Mother’s Day: Parents in Roleplaying

Today’s blog is inspired by the fact my mother’s been visiting me this weekend – which is also the reason why it’s late.

When roleplaying, and in genre fiction in general, there’s a strong tendency to ignore the question of character’s parentage – it’s something of a stereotype that every main character is an orphan, and not without cause; it provides an easy source of pathos and gives the character an easier time abandoning their mundane life.

But as seen in Superhero comics being an orphan doesn’t really preclude a character having parents – Spiderman has Uncle Ben and Aunt May, Superman has the Kents and Batman has Alfred.

The parental role is a lot more than just blood – I have one grandparent left among the living and she’s completely unrelated to me by blood, but she raised my mother and has always been there for me.

I madeΒ card in honour of my nanna, Jane Baker – I originally wanted to include references to both her maiden name (Smith) and her current surname (Broadbent) but unfortunately they didn’t fit in the format. Still, the card made her smile so I consider that a job well done!

Often people assume that parentage only matters if it’s innately significant to the plot – in my main weekly campaign we have one character with such a parentage, The Minotaur, child of The Elf Queen.

But while there’s no inherent plot significance to them two other player characters have had interactions with their parents – a noble high elf was encouraged to defend his parents estate on the back of a great beast (a Koru Behemoth for those familiar with 13th age – a walking mountain for those who aren’t) while our wood elf ranger often spends time with his parents between adventures, two high elves and two gnolls.

In prose fiction there’s a principle of conservation of detail – don’t mention anything unless it matters – but said principle is flexible in terms of what “matters” means, and parents have a large influence on a character’s motivations. In RPGs that principle shouldn’t be applied on such a large scope anyway – never assume that just because parent’s are mentioned they need to be directly threatened with disaster – that kind of “attack-the-backstory” attitude results in shallower characters with less connections outside the party.

What do your characters parent’s do? How did they influence your characters?

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Playtest Report: Luke Perkin’s Language Game

Welcome to the second monthly playtest report. Due to the levels of concentration we’ve been putting into Shards, and its kickstarter, we didn’t do much playtesting of our own games. Instead at the monthly Playtest Northwest meet I was playtesting an in-development computer game.

The game, created by Luke Perkins, is as yet untitled. So, for the purposes of simplicity I’ll call it LupeLang.

In LupeLang you play a scientist who has just been cryogenically frozen until the 35th century – at which time she is aware there is some sort of time anomaly, having received a message sent back through time. Unfortunately the message was written in a language unknown in the present day, and thus her assignment is to learn the future language and then send a translated message through the anomaly; and return through it herself if possible.

You awaken in a museum that has been laid out with exhibits of images from the 20th century and earlier, each of which is marked with a description in the future language – a form of pictographic representation. For instance:Β  β–³ might mean “mountain”, and thereby also “stone” and “huge”, whileΒ βˆͺ means “artificial container” including buildings as well as pots.

As the game progresses you learn more about the language and solve puzzles involving locked doors that can only be opened by placing the correct symbols beneath a picture.

There were various issues with the control set up which I won’t go into here because I’m not massively interested in that side of video game design, but we also spent a lot of time discussing the worldbuilding aspects of the game.

In essence with a game with such a strange setup (you’re in a museum where every door is locked by code-locks with the password being pictured directly above them) you have two options:

  1. Ignore it. Just plain never explain why the museum is set up like that, let people just suspend their disbelief and not care. This is the easy option, you won’t get praised for the plotting, but people can simply enjoy the gameplay.
  2. Explain it. Why on Earth is the place using code-locks like that? Why has the language become pictograms? What sort of place is this museum of 20th century images? This isΒ hard – the premise of the game is one that seems innately ludicrous.

 

Fortunately that sort of worldbuilding isΒ exactly what we do at Artemis Games, so I was well set up to help with it. Ultimately we discussed it, and came up with a potentially quite compelling explanation; but one that Luke wants to keep as a slow-release mystery for the first stages of LupeLang. Still, all told while we weren’t playtesting anything of our own it was definitely a productive event.

Be Well

-Ste

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Shards is Successful – What Next?

The Shards: Worldbuilding Zine kickstarter is ending today, and while it’s far from the greatest success we’ve ever had, at 300% funded its undeniably successful.

So, what comes next?

Well, over the next six months there’s the fulfilment – every month we’ll be writing 44-48 pages of content for the zine, and keeping that exciting and informative is going to be a big job. But that’s not all we’re going to be doing.

Our current plans for the coming six months focus on the following:

  1. Writing and delivering Shards to our backers. This is top priority because it’s a promise we’ve already made; we will not let our backers down!
  2. Selling Shards in other locations – physically at conventions and on eBay and such like as well as digitally on DriveThruRPG and Patreon
    1. The only convention we’re currently booked to trade at is the Student Nationals in Glasgow – but now we know that Shards has been successful we intend to book more.
  3. Relaunching the Jigsaw Fantasy Patreon for Shards, so that people who prefer to pay their subscription a month at a time can do so more easily.
  4. Updating our website – www.artemisgames.co.uk doesn’t display clearly all our products, nor does it make it easy to find where they’re for sale.
  5. β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ
    1. Redacted by order of our Co-conspirator.
  6. Continuing work on at least one of our card game projects, and potentially launching it through Kickstarter.
    1. The most likely project is Tinfoil Hat – our conspiracy party game – although that is still a few playtests away from being ready for market, as we need to ensure that the rules push the fun forward even for those players who try to minmax every aspect.
  7. Experimenting with Bountey crowdfunding – we’ll talk more about this once it’s worked out, but essentially it’s a way to have multiple projects waiting long-term for the point at which the funding exists to engage with them.
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Coming Soon to Quickstarter: Shards – a Worldbuilding Zine

Kickstarter is a lot of things, from a pre-order platform to a place for helping small indie businesses get projects off the ground. QuickstarterΒ is a little nod in the direction of the small and indie – so, us – by encouraging small, cheap, fast and simple kickstarters without all the studio-made videos and focus-tested page layouts that feature in the largest and most successful projects.

