Lights’, USA – 10 Oct 2016

May the Force be with you!

Georgia is a fervent convert to being a gamer, having come to the gaming world later than most. She is a diehard World of Warcraft player, an enthusiastic Vampire: the Masquerade LARPer, and a neophyte player of Exalted, 3rd Edition. The game that solidified her love of tabletop games was a legendary Star Wars: Saga Edition game that consumed most of her life for three years and provided an introduction to her husband. When she is not throwing dice or murdering pixels, she is often found working on her urban fantasy novel, cooking anything that does not resist being thrown into the pot, and attempting to make a living as a freelance editor. She lives in Tacoma, Washington, with her husband and feline overlords. She can be contacted through Facebook via her page, In Exquisite Detail.

*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.

Power and Identity: Mage: The Ascension

What does belonging look like when you have the power to change yourself and the world around you? What happens if you think you have the power to change the world, but instead are bound by the rules of those around you? As a mage, how do you define your identity in relation to your power?

Power and identity

Mage is an amazing game for the way it weaves mysticism and philosophy into a coherent universe. However, at the heart of that universe the very concept of what reality is, is in question. What are Mages? We know that they are human beings by their birth, but what is the Avatar? Is this a symbol of immanent godhood or an individual separation from the forces of the universe? Is the Avatar really a separate force or is it something all human beings possess but few harness the ability to connect with? What if Mages are the broken ones? Perhaps sleepers are connected to one universal avatar and it is through this force that they sustain and contain the consensus?

Delving into Mage is a journey into answering some of these questions. Your players may not directly choose to address them, but these questions (and others) are woven into the fabric of the game. Mage is a game about power, what one does with power and how one interacts with oneself and others when they have gained such power. As such, Mage is a game about power and identity.

What is power?

Power is the possession of control, authority, or influence over others. Mage is about power because it is about control. When you have the ability to control the forces of the universe to your advantage you clearly have power. However, this power is hardly omnipotent. Mages are constrained. First they are constrained by their Paradigm, the way they understand magic and the way they understand how they can work magic within the constraints of the world. To me, these are slightly separate things. The magus that believes the world is a sequence of controllable effects may believe she has to work differently with those effects than another.

For example, the Hermetic Mage believes that there are fundamental principles to the universe. Unlocking those principles requires using the correct rituals, the carefully crafted sigils, pacts with otherworldly beings, and perfect and repeatable procedures that have worked for centuries. That Mage has to be tutored. An apprentice has to learn from his superiors, it is a part of the way they see the world. To gain proficiency requires experience, repeated attempts to enact effects, and tutelage in proper procedures. Their paradigm requires they use these systems, because that is how they believe the world works.

A technocrat may have a similar view of the underlying principles of the world. It is knowable, repeatable, and quantifiable. If I mix these chemicals together, in the right way, then this specific effect will undoubtedly occur. However, the way mages are taught to interact with the world is different. Instead of using sigils and markings upon goatskin, they follow procedures based on bio-chemical theory. They use heat, and chemicals, and fine needles and lasers with the intent of bringing new creations into existence.

Power and Identity

 

What does this have to do with identity?

These two mages would refuse to see a common identity with one another. The technocrat is working with methods proven by both enlightened and non-enlightened science. However, in the world of Mage we know that the only reason non-enlightened science has been taken as fact is because the majority of people in the world have accepted it as such. In this way, the Technocracy has the upper hand regarding both identity and power. The majority of the population accepts their paradigm (at least on some level) and this ensures they are more apt to be considered a member of a given society.

The Mage that uses virgin made beeswax candles to summon demons is an outsider to the world around them. These activities may be TRUE to the Mage in question, but they are untrue to others. This separates the Tradition/Disparate Mage. This separation will drive a wedge between the Mage and the other people from their culture. A Chorister may be an exemplar of the Faith, but they do so by joining a Divine Song that is untouchable by the lay-person. This can breed hubris and jealousy. The challenge for the Mage is to balance their drive and ability to use their power and to avoid separating themselves deeply from the world around them. Yet, we see in most games that Mages are a step apart from their surroundings. They separate themselves into Cabals, and hide in Chantries, Churches, Laboratories, and other places detached from their fellow man.

How then do we create Mage characters that want to be a part of humanity? How do we construct worlds that encourage the Mage not to think of themselves as better or separate, but simply a different type of person than those around them? We have to give them attachments, connections, interlocking relationships that bind them to their friends, families, and communities.  Of course, as we know, this will bind the Mage. This will prevent them from rising to highest orders of power. By connecting themselves they limit themselves.

Identity

Do Mages Belong?

This is part of the drive to create the Traditions and the Technocratic Union and even the Disparate Alliance. These Mages want to belong with others that can support and empower the activities that they know they are capable of. However, as a group then they become distanced from the rest of humanity. They fail to see how they are just as intimately tied to the Earth and the cycle of life. By creating these communities Mages can reach for the stars. But, as they do they can also be scorched by the sun. This gives a young Mage the chance to challenge their elders. To drift skyward is to achieve greatness, but to build up the whole is to give everyone a chance to reach the sky.

Mages each have an element of their identity that separates them from those around them. This is a common issue for those with divergent interests, needs, or elements of their internal identity. In Mage, this identity separation has the consequence of power though. So it behooves the player and the storyteller to balance the hubris of power with the connections a person has to endure to be a member of society. At the same time, it is important to show that Mages feel different, not special, but divergent, radical, perhaps perverse.

Mages are liminal beings, living on the outskirts of society. They are the local wise witch that people would seek, but never welcome into the village. Even as these Mages live among humanity they are divergent, they are different, they are separate. How then does a Mage make themselves feel included? How do others remove them from the in-group and push them away from those more ‘normal’? These are design elements that are important to consider for the storyteller looking to tell deeper stories in the Mage universe.

 

This article was written by Josh (he/him/his) and should not be construed to be anything but his random musings.

How Console Mods Help New People Enjoy Gaming

 

 Note: This article contains a picture of a doodle drawn spider from an old internet meme.

