Hell’s Bells and Character Sheets: Running Dresden Files The LARP

It is no secret that I am a huge Dresden Files nerd. If you haven’t read the amazing book series by Jim Butcher, you are missing out on some of the best urban fantasy around. If you watched the TV show, you’re nearly there – now go to Kindle or the library or your local bookseller and make your eyeballs do the walking across those amazing pages. Ahem. So, as I said, huge Dresden nerd. (I even cosplayed as a female Harry Dresden at last year’s NYCC – no joke).

So when I thought a few years back about what LARP I would love to run, the Dresden Files came to mind. I was a huge fan of the tabletop RPG created by Evil Hat Productions and once i got my hands on the book, we were off to the races. Now, two and a half years later and three versions of the rules (at least!) gone by, my team and I run The Unofficial Dresden Files LARP out of the Double Exposure conventions in Morristown, New Jersey. Over the July 4th weekend, my team and I ran our fourth Dresden Files game to the tune of forty-five people. The game, entitled “Final Frost” was the culmination of our very first chronicle. And it has been a wild ride. Here’s how it all went down.

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The cast of the Unofficial Dresden Files game “Final Frost”

The Unofficial Dresden Files LARP

Design Team: Shoshana Kessock, John Adamus, Josh Harrison, Kat Schoynheder

Production Assistants: Justin Reyes, Abigail Corfman, Andrea Vasilescu

Location: Double Exposure Conventions (New Jersey, USA)

How This Happened: As I said before, I’m a huge Dresden Files fan. After running a few tabletop sessions of the Evil Hat tabletop RPG, I came upon the idea that Dresden Files would make a great LARP. Why? It has all the factors that make supernatural theater LARP great – a multitude of different supernatural creatures, a decent balance between human characters and the things that go bump in the night, and a world that ties everything together so perfectly. The fact that the world has such a fan following and such a strong intellectual property made it a perfect level of buy-in for players. Moreover, I felt that Dresden was a supernatural world with all the moral ambiguity and personal choice play that people could get with World of Darkness games without a lot of the darker, sometimes depressing overtones that WoD games can bring. Dresden is a rollicking adventure world where people take their adventure in their hands and go for broke, and that’s the kind of games I love. So I got together a team and we began planning. Now, two and half years later, most of the original team have gone on to other projects but the passionate players of this convention game experience have stayed. The result is a growing player base who have come back four times in a row to see what we can offer.

The Premise: The world of the Dresden Files is a supernatural playground of wizards, vampires, were-creatures, fae and their changeling children, and every flavor of supernatural whozamawhutzits that might come in between. These characters try to coexist in a world that, for the most part, doesn’t know they’re around. Dark powers wriggle around in the background of course and those ‘in the know’ try to figure out how to stay afloat in a constantly shifting supernatural world. The main themes of the game are personal choice between power and humanity and we tried to keep very close to those themes when designing our very first chronicle. We began with “Trouble Signs” in which a powerful CEO tried to jumpstart his career in the supernatural world by signing onto what are known as the Unseelie Accords. His idea? Host a massive auction where he would sell off some of his prized magical items for support. Of course nothing goes correctly and he causes everyone to get in dutch with the Queen of the Winter Fae, Mab herself. By the time game four rolled around, the characters had to travel into the very heart of Winter to the stronghold of Arctus Tor to ask Queen Mab not to explode a huge section of New York City with Mordite. In between there were Denarians, dominance battles by werewolves, possessions and corrupt cops, reconstituted faerie courts and wizards risen from the dead.

Yeah, it kind of went like that.

The Preparation: This chronicle, as I mentioned, has been two and half years of work in the making. From concept to final execution it has had literally hundreds of hours of work by multiple people. For the sake of brevity, however, I’ll focus on the prep for Final Frost, our most recent game.

The player briefing before game.
The player briefing before game.