Another nod in that direction is Zine QuestΒ spending February promoting RPG Zines, black-and-white, A5, fit-in-the-post magazines of RPG themed content. Again, right in our wheelhouse.

It’s been a year since we wound down Jigsaw Fantasy, planning to rebrand as Setting Shards and relaunch. So now is when we want to do so.

Put all those facts together and you get a crazy idea that just might work (and actually seems quite sensible after a month of working on it) – we’re taking the best bits of Setting Shards and distilling them down into a monthly Zine for GMs, Writers and other worldbuilding enthusiasts.

Each month will be a new issue containing four articles – three detailing Shards that can be dropped into fantasy and/or sci-fi settings and the fourth covering a more general concept without a specific answer where things like “Where do dragons nest, and why?” or “how do I come up with good names for characters and places, quickly?” can be explored

Next weeks blog will have more of the details – including the exact date for the launch. It will be early February, but how early? Well, that depends on when we have all the articles finished – as we experienced with Jigsaw Fantasy a monthly schedule brooks no delays, meaning we always need to maintain a buffer of completed pieces.

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Dragonmeet Design Sparks

This weeks blog is slightly delayed, due to our trip to Dragonmeet in London over the weekend leaving us somewhat drained, and having met quite a lot of dragons! (We brought four with us too, so they could socialise with their scaly comrades)

Whenever we go to a convention there’s a good chance we’ll come back with more ideas than we went with. Dragonmeet was exceptional on this account, with 3 separate concepts crystallising, and a fourth flaring into existence.

First: 13th Age Southlands

The 13th age system suits our gaming styles, and our design ethos, very well indeed. So we’ve been working for a while on moving some of our system-neutral designs over to 13th age specific ones.

At Dragonmeet we actually met Rob Heinsoo and GarethΒ Ryder-Hanrahan, two major writers for 13th Age (Rob Heinsoo being one of the two primary voices) and got a chance for a brief chat about our work, which helped us feel more confident that we’re not going to be stepping on any toes.

So work has picked up the pace on The Southland’s Project – designing a region to go south of The Dragon Empire with something of a different theme – where the core setting has almost half its icons directly tied to Imperial Politics, our region has 5 icons that are tied to Nature in some way; from the Pack Mother – leader of all those who follow their instincts, whether they be red in tooth and claw or maternal caring – to the Lichen Lich who promises that life and death need not be so different after all.

Second:Β Mine Slayer

Recently I’ve been doing a lot of logic puzzles; and I’ve been considering what it would take to make a game in which one of the players can design a puzzle for others to solve. While I had been thinking of this purely as a co-operative endeavour, talking it over with the team during the hours-long car journey resulted in something rather different – one player laying a minefield and the others playing minesweepers trying to be the first to cross it without exploding.

We have playtests for this later this week – the mechanics are still quite open with a large number of valves in need of adjusting: how many mines the mine-slayer gets to place being the greatest conundrum.

Third:Β Aspect Cards

The Concept Cards line is great, but it’s only really useful for GMs and writers – not for those stuck in a single skin of their player character. Aspect Cards are our exploration of what would be useful to the player – each containing two tied aspects of a character: backstory, equipment, appearance, connections or anything else that works.

Even more modular than Concept Cards, with no card being an island, they should be perfect additions to an existing character concept; or with half a dozen supply the whole concept on their own.

Fourth:Β Tinfoil Hat

Inspired by a game we were playing on the card journey, Tinfoil Hat is an improvisational game in the style of “But Wait There’s More”:

How do the Illuminati explain the flouride in our water supply? How does Adolf Hitler’s twin brother relate to the moon landings?

In Tinfoil Hat you’re forced to add ever more unexpected curveballs to your conspiracy theory until it eventually falls apart under the weight of red string and mixed metaphors.

The mechanics of the game are still in alpha-0.0.1, but their simplicity means it likely won’t take long to polish them – the choice of conspiracy elements on the other hand may take a while.

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13th Age: Hanging Trees and Spellbound Soldiers

This week I’ve ended up working on two very different sets of monsters. The first is the Hanging Tree – a huge level 1 enemy that comes with a murder of crows to finish you off.

On a completely different track, I got caught up in the idea that mind controlled minions often seem a bit too similar to everything else. So, here are The Spellbound, soulless soldiers that are so weak willed they can even be swayed mid-fight.

As for why they might be lacking a soul? Why not ask Antonio

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13th age Monsters: Animal Hybrids

As part of Naga Demon, I’m doing a 13th age monster every day this month. This last week has been focused on hybrid animals, from the cute Bearowl to the cunning Wolfcrow.Β It even features a particularly powerful monster – the epic tier Grootslang

View here

Art by Jacob Blackmon

Art by Jeff Macarthur

 

 

 

 

 

 

 

 

 

 

 

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13th age Swamp Monsters

November is National Game Design Month – and I’ve decided to take it up as the challenge of writing one new 13th age monster each day, as we’re looking at the possibility of moving into writing 13th age 3rd party works.

This week I’ve been doing Swamp Creatures: Otyugh, monsters known for their trash-loving lifestyle, and Swamp Things, animate embodiments of the Swamp’s will.

13th age swamp monsters

Image from Dorkaboutart on Deviantart

Image by Amy Coffey

 

 

 

 

 

 

 

 

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