 

2016 was a big year in gaming for Bethesda fans. At E3 2015, they announced mod support for PS4 and Xbox One users for Fallout 4. Additionally when Skyrim Special Edition was annouced it also would come with mod support.  Finally, console gamers could have a taste of the modding fun! Mods are responsible for things like this My Little Pony dragon replacement mod for Skyrim, or this one that turns the trolls in game to internet trolls. Finally, us console gamers can be one step closer to the glorious “PC master race” that has eluded us! But console mod support has another unintended benefit: those with phobias and disabilities can now join in on the fun.

 

Anti Phobia Mods  

Source: Bethesda and yrock1234
Doodle spider added for effect. He’s sad!

There are many, many, phobias and many degrees to which those phobias affect those who suffer from them. Some people just need to kill the spiders they see, while others may be so paralyzed that they can’t do anything. It’s never fun to have a phobia accidentally triggered, even more so when you spent up to 60 dollars on it and can’t get a refund. Your copy of Fallout 4 or Skyrim may sit on the shelf or in your hard drive gathering dust because you didn’t realize one of your phobias was in the game.

 

Luckily, with the added mod support, many users like Joescreamatorium and yrock1234 have created texture replacement mods to replace things like bugs, zombie-like ghouls, crabs, and spiders with non-triggering textures for other creatures in the game. User yrock1234 even went so far as to replace the items dropped by the insects with same-effect items that fit with their new textures. The bears they replaced the spiders with (shown below) now drop beehives instead of spider web sacs that have the same in-game effects. Clever!

 

Cirosan’s Full Dialouge Interface Mod

Source: Bethesda and Cirosan
The Zhongwen language mod hard at work, making The Vault-tec Salesman no less annoying.

User Cirosan made Fallout 4 specifically more inclusive by adding a mod to ‘fix’ the dialogue system. In the unmodded version of Fallout 4, you don’t actually get to see what your character is going to say. Instead you see a rather general prompt, like THREATEN or ASK FOR CAPS. Sometimes you can be more or less of a jerk than you intend. With this mod the text your character speaks is clearly shown on screen for all four dialogue options, eliminating the guesswork. No wondering what sarcastic or emotional thing your character would say. Their mod is available in TEN languages at the time of writing, and they seem to be working on more.

 

This mod is amazingly inclusive, because it helps people who have trouble picking up on social cues, such as those on the Autism spectrum. I am not on the spectrum but I sometimes have trouble sometimes picking up on the cues. You see exactly what your character is going to say displayed on the screen, with an [emotion] tag associated. For those who have trouble processing spoken language, this mod is awesome. 

 

Source: Bethesda and https://www.youtube.com/watch?v=JTgu3Svbo3g
The modder did not upload any images, so this is a screenshot taken from The Gameplay TV.

LGBTQ* Family Mod

On the LGBTQ* side of things, Skyrim doesn’t really need any modding.

For romances in Skyrim, as in Fallout 4, any eligible NPCs that can participate in the relationship/marriage system will marry your character regardless of gender. Neither game makes any big deal of your character choosing to be with male or female NPCs. You are also not ‘locked in’ to whichever type you choose and can change throughout the game. However in Fallout 4’s opening few minutes, your character is defined by experiences with their opposite-sexed partner and their child in a heteronormative fashion.

 

User Overseer777 has modded a way around this by changing all references made in-game to the spouse and changing the beginning to have your spouse’s in-game model match the sex of yours. Heteronormativity is a problem in gaming, with most games only option for opposite sex relationships. It is amazing that Fallout 4 and Skyrim are not heteronormative, and this mod helps seal the deal.

 

 

Source: Bethesda
OOOH YEAH!

Game mods can be sources of absolute hilarity, cool new content, all the cheats you could want, and more. Mods are also a great resource for making games much more friendly and inclusive for everyone. In the future, I hope that other developers begin to support modding on consoles. Modding is making gaming more accessible for everyone, and that’s a good thing. Besides, who doesn’t want to be able to turn their in game enemies into Macho Man Randy Savage? I know I do!

 


Anna uses she/her pronouns and is an avid LARPer and console gamer. On weekends when she isn’t a vampire she treks to the woods to beat up her friends with plumbing supplies.  Anna is a feminist, part of the LGBTQ* community, and is the proud owner of two loving cats. Anna is on Twitter at https://twitter.com/squeenoodles

Beast the Primordial: Subverting the Monomyth

Beast the Primordial Logo

One of the most persistent tropes in modern speculative fiction is the Hero’s Journey, or the Monomyth.  The monomyth varies from telling to telling, and it can be found in a wide swath of modern media.  The basic manifestation of the Hero’s Journey takes a protagonist from “normal life” into a fantastic setting where they are faced with conflict, personal struggle, and ultimately, they achieve triumph/glory over a villainous foe.  In most tellings, a glorious return home completes the journey.

RPGs, from D&D to Exalted, use the Monomyth as their central narrative.  White Wolf didn’t start with a substantial investment in the monomyth, and arguably the World of Darkness, and even moreso the Chronicles of Darkness, often explicitly subvert or at least de-emphasize the monomyth.  It’s not hard to find player troupes that missed that memo and run heroic arcs with their Sabbat packs, Wraith circles, or throw themselves at the hero’s tale intrinsic to Changeling while ignoring the tragedy that’s clearly designed to subvert that narrative in the core text.

A Group of Japanese Yokai Feeding on a VictimFor all of the subversive ways the World and Chronicles of Darkness play with the Hero’s Journey, I’d never seen a game completely reject the validity of that story model until Beast the Primordial.

Beast devotes almost two and a half pages to the topic of how and why the game subverts/deconstructs the Monomyth. In Beast you play a monster of myth manifested within the soul of a human being.  Beasts are driven to feast on human terror in uniquely personal ways. The primary antagonists of the game are “Heroes” who are driven by the same supernatural cosmology that creates Beasts to seek and destroy them.

It’s easy at first glance to think that this game is just a dark twist on the narratives common to our modern media, but the game does something much more compelling as you work through it.  There is no monolithic enemy in Beast.  Hero’s arise as stand alone phenomenon, every bit the cosmological constant Beasts are, and the culture of the Children (Beasts’ name for themselves), is incredibly loose and comes with no great political force to oppose. There is no Sabbat, no Technocratic Union, no Hierarchy, or corrupt guilds to stand against. The game emphasizes family, and the connection Beasts have with other supernatural creatures in the Chronicles of Darkness.