Final Frost was perhaps easier than the previous games in that we had been through the process several times before. In between games two and three we had junked our entire rules system for a brand new adaptation of the brilliant tabletop Fate Core system (also by Evil Hat Productions). Fate is the engine that drives the Dresden Files RPG and the newest version gave us a lot of the agile storytelling options that we wanted to focus on for the LARP. I was lucky enough to team up with John Adamus, who worked as editor on Fate Core, and we schemed ways to adapt Fate Core into a system for the LARP. The results from John was a brilliant adaptation of the Fate numbers system for a card-pull based mechanic that kept the core of Fate games – the Aspect system- intact. The Stunts and Powers for each player were individually crafted to suit the player character’s needs and skills were stripped wholesale from the tabletop in a simple adaptation. The mechanics were tailored to make the resolution systems more narrative focused and quick, as our intent was to foster games where player agency was key. The Dresdenverse is driven by characters that take chances, do amazing things and step out on the edge and that’s what we wanted to support in our players.

Power versus humanity - bargains being made.
Power versus humanity – bargains being made.

For the actual game session we relied on very bare-bones theater-style setting with rooms set up with sparse lighting. We relied heavily on narrators setting the scene and describing what was seen since, to be frank, we didn’t have the budget to build a giant ice castle. Relying on the players imagination and the judicious application of props, we lead players through everything from a Queens warehouse under siege by Black Court vampires, darkened roads through the Nevernever, and the heart of Queen Mab’s territory itself. We relied heavily on small props as well, cleaning out local stores for props that could represent magic and transformations in game. For example: were-forms were a big part of our campaign. Yet transformations into werewolves always bugged me in games. So to indicate transformation we handed out little plastic face masks that went over the nose and mouth. Whenever a were-form would transform, they would pop on the nose and presto, insta-werewolf!

The characters for the campaign had always been pre-generated since the beginning of the chronicle. Players however began to get so attached to their characters that they would register with us before the convention in the hopes of reprising their previous characters, so much so that we had almost a 75% retention rate for players coming back by game four. Each player was provided with a character sheet with stats and a full backstory. Though these backstories originally topped out at over a page long, by game four the necessity for that much information had decreased since players knew their characters well and we managed to get down to one paragraph. That dramatically shortened the workload for me considering I was writing most of those backstories (that’s a lot of typing). And that was predominantly the workload for this game – story ideation, character management, system building and iteration, and sheet generation. Paperwork. Lots of paperwork.

A wizard back from the dead.
A wizard back from the dead.

The Game: When Final Frost started, the players were headed into the Nevernever to confront Queen Mab over what might become the destruction of everything on Earth. They had opened up a trapped box that held Mordite, an anti-magical substance that would have exploded and eradicated most of New York. The reason for Mab’s ire? The players had managed to help reconstitute the Autumn and Spring courts of the fae, causing upheaval in the fae realms. To that end, she started a near war in New York and the players were out to stop it. The game before had seen some players escape into the Nevernever to find Mab while the others stayed behind to guard the Mordite trap from being stolen by the Black Court vampires. They too however escaped into the Nevernever by wrenching open a gateway using the power of some faeries and the sacrifice of two were-forms (they lived but lost their ability to shapeshift). Once inside the magical Nevernever they were reunited with their friends and headed for Artcus Tor. There they fought Mab’s guards until she stopped the battle and issued a challenge – break the Autumn and Spring Courts and she would stop the box. Pretty straight forward? It’s never that easy! The players were forced to track down the sword of Spring and bargain for the lost magic of a wizard (a player character) to be able to take on the power of the Spring Queen, whose life Mab demanded be forfeit.

Its funny as a storyteller when you set out events before players what happens. The end results might be the same but nobody ever gets there the way that you expect. I had the honor of playing both Queen Mab and the Mother of the Winter Court, Mother Winter, and throughout the night it was fae bargains left and right. Souls were sold, deals were brokered and power changed hands. In the end, however, the Spring Queen was eradicated and the power of the courts broken when the players were given some insight into what would happen if they didn’t do what Mab said. The Mordite box was removed and plenty of people ended up owing Mab their lives when the destruction of the Spring Queen nearly killed everyone involved. For the most part, however, the players returned from the Nevernever in one piece – all except for a lone wizard who had stayed alive long enough to do his job. Then he was taken away by Mab, after sharing a last meal of burgers and fries with his apprentice and their fellow wizards.