The fundamental conflict of Beast centers on the complicated task of finding your place in a world when that world finds everything you represent abhorrent.  Heroes in Beast are clearly forged in the mold of the broken and corrupt heroes of Ancient Greece as opposed to the bright eyed perfection of classic Superman comics. They are deranged, driven, and while they may save a few humans from Beasts who have been pushed out of control by their hunger, it is a rare person who would say that is worth the collateral damage they cause.

Why is this  framing so powerful? It seems due to the fact that the game forces the player to truly grapple with the experience of being the “other”.  While that theme runs through many of White Wolf’s horror titles, Beast takes the metaphor further by casting the Beast’s greatest enemy as humanity itself.  Heroes are twisted, deranged, and supernaturally powerful, but they are fundamentally human.  It is the Beast who is not.

If you want to pick up Beast and give it a try one of the most important narrative considerations should be how comfortable you are with demonizing humanity.  There is a sidebar in the Heroes chapter that asks, “What about the Heroes that listen to reason?”.  The answer is that these heroes do exist, but they generally don’t hunt Beasts.  The book continually states that the Heroes that should appear in a Beast game are the narcissistic, driven, cruel ones.  I have seen a few people talk about having problems with this dynamic because it creates an unrelatable villain, and the book specifically states than Heroes should not be relatable enemies.  

Heroes, at their core, are quintessentially human. So shouldn’t they be relatable?  Modern storytelling has moved farther and farther in the direction of understandable antagonists, and messy flawed protagonists.  Beast seems like an obvious attempt to dive directly into that dynamic, but when you step back and look at the game as a model that inverts a classic storytelling trope the problems with this lens become apparent.

Beasts are not good guys.  You are not playing some gritty but relatable anti-hero.  Despite the few words in the opening about how Beasts were outcasts, and “different” before their Devouring, this game is not some glorified revenge fantasy.  The narrative that runs through the book emphasizes the constant struggle to keep existing while humanity continues to reject you, because you are fundamentally wrong.  If you view this game through a lens where humanity is intrinsically good then a lot of the intended themes quickly fall apart, and I’ve seen this specific logical crisis in a great deal of the negative responses to the game.  

A Beast's Horror Standing Behind ThemBefore playing this game you should really know your players, and you should spend some time making certain they are prepared to play true monsters in the night with none of the glorified romanticism that comes with games like Vampire or Changeling.  You’re not flipping the tables so you can play a Beast anti-hero. There is no good guy in this story.

Not every player will be able to get into this particular narrative headspace, and if even one or two players approaches this game with the wrong intent it could derail your whole chronicle.  That said, approaching the game with this tilted perspective opens up new story possibilities.  As a litmus test, if you dislike the writing of Thomas Ligotti due to the lack of a moral compass, even the inverted one present in more mainstream horror stories, this may not be the game for you. That particular form of nihilism is required to dive into the darker corners of Beast.

If the narrative darkness above sounds appealing there is still the question of game mechanics.  I have seen consistent complaints that Beast is overpowered compared to the other games in the Chronicles of Darkness.  After reading Beast I understand where that perception comes from.  While the “powers” that Beasts purchase aren’t necessarily overwhelming (though they are powerful and a lot of fun) Beasts come with a barrage of innate abilities you don’t have to pay for.  They have a special realm carved out of the Primordial Dream, they have the ability to transport there from a variety of places in the real world, they can buff other supernaturals they are allied with, and they automatically sense other supernaturals. There’s a system to create custom powers, which even though they must be purchased, is something you don’t often see, and these custom powers can become more unique when based off supernaturals a Beast is associated with.

Reading Beast, I felt like I was constantly stumbling over new powers, and it was a little overwhelming. However, I believe all of this power is important to further the fundamental themes of Beast.  Unlike Mages, Werewolves, or Vampires, who might have driving goals, or grand schemes which their powers help them fulfill, Beasts are just trying to survive. More importantly, their power is a trap.  

 

Hero Fighting a Dragon

Satiety, which is the Beast’s supernatural resource, is complicated and dangerous.  If you gorge yourself on the fear of your victims your inner Horror becomes fat and contented and you suffer penalties to your rolls.  If you are starving, then your powers are buffed by your deep hunger, but your Horror (your Beastly soul) can easily run out of control and you are left with no resource to buff your powers. You may think this is a simple matter of maintaining balance between these two states, but as a primordial being you reject such equilibrium and grow uniquely vulnerable if you maintain the stasis between these two extremes for long.

If we look back at this system, and think about the themes of the game, it becomes immediately apparent that a Beast’s power reinforces the anxiety of their existence.  Beasts have profound power, but every method of engaging with that power is toxic in a different way, and the more they leverage their supernatural strength, the more attention they draw from Heroes who want nothing more than to stand over their broken bodies.  Even Wraith, which plays with a similar dynamic by having very shallow experience costs, but pairing PCs with a dark shadow that will abuse their drive for power, still comes with a set of enemies players can secure satisfying victories against.

When a Beast defeats a Hero all they gain is a brief rest before the next Hero finds them.  As long as the Beast isn’t allowed to break out of that cycle, and Heroes are powerful enough to be a threat, no Beast can truly be overpowered, because their strength is a mockery more than an actual benefit.

Beast the Primordial is probably one of the most complex games in the of Darkness lines, both in terms of systems and due to its rejection of familiar narrative territory.  The lack of a unified enemy, and the fundamental rejection of the Hero’s Journey are daring moves that align Beast with experimental narrative ventures like Dread or Bluebeard’s Bride as opposed to other games using the storyteller system. Game mechanics are fairly complex (satiety is no blood pool), and to be honest, I have a hard time imagining keeping track of all the different things I would be capable of as a player without a substantial cheat sheet.  

Madness on the Outskirts
By Lydia Burris http://www.lydiaburris.com/

Several sections of Beast drive the inverted Monomyth narrative in less than nuanced ways.  This is most acute in areas that were re-written based on player critique during the kickstarter.  Several players felt the game was too dark, that Beasts had no reason to exist, and that the relationship Heroes had with the Integrity stat was messy in toxic ways.  To the dev’s credit they listened to the fans and made changes, but they did so very quickly and some of the text dealing with the themes introduced during the rewrite feel somewhat rushed.  This is especially obvious in the reminders that only Heroes with low integrity hunt Beasts, though the fact that the devs made certain to leave high integrity Heroes in the world is significant, and I hope we get to hear more about them in the upcoming Beast Conquering Heroes.

Ultimately, Beast takes some profound risks, and in doing so creates a dynamic new corner of horror role-playing than many of us never knew existed.  There are areas of the game that need some judicious application of the Golden Rule, such as the persistence of the “Beasts Teach Lessons” idea among the Children, without any coherent Beast society to perpetuate this culture.  That said, some of my favorite White Wolf games have tapped into incredibly messy, yet fascinating narratives because they were willing to take risks, and they also required fairly liberal use of the Golden Rule to manage their rough edges, so Beast is in good company.  Finding a large enough group of players ready to discard any heroic impulses and embrace the endlessly powerful anxiety of Beastly existence is a tall order (and may well resign Beast to my eternal bucket list alongside Promethean), but I do feel it’s a unique game that breaks new ground not just for the horror genre, but gaming more broadly and it’s well worth exploring.

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.

*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.

Into the Vault: Torg: Roleplaying the Possibility Wars

From the Vault: Torg: Roleplaying the Possibility Wars

torg

This week we’ll be going off on a bit of a tangent. I will be highlighting one of my favorite RPG’s from “back in the day.” This idea struck me as I saw both Jack Benners  Savage Worlds article and Jim’s Deadlands articles.  With the multitude of RPG’s out there, it is easy to lose track of what has come before. During the 1990’s a multitude of games would hit the markets. Some would be huge (Vampire: The Masqurade) some would cause controversy (Kult) and others would find a niche following that blossomed into cult status.
One of these later titles was TORG. TORG was originally an acronym for The Other Roleplaying Game. It was originally a tile used by the in-house development team. TORG was published by West End Games and came in a box set with the rulebook (pictured above), an Adventure book, and a Worldbook. As of 2016, Torg is under license to Ulisses Spiele. Plans for this new version of Torg will be released under the name Torg: Eternity. I am excited to see this updated both in rules and setting of the game.

 

The Setting

 

TORG is a pan-dimensional setting where different realities have invaded various parts of the earth. Per the cosmology of TORG, there are different cosm’s and each cosm is separate from every other cosm. That was until The Nameless One created different darkness devices. The Nameless One gave these darkness devices to different High Lords. Each High Lord has their own Darkness Device, each one different in design but all are Made of an obsidian material. The function of the Darkness Devices was to allow the High Lords to access the different Cosm’s and capture the possibility energy of each world.

When used to invade other cosms the darkness devices would open up gates leading back to the invading cosms home and begin to influence the invaded world changing it into a mirror of the invaders world. Thus a low tech, high magic cosm that was invading a high-tech non-magic cosm would find that their guns didn’t work most of the time, while the invaders had access to spells that worked, giving them an advantage.

 

Of the High Lords to get a Darkness Device one of the most prolific was The Gaunt Man. He is the High Lord of Orrosh, a Gothic horror realm with a Victorian setting. The Gaunt Man had successfully overtaken dozens of other cosm’s. Then he came across  Earth. What he found was that that Earth contained more potential than any other cosm he had previously discovered. He knew that he would not be able to take Earth alone. He set out to make deals with other High Lords and together they invaded parts of the Earth draining it of its possibility energy. The following are the starting realms for the game:

 

Core Earth– This is “our” Earth. This is the basic reality. Core Earth had slightly better tech than what one could find in the real world which also included access to faith based miracles and magic. To start, Core Earth had no High Lord, however the United States government was ruled  by a shadow cabal known as the Delphi Council.

 

Living Land – This was a Lost World style realm. Jungles, dinosaurs and low to nonexistent magic ruled this area. Centered in the United States on both the East and West Coasts, and a bit of Canada, this realm was ruled by humanoid dinosaurs. At the start of the game it was ruled by the HIgh Lord  Baruk Kaah. His darkness device was Rec Pakken, a large copse of trees.

 

Aysle – This was the “D&D” fantasy realm with high magic and low tech. It was centered in the United Kingdom. At the beginning of the game it is ruled by Uthorion in the body of Pella Ardinary. His darkness device is Drakacanus, a large crown

 

The Cyberpapacy – This was a cyberpunk setting messed with religion. Centered in France, it is ruled over by the Cyberpope Jean Malreaux I. Originally, a realm of jazzed up churches and religious artifacts it melded with a virtual reality on it’s way to invading earth giving way to the VR know as the Godnet.. Jean Malrequx’s darkness device is Ebenuscrux, a glowing cross both in reality and as a VX presence in the GodNet

 

Nippon Tech – This was an ultra-capitalist realm centered in Japan. Ruled over by 3327. This realm blended in so well at first that core Earthers didn’t realize what was going on until it was too late. 3327’s Darkness Device is Daikoku, a laptop computer

 

The New Nile Empire – This was the pulp hero realm ala Indiana Jones. Centered in Egypt it was ruled over by Dr. Mobius. Known for high tech “gadgets”. Dr. Mobius’s Darkness device is Kefertiri, a crocodile-headed idol.

 

Orrosh – This was the Victorian horrors setting. The name itself is an anagram of horrors. This realm was centered in Indonesia and ruled over by the Gaunt Man. The Guant Man’s Darkness device is Heketon, a stone heart

 

What made it different

Torg had a lot of things that set it apart in the over saturated market of the early 90’s. Among these were a ambitious living campaign, the multi-genre setting, and an innovative rules system including a drama deck of cards used in combat.

living-campaign

Living campaign

Torg attempted to do a living campaign right from the outset. Included in the original box set was an infiniverse guide explaining the state of the world and a form that players could mail into West End Games to let the publisher know how the players did. This in turn would influence the ongoing plot of the game world.