The part of this game that was so satisfying was watching the character arcs for so many players come to a (temporary) close after “Final Frost.” It would be impossible to talk about all the great events that went on for the characters but I’ll give some highlights of my favorite story lines:

  • Changelings hiding from the madness outside.
    Changelings hiding from the madness outside.

    A rookie New York City discovers he has a magical past that goes back further than he knows. He gains tremendous power, transferred to him by his dying relative, whose violent murder at the hands of a Denarian sends the cop on a mission of vengeance. In the end he found new wizards to learn from, others who share his vengeance, and maybe a girlfriend?

  • A young woman tries to escape from her bargain with Queen Mab and talks her way into becoming the Queen of Autumn. Yet everything comes with a price and while she’s trying to understand what being a fae Queen is all about, she has to try and save her people from Mab’s wrath. In the end she sacrifices her new power to end the Spring Queen’s life before she can cause calamity.
  • A charismatic White Court Vampire tries to lead his family through the turbulent times in New York and ends up making deals that drive him in the middle of a war with the fae. When he’s trapped in a warehouse, trying to find a way to rescue himself and his cousin from destruction, he is killed fighting when thrown into the Mordite trap.
  • A wizard of the White Council comes up from New Orleans to track down the Denarian that murdered his mentor. Upon arrival he’s pushed into the middle of a war, ends up with an apprentice after watching a Warden killed in front of him, and sacrifices his own magic. By the end however he was returned to his power and even found himself the oddest of ladies to fall for, all before watching the Warden rise from the dead to help battle Mab’s trials.
  • A young werewolf tries to keep his pack together after most of them were slaughtered, including his father, by Red Court vampires. Along with his sister, they long to find protection from anyone who would hurt them. Too bad it was his actions that caused the Red Court to come after his family in the first place- and all over the love of a blood-addicted girl! Reunited with the girl, he ends up forsaking his pack and following her into the Nevernever to end up a servant of the fae Queen of Autumn who rescued her, sworn together as true lovers and leaving his de-powered were-form sister behind.

The list of stories go on and on. And they’re not done yet! This chronicle may be over, but the game will continue. After the success of the last few games, the team decided that we wanted to continue running the game…. with a few changes.

Change Is Coming: There were some things we wanted to change from the original chronicle in response to player feedback and our own experiences running the game. First of all, we wanted to hand over control of characters to the players. Convention games often breed pregenerated characters, but that requires a lot of work on the staff’s part and also is a hell of a pre-game casting process. Moreover, we felt that to create a personal experience for players, we wanted them to be able to have their own characters that could travel with them from game to game. New players would be able to create their own characters as well going forward. Those who played the game in the past would be able to continue playing the characters from the first chronicle – with a few adjustments.

Players learning the new mass combat rules.
Players learning the new mass combat rules.

As said before, the game was kind of high powered. We had faerie queens. We had Denarians. We had dragons for goodness sake. The game, much like the tabletop, is meant to focus on a lower power scale so as to emphasize the notion of power versus humanity, a staple of the Dresden Files books. This chronicle stepped up that power level to make the events of the game earth shaking. After all that, we decided that we wanted to take the game back down to street level, where players would be dealing with less world-changing problems and instead focus more on manageable power scales. This answered feedback from some of our players who felt that their characters were just not scaled to fit some of the threats showing up in the game.

That said, we also took a look at some of our mechanics that were and were not working. We’ve taken the feedback given to us and gone after our stress system (which is the damage system for Fate) and how it adapts in a faster-paced LARP session. Mass combat was also tested and, for the most part, held up – yet there were a few considerations that needed looking at that we’re taking back to the drawing board. In the end, the stress test of high powered combat worked to give us the data we needed to work on polishing up the system.