This was very ambitious in scope. So much so that while the Infiniverse campaign updates, one of which is pictured above were done throughout the run of the game. The idea of mailing in your updates fell off after about the first year.

what-made-it-different

The multi-genre setting

As covered above Torg had a very interesting setting that allowed for “cinematic style” games .Being able to play a magic slinger next to Doc Savage and do battle in a vampire crypt was great. No other game at the time (to my knowledge) was doing this.

 

Innovative rules system

Torg’s combat system was very interesting. For most conflict resolution you would roll a skill and look to hit a particular difficulty number. You would compare the number you rolled to a chart printed at the bottom of all character sheets. This number would be your bonus to your role. In addition to this if you rolled a 10 or a 20 you rolled again adding the rolls together. This is a mechanic that many games are implementing these days from AEG’s Legend of the Five Rings roll and keep system to Chronicles of Darkness exploding 10’s.

For me though, the best part of Torg was the drama deck. This was a deck of cards that were used in combat. It dictated many different things. From initiative to actions you could take, and even special plot points for characters to pursue.cards

This is an example of the a card one would get from the drama deck. The Orange top boarder was used for the GM. It told him what actions were available. The Grey side was for the PC to use. At the start of a session each player would get five cards. These could be used both in and out of combat.

The box set came with a set of drama cards and subsequent sourcebooks had more cards released with them. The drama deck assisted in bringing in the cinematic style of gaming Torg was aiming for.

 

Drawbacks

Torg did a lot right. The setting was compelling, the system as originally released was solid and different. The living campaign was ambitious and something not  done in pen and paper RPG’s at the time. That all being said, the game was not without its faults.

 

Chief among these were the lack amount of quality control with regards to the system. As the game line progressed core systems introduced in earlier books (including the original boxset) were thrown out and replaced with new rules sets and those in turn would be glossed over or simply ignored in other supplements.

 

The other two big issues Torg had to deal with were cross over ability between cosm’s and overtly anti-Japanese and anti-Catholic sentiments. The crossover ability stemmed from lack of support in published adventures and sourcebooks allowing for overtly customizable characters. For example, a pulp hero from The New Nile Empire that also had cypertech and knew how to cast magic would be left having to  house rule almost every aspect of their character.

 

The concern over anti-Japanese sentiment was raised due to the portrayal of Nippon Tech and the perceived view of Japan dominating U.S industries during the late 80’s and early 90’s. With the Cyberpapacy, perceptions were that the game had a anti-Catholic slant as well. West End Games did state that was not the intention behind either of these settings, however they continued to release product that many found distasteful.

 

In Conclusion

 

Torg was and is very entertaining. The overarching storyline still gives me ideas and I find myself wanting to try and run the entirety of the gameline. With the use of a very fun combat system in regards to both dice mechanics and the Drama deck the game moved very smoothly and upheld it’s cinematic style.

 

Even it’s faults from system, to tone to anti undertones of certain races or creeds can be seen as a product of the time they were a part of. This is not to say they are okay. Part of inclusiveness is the bad as well as the good. Torg’s cannon characters included a Priest that fought against the High Lords for example. The evolving rules perhaps could have been better suited to a full new edition. A 1.5 edition was released in the late 90’s though it didn’t make much impact nor did it fix many of the storyline issues.

 

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*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.

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.

Trans Representation and the Changing Face of Werewolf

Trans Representation and the Changing Face of Werewolf

by Lang Schmitt

werewolf-banner
Click to buy a copy

Early on in the new Werewolf: the Apocalypse BNS book we meet Verity Argyris.  Verity is a young Black Fury historian who’s working to record the oral histories of the Garou, and her observations are scattered throughout the book.

verity
Page 62

After many pages of meeting Verity through her observations, we learn on page 62 that Verity’s mothers in the Tribe were one of the first to keep male-born children, and that at her Rite of Passage she was proclaimed “not just their daughter, but a sister of the tribe”.  In other words, the text is obliquely saying that Verity is what we’d identify as a trans(*) woman.

 

A Societal Shift

 

I haven’t seen a lot of online discussion of Verity.  (Maybe I’m looking in the wrong places.)  While I was searching, though, I found a lot of discussion from several years ago about if a character like Verity could exist among the Black Furies.

A lot of gamers came to the conclusion that she couldn’t.  The Black Furies, they argued, placed too much value on a person’s biology – and Garou would view sex-reassignment hormones or surgery as a tool of the Weaver.  (More on this in a minute.)

Let me be clear:  the first edition of the Black Furies book came out in the early ’90s, when including a radical second-wave feminist group in your fantasy world seemed progressive and forward-thinking.  The Black Furies were based on real-life trans-exclusive Wiccan groups, which emphasize the sacredness of female-bodied biology and experience and reject male-bodied people as equal members.

But the BNS book states:

black-furies-tribe-image
Black Fury Tribebook Revised Cover

“[The Black Furies’] viewpoints have evolved, due to their new leadership.

The Age of Apocalypse has shown them that the equality

they seek so viciously is a complex issue, involving more

than just women and children. They realized that their

exclusivity would damn them … Those who

identify as having the hearts women [sic] also received the

blessing of Artemis and have been welcomed to the tribe.

… Despite their newly opened mindset,

there are rumors of a rift between modern and traditional

Furies regarding how lenient and accepting present-day

Black Furies are perceived by other werewolves.” (p. 70-71)

 

Trans-exclusive radical feminist (TERF) groups still exist in real life.  They inspire harsh feelings from trans activists and their allies, who argue that excluding trans women from cis women’s spaces is pointless, and further marginalizes an already marginal population.  Some TERFs and their groups have not moved past their trans-excusionary worldviews – but many are evolving, like the Black Furies are.

Some gamers will cry foul, arguing that it’s a political act to write a world where the Black Furies are beginning to welcome trans women.  But this in-game change is tied to a real-world change, and it would be equally political to not include trans people in an era when we are becoming more visible and accepted.

 

How to Write a Trans Character

I am young and trans.  I am … blessed? … to have come of age at a time when trans people are newly visible in popular culture.

angel-rentSome people would tell you visibility is an unambiguous good.  I’m less certain.  There are a lot of lazily-written trans characters out there.  The Lazily-Written Trans Character is often a conventionally feminine trans woman.  She is non-threatening and non-sexual, although she may be a sex worker.

She is usually tragic in some way.  Often, she dies before the end of the story, to teach our cis protagonists some kind of lesson.  Think of Angel from RENT, or Rayon from Dallas Buyers Club.

To be completely fair, this type of character is far preferable to unsympathetic trans caricatures, who are grotesque, hypersexual, and dangerous.  (Think Buffalo Bill, or the attack ads that air about transphobic bathroom legislation.)  But lazily-written trans characters are toothless, and ancillary to cis characters’ stories.  They’re objects of pity (or vapid inspiration), rather than figures of genuine strength.  They are no one anyone would want to be, or could ever be.

There is tragedy in much of the trans experience – but we are still the heroes of our own stories.  But you wouldn’t know that from looking at these characters.

We are slowly seeing a broadening of the range of trans narratives that exists in mass media, but problematic characterizations remain.  And even as we see more progressive types appear, mass media portrayals of trans still have something pernicious to them:  the most interesting thing about us, in these stories, is that we are trans.  Our narrative arc is our transition.  Without our gender, we would be no one.

We don’t see a whole lot of Verity in the BNS book, past two vigniettes and her own observations.  But she shows herself to be strong, observant, curious, intelligent, and active.  She’s head and shoulders above the passive, pitiable trans “type” who furthers cis narratives.

Critically, she is more than her transition.  There’s plenty of hay to be made about Verity’s gender, in thinkpieces like this, but ultimately her trans-ness is a footnote.  It only comes up obliquely in the previously-mentioned quote, and in passing when she fears rejection from Black Fury elder in the second vignietteIt’s far more vital that she’s gathering information, and serves as our viewpoint character.

gaia
Gaia

I can think of very few trans viewpoint characters in mass media, and even fewer who aren’t shown through the light of their transition.  Verity feels like something genuinely novel.

 

The Real-World Politics of Werewolf

Why does this matter?  Why does W:tA need trans representation?

When I was looking for discussions about trans in W:tA, I found that many anti-trans fans of the game have (or had) a medicalized and pathological view of trans people.  We are out-of-balance, the argument goes.  We are a product of modern medicine, not nature.  No Garou would ever have us (except for maybe Glasswalkers).

I reject this argument out of hand.  The medicalization and pathologicalization of trans is comparatively modern.  Pre-modern cultures often made (and make) a place for trans people:  Romans had galli; Indian society still has hijra; many American Indian cultures have third or fourth genders.  Our position has varied from place to place, and we have often been the first to be marginalized and scapegoated in times of trouble, but we most definitely existed and we were often accepted.

It is we, in our Weaver-ridden society, who want all genders (and all bodies, in the case of intersex people) in two boxes.  In fact, the BNS book gives a clear route for a non-medical transition for trans characters:  the first level Ajaba gift in this system, Mask of Night, which lets characters transform their body to that of the “opposite sex”.  Shun the Weaver’s medicalized works, and embrace the transformation nature offers you!

We are in fact very in-balance.  Thematically, we mesh perfectly with a game about shapeshifting and balance – even as societies, real and fictional, find dynamic points of balance around us as we re-take our place at the table.

This brings me to the biggest reason why I think W:tA needs trans representation.

Many of the gamers I’ve spoken with are a little leery of this game – and to be completely fair, that’s a feeling I share.  W:tA has a troubled legacy, in a lot of ways.  I found that a lot of female and trans gamers perceive W:tA as a “game for bros”.  Despite the game’s best intentions, they argue, W:tA players often create toxically masculine characters, who enact stereotypically masculine power fantasies without consequence.  (This is completely separate from the in-universe transphobia, or “noble savage” stereotyping of Indigenous peoples.)

werewolf-ban
Werewolf 20th Anniversary Edition

Obviously, this is a generalization.  For any W:tA group I could point to that’s ridden with hyper-masculine power fantasies, I’m sure my readers could find several more that are thoughtful and well-balanced, that draw plenty of female and queer players.

But that’s not really my point:  fairly or not, this is the baggage the game carries with it.  A signature character like Verity isn’t a surefire medicine against W:tA‘s machismo, and I imagine a lot of gaming groups will choose to ignore the changes made to the Black Furies.  But I imagine Verity might take the air out of the sails of a few of the hardcore bros out there, and make Storytellers rethink the feel of the setting.

It takes all kinds to save the world – ranging from the classically masculine fearless and strong, to the classically feminine sensitive and nurturing.  It takes all kinds to build a healthy gaming community, too.

It remains to be seen what Storytellers and players do with BNS’ WerewolfBut I think BNS has taken a potentially polarizing, but critical step toward broadening the game’s world – and making it one female-bodied people and queers are more likely to find friendly to play in.

(*)  For the purposes of this article, I’m using “trans” as an umbrella term that includes anyone who is not cisgender.  “Cisgender” or “cis” means having a gender identity that corresponds with one’s biological sex.  Trans, here, includes people who have taken medical steps to bring their body closer in line with their identity, those who want to take medical steps but have not done so yet, and those who feel no need to do so.  I also mean it to include people who fall outside the gender binary.

 

Lang Schmitt is a transmasculine genderqueer person.  He lives in Madison, WI and makes his living writing.  He currently plays in Underground Theater.  Find him on Facebook, or email him at langschmitt@gmail.com.

WHO’s THE GM? SOCIAL CONTRACT 4

Social Contract 4: Who will be running the game if a Game Master (GM) is needed?

tabard

Welcome back, once again! This week the topic is all about that very important job. The job that not everyone wants to do. The one that for some people is shrouded in mystery and veiled by a screen. Of course, this is the role of the esteemed GM or Game Master. However, whether you refer to them as DM, GM, Storyteller, Judge, or any of the other long list of names it all comes down to the same thing. They run the game for the group. From setting up the plot, creating interesting situations on the fly, to not flipping out when things go off the road, the GM is a role with many hats.

Of course, that is, if a GM is even needed for your game. In these days GMless games are gaining in popularity and merit a look as well.

So, this week we shall break down what one is really getting themselves into when they sign on to be a GM, from a one-shot, to a campaign. As with other weeks I will intersperse examples in italics. Looking over the duties of a GM, what all is really needed? What exactly does this position entail?