A Special Shout-Out: We also had a wonderful experience hosting a LARP guest at the game. RPG editor Amanda Valentine, who worked on the Dresden Files tabletop as well as a host of other games for companies like Evil Hat and Margaret Weiss Productions, came by to watch the game. Specifically she came because her daughter, Mary Rose, wanted to see the game in action. Instead of watching, Mary Rose got to join us by playing the guest star for the evening, the twelve-year-old Archive Ivy. The Archive is a favorite character of mine from the Dresden books and it was a pleasure hosting Mary Rose to play the character. It was her first time LARPing and she took to the whole thing like a champ, which made her a lot of fans among the players. We hope to have her back sometime soon!

The Final Analysis: In the end, the final analysis of the first chronicle of the Unofficial Dresden Files LARP is that its a labor of love for us. I’ve had such a great time working with John, Josh, Kat and everyone else to get this game off the ground. Now that we’ve come this far, there’s no chance we’re going to stop now and with the amazing support of the Double Exposure convention organizers, we’ll be back at Dreamation 2013 with the beginning of the next chronicle. In between now and then, we’ll also be taking our show on the road to present a game at WyrdCon 2013 in California, where the special guest for the weekend at the convention is going to be none other than Dresden Files author Jim Butcher himself. Between now and then we have a lot to do but it’s been a pleasure working on this project so far.

So tune in next time, Dresden Files fans, because we’re just getting started.

My First PaxEast and “You Game Like A Girl”

This past weekend, the Boston area hosted thousands of gamers rolling into their fair convention center for PaxEast, a major east coast gaming convention. Triple A companies to Indies in video games and tabletop brought their best to show to consumers and panels were held on every subject imaginable. This might have been enough to bring a gamer like me to the Boston area for the con, but I was lucky enough to be involved in one of the panels this year. And let me tell you, it was a heck of a time.

First let me start with saying that as a convention, I found PaxEast to be really enjoyable. The Expo Hall is chock full of video games to try from every company imaginable. I particularly enjoyed discovering a few new independent video games that I am looking forward to, like Red Barrel’s terrifying Outlast and Compulsion Games’ Contrast, both of which I wrote up for Tor.com this week. I also got the chance to get a look at Transistor from the creators of Bastion and I’m going to love putting my hands on it. The Indie Megabooth section was a chance to straight nerd out on great independent companies that are doing stellar work that, I dare say, is competitive with the quality coming out of the Triple A’s.

That, however, wasn’t even the best PART about the convention. PaxEast fostered an open gaming section where you could turn in your ID and take out whatever board game you wanted to try out. This section was open from 10AM until nearly two in the morning, letting gamers just get together with their friends for a good time. I had the privilege of spending most of that time with Rob Donoghue and Fred Hicks from Evil Hat productions, and we got to try a few amazing games that I never would have checked out otherwise (Cockroach Poker, anyone?) I could wax on about the convention, but let’s talk about the major event for me that weekend: the panel.

photoI was privileged enough to be invited by Anja Keister of the D20 Burlesque troupe to come in and speak as a game designer on a panel called “You Game Like A Girl: Tales of Trolls and White Knights.” The idea of the panel was to tackle the fraught issue of women in the gaming and geek community, spanning from the treatment of cosplayers to the representation of women in video games. We had a one hour slot on Sunday morning and the panel featured Susanna Polo from the Mary Sue, Stella Chu (professional cosplayer and burlesque dancer), Iris Explosion (burlesque dancer and sex educator), Anja Keister (founder of D20 Burlesque) and myself. For those who missed the panel you can find it on Twitch.tv here (hint: our panel starts at 3:05:00 – that’s hour three folks!) and check us out talking about the issues facing the female community.

From my perspective it was a surreal day. I got to the theater to see a line of people in the room next door. I asked what they were waiting for, and the Enforcer at the door said: “That’s the line for your theater. It’s already out the door.” I was positively floored. We got into Naga theater and set ourselves up on the stage and they let our audience in. And this? This was our audience.