Judge

judge

Like the esteemed Judge Reinhold , the GM must make quick and fair decisions on the fly with a strong regard for the rules.

This doesn’t mean they have to know all of the rules and I will tell you a little GM secret, listen closely now, we don’t know all the rules.

We don’t and that is okay. However, we DO need to understand them enough to interpret situations as they arise. Interpreting dice rolls and understanding WHEN to call for rolls is a large portion of a GM’s roll (ha!). This will be largely influenced by the game being ran.

D&D has a different way of handling things then say, Burning Wheel. In D&D, by the book will tell you that you need to roll for just about everything, if there is a CHANCE for failure. However, with that in mind, this works well for the D20 engine and that is an important thing to keep in mind. Many times I have heard the following conversation from groups:

I don’t like game X because it uses the X system and that system is bad.hero

This is a very basic way of determining if a system is good or bad. Look, I personally am not a fan of Hero System

That is MY personal preference. However, I can APPRECIATE what it does. With six editions under its utility belt it does what it does well and has a rabid fan base. The system allows you to create just about any kind of character you can think of. That is its goal, and in that, IT SUCCEEDS!

Why the short diatribe on this? Because, from a GM standpoint it helps to run a game you overall understand and feel comfortable with, as well as making sure it is something you ENJOY! When you enjoy a game, learning the rules and helping others to understand the rules will be easy. You will enjoy teaching the game to the group and that enthusiasm will show in the game in other ways as well.

So, know the rules. Use the rules. Know when not to use the rules, as well.

For some groups part of the first session (besides character creation) is going over the basic concepts for the game, usually rules and setting.

My friend Metal put together a powerpoint presentation for our group to go over and explain Hero System as none of us had ever played it, or even looked at it before. This allowed us all to understand how to make a character and get used to the game system.

So again, know the rules in depth. Not all of them. You never will, and that is okay, however, know them and understand them enough so that you can use them and discard them as needed.

Gameworld

Aside from knowing the rules, the GM will have to create the world and situations the players encounter. Some games have established settings and some don’t. This is really your first question. Will you run a pre-printed setting/module, run your own game within the established setting, or run your own setting all together?

This question isn’t really as daunting as it may at first seem. From a creative standpoint you will know if a published adventure or settings grips your imagination or if the rules make your imagination swim with possibilities.  In either case, the GM needs to make the world feel real and tangible to the players. They make the PC’s the center point of the story and have their actions produce consequences that will affect the world they inhabit.

This short section helped us setup the next, which is time spent prepping the game.

Prepping for the game

prepping

You have decided on the date, the time, the place, the game, the world, and spent time reading and learning the rules. Now you need to get the plot outlined and ready to run the game. How much is too much?

Let’s discuss that, shall we?

Before looking at this further I want to share something about how I prep for a game. I do this to show one way of doing things. There is no right or wrong way. Find what works for you and use it. For me it starts with the end; more specifically, a scene. I take that scene and figure out how to use it in a game. I then work backward from there. From that scene, I look for a good theme and mood to apply to the whole game.

The mood and theme help me to direct the story I want to tell and give me a focus to come back to once the game starts. KEEP THAT IN MIND!

NO AMOUNT OF PREP WILL SURVIVE THE PLAYERS. ALL OF YOUR HARD FRAUGHT WORK WILL COME TO NOTHING. In fact, Victor wrote about this a couple of weeks ago in his convention game write up

Keeping things honest here, I was the person who ran the Changeling game he mentions. I will come back to how I could have planned that better. (SORRY FOR THE FRUSTRATION ON THAT, VICTOR!). He also mentions that the Numenera game went off the rails when the GM’s plan for the plot escaped them.

So, to keep this at a minimum I plan a skeleton of a plot and have certain scenes that will happen. I think of these as set pieces rather than hard and fast things that have to go off as planned.

So, really the “prep” for a game will depend on your style. Different people plan differently. Like I mentioned above, I tend to have an overall framework for the story I want to tell. This goes for convention games as well. By not over-planning, I allow the players to really engage the world, and no matter what they do, my story can continue and hopefully the players all have a grand time.

Other GMs I know will have pages and pages of story and plot, and playing will be more reminiscent of the old classic Call of Cthulhu adventures.

This is a true “railroad” game.

cthulu

This is not a slight on CoC adventures. I LOVE Call of Cthulhu. However, it is a different game than what I normally run. Those who do run games like this have a very hard and fast plot that will happen no matter what. Players will find that they only a few real choices. Again, this is fine if that is the game your players have agreed to play.

My friend Ray ran a Star Wars game that was very much railroad in style. Now, we understood this going in, and to Ray’s credit, when we asked to have more freedom as a group, he gave us that freedom. He had full on handouts and backgrounds for all the NPC’s we would be interacting with, and a very detailed knowledge of the worlds we visited. It was impressive.

On the other hand; unlike my skeleton plot points and Ray’s handouts, there is my friend Bob.

Bob is currently running our group through a Burning Wheel game. Bob will let an idea sit and percolate for a long time. Like a year. He will jot down notes as they come to him. From there, he will then do a character creation session to get the players roles set up for his story. With that done, his real prep is complete. The week to week prep is really just noting 4 scenes he wants to try to work into the game. It takes him all of 5 minutes. It is truly amazing to see him do it.

As you can see, these are very different ways to prep and set up a game. All of which are perfectly legitimate ways to work the GM magic. The point here is to know how much time *you* as the GM will need to put into the game from getting the basic ideas running around in your old hamster wheel onto paper and all the way to getting to that climactic showdown with the adversary and the aftermath.

So, to GM means putting in extra time and effort and keeping up with the ongoing story. It is a demanding role, to be sure. However, it is one that is also incredibly rewarding. Next week we’ll wrap this whole thing up with a discussion on how to make sure the topics covered in the game are not offensive, while still being true to the theme and mood that the GM is trying to bring to the game.

As always please comment and let me know your thoughts either bad or good. Let’s get a good discussion going, and of course, thanks for reading!

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*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.