The audience at "You Game Like A Girl"
The audience at “You Game Like A Girl”

I cannot explain how honored I felt to be in the presence of EIGHT HUNDRED of my fellow gamers who came to hear us talk about the topic of women in gaming. It was an incredible experience as people came up to the microphone and asked us questions or lit up Twitter on #Paxlikeagirl to express their support. A tradition was started too when Iris Explosion got so mad at misogyny issues that she launched a plastic cup off the stage, inspiring others who came up to the microphone to throw cups too. Soon we had the ‘we hate this!’ cup launching going on, which was hilarious and light fun.

The panel went off beautifully with only a modicum of trolling (which I’ll address in another post coming up soon), and the experience was overall super powerful and empowering. After the panel people came up to us to share stories and ask questions. I personally got to meet some women who are going into game design and who had questions about how to engage with problematic team situations or content. I’ve never quite been so humbled to have women ask if I’d be willing to mentor them going forward.

photo copyPeople brought up their badges and had us autograph them and asked us to autograph cups that had been thrown! It was a strangely surreal experience for me in general and we stuck around to talk to people as long as we could before we ran off to head back to New York.

From a game designers perspective, the kind of things  we spoke about were just the tip of the iceberg of issues I wanted to talk about. But you only have one hour sometimes! I was really glad to be able to bring up the way men have been spoken to in the ‘fake geek girl’ debate, about people raising children to be the next generation of gamer girls, and about pushing back in unhealthy/uncomfortable situations for women in game teams. There was only so much time and so much we each could have spoken about from our particular specialties, but I think it was a great start. And it will be just a start, because there’s plenty of other opportunities for conversation.

Meanwhile, back at home, there’s more game design though to be done. So I’m back into writing and doing work. PaxEast, was a pleasure, hope to see you next year.

Fate Core: Or, How To Adore Your Editor And Weaponize Memory

It’s been quiet so far on the home front here at my blog. And that’s probably because it got mighty busy around the holiday season. Graduate school final projects are no joke and then the holidays hit, which included my birthday and New Years as it does every year. In between all of that, of course, I’ve been tackling the amazing project I’ve been doing for Fate Core – my setting in psychological horror, No Exit.

The process of creating No Exit has been a learning curve and an eye-opening process for me. Not only am I organizing a lot of thoughts about the basics of psychological horror, I’ve been learning quite a lot about how much to show an audience in a gaming book. Coming from a fiction and screen writing background, writing for games is a whole new ballgame that requires a different way of thinking. Thankfully I’ve got a great editor, John Adamus, mentoring me through the process. His comments on my first draft made me cringe, then laugh, then cringe again. Then crack up a heck of a lot in retrospect. A handy tip: whenever your editor hands you a note, always consider it carefully and decide whether you agree or not before you start making changes. Unless it’s about grammar or layout, in which case you’re probably terribly wrong and should fix it immediately.

My favorite part of creating No Exit so far has been messing with the mechanics. I’ve enjoyed finding out the best way to fight an environment in a game and what would be the best way to do things like, oh, attack an apartment building. What fascinated me was the idea that you could do these things with Fate Core easily – need a new mechanic? Hack in there and create what was needed. Don’t have a skill that exactly fits what you need? Make it work yourself. The sky really is the limit. I’ve had a lovely time finding a way to turn people’s memories into weapons and creating a mechanic for it.

Speaking of new things I’m excited to see – the other stretch goal settings and scenarios for Fate Core have me excited to give them a chance. I really want to play White Picket Witches by Filamena Young and Camelot Trigger by Rob Wieland because small town witches and futuristic Camelot just sounds like fun. And it only goes to show what you can do with Fate Core – which, as far as I can tell, is pretty much anything.

I’ve also been delving into some other inspirations for No Exit recently. Here’s some things I’ve been listening to and watching to keep me in the mindset of this setting:

Songs:

“Amen” by Leonard Cohen, “Seven Exodus” by Tub Ring, “No Light” by Florence + The Machine

Television:

“Lost”, “Twin Peaks”

Movies:

“Identity”, “Jacob’s Ladder”

Today I hope to complete draft two and send it on it’s way. A change of scene is hard when you’re trying to write scary and you’re sitting in the bright sunny SoCal sun!

Metatopia: Where Game Designers Come To Play

As I mentioned in a previous post, I rode out Hurricane Sandy in Jersey City with some amazing gamer friends of mine. Yet all I could think about while we waited two and a half hours on line for gas, or when sitting in the dark by candlelight playing Munchkin, was that I needed to escape. Not because I don’t love my friends (though I got cabin fever something wicked). No, I needed to get down to Morristown NJ for the second annual Double Exposure game design and playtest convention, Metatopia.

Metatopia as a convention is near and dear to my heart. I cut my teeth on running LARPs and tabletop events at the other two Double Exposure conventions, Dreamation and Dexcon. I also got my first taste of pitching and developing a new RPG idea by attending the indie gaming roundtables hosted at those two conventions, where green folks interested in creating a new roleplaying game could come and pitch their ideas to a table of industry professionals. I was blessed in that time to have folks like Rob Donoghue (Evil Hat Productions) and brilliant editor John Adamus give me advice at these conventions that drove me towards taking game design seriously as a career option for my future. So when the convention’s director Vinny mentioned an entire game design convention, strictly for the sake of bringing game designers together to share information and feedback on developing games, I was excited as hell. Last year’s Metatopia helped me develop my game, Wanderlust, into something approaching a coherent document. GenCon and the First Exposure Playtest hall, run by the Double Exposure folks, gave me the next step. And then came this year’s Metatopia. Here are the convention highlights:

  • Wanderlust Focus Groups: So as I may have mentioned, there was a wee problem of being trapped in Jersey City during the hurricane. That meant that I did not get to go home to Brooklyn and get ANY of my play test material (or business cards, or, y’know, clothes!) going into this convention. Instead of presenting a working playtest, I instead presented two focus groups on my game. One hour focused on the game mechanics and the second on the game world setting and character types. I was blessed to have folks like John Adamus, Michael Consoli, Caius Ward and the amazing Darren Watts sit in to give me feedback (there was a final gentleman at the table whose name I did not catch). I was excited to find that the changes I made after the GenCon focus group seemed to work better and with the feedback from these talks I’m now ready to go into testing to get this game out the door! I also came across a very good saying about my game, it seems: “The act of discovery isn’t gentle or easy.” Take that as you will…
  • Hey, I hear you like panels, so I put some panels on your panels: Who needs breaks? Or food? I’ve got panels to go to! The schedule for Metatopia was jam packed with great games to playtest, but the highlight for me was the amazing panel track. Darren Watts worked very closely with the Double Exposure organizers to put together panels on everything from How to Cultivate A Fan Community to The Care and Feeding of Artists to How Not to Be A Jerk In Your Games. I was delighted to be on three panels as a speaker, including Women in Game Design, Sexism in Gaming, and a long talk on LARP. I attended numerous panels with folks like Brennan Taylor (Galileo Games), Kenneth Hite (Pelgrane Press), John Stavropolous (NerdNYC), Amanda Valentine (Editor Extraordinaire for numerous companies), and Jason Morningstar (Bully Pulpit Games, writer of Fiasco). My favorite panels included the Evil Hat Productions panel, the panel about dealing with artists, an intense panel on how to pitch your game and John Adamus’s writing panel. There were so many I didn’t get to go to, but there’s only so many hours in the day!
  • Pro Tip: Don’t Ever Walk in Late! My most amazing moment of the weekend came on the heels of an epic zonk-out by me on Saturday afternoon. I was rocking a cold so I took a nap, only to wake up late for the RPG Development Panel. I shook a leg downstairs to slip in late to a room full of some of the best folks in the industry up in front of the room: Fred Hicks and Rob Donoghue from Evil Hat, Darren Watts, Jason Morningstar, Cam Banks from Margaret Weiss and the illustrious Kenneth Hite. I got to my seat just as another designer was finishing up pitching and talking about his game. When nobody else raised my hand, Rob decided to toss me to the lions to ask me about how Wanderlust was doing! After mumbling something about just waking up from a nap (I’m so articulate when sleepy) I brought up the pitch I’d worked on at Mr. Hite’s panel earlier that day and tossed it at the panel – and it went great! I got to thank Rob later for tossing me in front of that truck, but it was worth every second.
  • State of LARP Address: It was my privilege to sit on a panel of four to talk to a room full of people about LARP. Considering that I want LARP to be the focus of my academic career at the NYU Game Center, I was glad to get the opportunity to discuss my passion in a serious discussion. What I discovered is that… well, there’s a lot to talk about. I also discovered that while opinions may vary on aspects of the hobby, there are universals across different kinds of LARP that we could all come together about. I was also super excited to hear that Jason Morningstar is developing a LARP version of Fiasco! I can’t wait to give it a shot. I also got the opportunity to speak with William White, one of the authors of Immersive Gameplay, and share some personal insights into the best practices when running and playing a LARP.
  • Women in Gaming? We Have Those! Two other great panels that happened at Metatopia this year came about as a result of some work between myself and Avonelle Wing, one of Double Exposure’s organizers. She and I got into this five hour discussion over the state of women in the gaming industry, both on the professional end and within the community, as well as about female representations in game content and art. We then made sure there would be two panels talking about the problems we saw. One, Women in Gaming, brought together myself, Avonelle, and two amazing women, Amanda Valentine and El Wood. We tackled issues of subconscious bias, confronting sexism, cultivating a female-friendly community, and the duty of women to support one another, without ever once dealing in man-bashing language. I felt a particular thrill when I was able to say to the audience, “First of all, I don’t believe feminism is a dirty word” and got a round of applause. Thank you, Metatopia, for engaging in a great debate about women’s issues and letting me be part of the discussion.
  • Above All, Metatopia Is About The People: The best part about coming to Metatopia had to be the people I got to spend time with. while many folks might spend their time at a convention like Metatopia focusing on the formal aspects of the play testing (because that’s what we’re there for!) or trying to network like mad, I found that I genuinely enjoyed just spending time with and getting to know folks from around the gaming community. I really enjoyed shooting the breeze with plenty of people who I previously had felt too shy to approach. This convention really taught me that, despite my shyness and the intimidation I may have felt to approach some people because of their fame in the indie community, as soon as I relaxed, people were open, friendly and genuine. I was also humbled by how supportive tons of folks have been in regards to my game and my company, Phoenix Outlaw Productions, lending advice, ideas, critique and encouragement while I bring this company and my RPG from dream to reality. If I had to thank everyone it’d take all day, but I can’t imagine not saying a special thanks to Rob Donoghue, John Adamus, Fred Hicks and Brian Engard for being so awesome.

On the heels of Metatopia, I’ve got a bunch of killer notes to update for Wanderlust and preparation for play testing to begin. I’ve also got the name Metatopia going around at the NYU Game Center, because how can these two amazing forces of game design and play testing not come together for more awesomeness in the future? I also obviously cannot wait for next year. Considering the last two years, I want to pledge to myself that come next Metatopia, I’ll be able to talk about the process of finishing and publishing Wanderlust and then going on to the next game on my mind! But if I want to do that, I gotta get to work. Once more, I want to say thanks to the great folks who made Metatopia this year what it was, and I can’t wait until next time!

Dice, Dead Deer and Dire Cabin Fever: Hurricane Sandy After-Report

I, Shoshana Kessock, have never been so glad to sit at a computer and type things to the Interwebs.