GUEST REVIEW MET WEREWOLF 2016


So a quick history: White Wolf published a LARP (Live Action Role Play) variant of their Old World of Darkness (oWoD) series in the early and mid-90s dubbed Mind’s Eye Theater (MET). By Night Studios (BNS) recently acquired the right to make new LARP materials from oWoD and have set out to create newly revamped systems that are based today  incorporate more recent societal themes. This is a review  of their newest book in this reimagining, Werewolf:The Apocalypse.

                                                                   The Story

werewolf-cover
All Images Used are the Property of By Night Studios, White Wolf, and their Respective Owners, they are used here under fair use, any concerns please alert us ASAP

In the original setting, the world ended around 2000. To allow for the game to be more modern, BNS had to work from the point where the world would have ended, forward, and continue to build the world. This was a monumental job that could have fallen flat if they had gone in the wrong direction. Instead, they hit it out of the ballpark.

The story moving in to the current era is plausible, interesting, and makes for a large amount of story hooks for any storyteller. The feeling of something akin to an Apocalypse happening was preserved. At the same time, the authors moved both the game and the setting forward. I feel the most impressive thing they did was characterizing the cyber generation, especially in a game historically defined by hatred of technology (and sometimes progress). The inclusion of two political factions (The Concordat of Stars and the Sanctum of Gaia) working both together and against one another while fighting the same war also adds a new angle that storytellers can use if heavy meta-politics are their players’ jam.

Most importantly to me, some of the tribes have moved forward to become fully fleshed out, living groups of people. Black Furies accept all women and cubs of both genders born to the tribe, the Wendigo aren’t solely just angry native people, and in general, the setting incorporates globalization of our culture in a very appropriate and respectful way. I’m not saying that if you hadn’t dug deeper in to those tribes I mentioned before you wouldn’t have found life and spark, but this is an area where I feel the previous LARP books did a disservice. I feel like BNS went above and beyond to truly give new players a glance in to a living, breathing cultural organization of people, especially ones with more sensitive themes.

Mechanics

If you are familiar with rock-paper-scissors, you can play this game. Mechanically not much is changed from BNS’s MET: Vampire: the Masquerade (VtM). You have test pools determined by your sheet, you throw rock-paper-scissors, you compare your results and then things happen. Some elements are new, but if you are familiar with the other book, this book is an almost seamless transition. It’s also obvious that this is BNS’s second book, because concerns with MET: VtM have either been corrected or elaborated upon (backgrounds, etc.).

The only mechanic that is truly new, and I feel makes the game stand out from its companion, is the Quest System. Players develop a Quest, work together to determine requirements, and then, regardless of success or failure, collectively create a shared narrative. This emphasizes player cooperation and agency, while reducing storyteller stress. It’s a great example of a system promoting positive play and I am very impressed with it. I have heard a lot of Vampire storytellers that want to incorporate it in to their game and I look forward to that.

Relevance to New and Old Playersrokea

I would like to preface this section with the fact that BNS talked with the community at large about what they liked and disliked about Werewolf, and it’s pretty obvious that they took those suggestions to heart in their development of the new book. They made a lot of changes to make the game more palatable, easier to run, and easier to play.

My old group of players has an adage. “Forget what you knew before, read through the book and that’s what you have.” There is a lot of difference between the original Werewolf and this one. But these changes aren’t bad, especially considering the backstory of the book. If you like Werewolf, you’ll definitely find the old Werewolf you love deep inside the heart of this book, as well as a whole new world to explore

For newer players, this book is a great introduction to the genre. With the inclusion of definite mechanics and story hooks that allow for inexperienced players to play as Kinfolk (the human relatives of werewolves), and Cubs (newly changed werewolves), and also to become actively involved in the story, even as low powered creatures (I’m looking at you Den Mother), even the greenest oWoD player can truly become involved and captured by the system and story. Don’t try and read the whole thing in one sitting though.

Storytellers are given a lot of information and a lot of meat to sink their fangs in to. The Umbra section alone could be an entire 5 year chronicles. This makes the book great for someone trying to run a game, especially if paired with its sister book, Vampire the Masquerade. There are 750+ pages of pure information to sink your teeth into and you have all the time in the world to get to know it.

Art:

This needed its own section. The art is amazing, representative, evocative, and while the style may be slightly strange at first, it meshes well. There are depictions of strength and serenity in both genders. It’s some great stuff.

skin-dancerBut… it’s not perfect.

My major gripe is that there are firmly more depictions of men than women (by a factor of maybe ¼ from a quick count through the book) and there are a few ‘sexy poses’ that women are in that you don’t see the men paralleling (I’m looking at you page 735). There’s nothing wrong with sexy, but similar poses could have been employed in some of the male images. Also the bewildered and bored look that the two women in the Pentex scene respectively have (page 610) hurt my soul a little bit compared to the businesslike and serious look the men have.

These seem like petty gripes, but I hold BNS to high standards in regards to being open and accommodating to the community, and art is one of the major ways that the gaming community has majorly failed to do this in the past.

Overall, the art is stunning, and despite these issues the full color renderings of them make me want an art book with more.

Portability:

So there is one Were-Elephant in the room I’d like to address. The original LARP books were small and portable. This book is not. While the 750+ pages are absolutely glorious and give you all the information you could ever need, it’s also a monster of a book. There are ways around this (printing and creating subsection binders, e-readers, etc.), but those are hoops that the consumer has to jump through themselves. Also, the size does seem to mess with certain e-readers and PDF readers, so a B&W option of the pdf at some point in the future would be appreciated.mourning

Final Verdict

This is an amazing book. It’s a great re-imagining of Werewolf that addresses and deals with a large amount of the issues that the community was vocal about. It’s obvious that the two years of work that both BNS and the community put in to it have paid off and I feel like this is definitely going to revitalize a once dying subset of the LARP community. They have taken a part of oWoD that I loved but was always hesitant to suggest due to problematic issues in the original source material and morphed it in to something I would suggest to most, if not all, of my LARPing friends to try out at least once.

 

 

Will Martin has been LARPing since college and has found no reason to stop yet and is quite fond of being able to watch the age where the art of gaming has become more self-aware and critical of itself. This is accented by his job working in Public Health with a focus on underprivileged communities. Currently he is the head Storyteller for a yet to be named Werewolf LARP out of Washington DC, run through Underground Theater.

*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.