It’s been a few days now since I escaped the blacked out portions of New Jersey and got to a place with power, and I’m still counting my blessings every time I turn on a light switch. The devastation of Hurricane Sandy that wrecked portions of the East Coast and walloped the Tri-State area had me sheltering in place with some friends in Jersey City for the duration. We returned from an amazing weekend at Deathcon, Dystopia Rising’s Halloween season ender, just in time to hunker down for the storm. Eschaton Media staffers Ashley Zdeb, Sean and Megan Jaffe, their roommate Shaheen, my best friend Andrea and our friend Schuyler made ourselves at home for the crisis. The story has become my favorite example for how generous and welcoming gamers can be, as the good folks opened their home to me for six days when the power went out during the storm Monday and stayed that way until Friday evening.

Now, you’d ask: what did you do during that time? Well, folks, we did what any good gamers would do during a shut-in period of a few days. In between trips to the local Target to charge our items, gather supplies and generally touch base with the outside world, we did what gamers will do. We found games we liked and we played the hell out of them. What did we play? I’m glad you asked!

  1. Fiasco: For those of you unfamiliar with Fiasco, it’s an amazing tabletop storytelling game written by Jason Morningstar. Described on Amazon.com as ‘a roleplaying game about ordinary people with powerful ambitions and poor impulse control’, Fiasco is an incredible narrative-driven game that lets you essentially play out a Coen Bros. movie with little to no prep and a lot of interpersonal insanity. The version we played was based on a horror world created by Sean Jaffe where some folks from a small town were hanging out in a bar when they’re offered $50,000 each to watch a shiny red Cadillac for one month. The catch? They just couldn’t open the trunk. But what happens when you hear the trunk a’thumping? Yeah, it was that kind of game. Sean also included some amazing horror elements in the game that had us genuinely clawing at each other’s arms and jumping at the smallest noise… which was funny, since we were playing it through the worst of the Hurricane. It’s a testament to how good a GM Sean is and how solid Fiasco is as a game that we barely blinked when the power went out – we just picked up candles and kept going.
  2. Munchkin Cthulhu– What could make a card game like Steve Jackson’s Munchkin better? Toss Cthulhu into it! The popular card game has about a dozen editions now, including one based on Firefly, on White Wolf games, on James Bond and Super Heroes, but it’s the Cthulhu one that’s nearly standard for any gamer nerd. We played the ‘kick down the door and kill a monster, but don’t forget to screw your friends over!’ game by candlelight on the third night of our forced Staycation and it was actually the most civilized session of this game I’ve ever played. Maybe we just didn’t want to get all Lord of the Flies over defeating the Dread Cthulhu, but I’ve had some wicked competitive games of Munchkin in the past. This one managed to stay fun and supportive all the way thru, like when we all let Sean beat up on Dread Cthulhu because, heck, why not?
  3. Lego: It’s not really a game so much as a toy, I guess, but I’ll include this here. Designing Legos by candlelight can be fun. Watching friends try to create a better spaceship than the other is hilarious and awesome.
  4. Super Hexagon: Got some battery left on your iPhone? Why not try an amazing game called Super Hexagon, why doncha? If you can’t get a signal out to friends and family, you might as well play this super abstract, super hard game to pass the time.

The other thing this vacation from the land of power and cell service did was give me an opportunity to prepare for Metatopia, the game design convention which passed this last weekend. Friday I was lucky to get out to Morristown for the con and had such an amazing time, it will get it’s own blog post. However, during the blackout, I got the opportunity to toss around ideas for finalizing the system for my tabletop RPG, Wanderlust. I also gave feedback for a project Sean was working on as we game designed in the dark.

All in all, I learned a couple of valuable things during this hurricane. One, when putting a car in a garage, make sure it has a way to be opened without utilizing electricity BEFORE the power goes out. Two, I can cook better than I ever imagined using just a stovetop. Three, games can make the worst situation so much better. And four, MAN do I get cabin fever in the dark. Special thanks to Justin Cronin’s new book, The Twelve, for helping me to get through it all.

Next post will talk about the amazing time I had at this year’s Metatopia. Until then, let’s wish everyone recovering from Hurricane Sandy good thoughts and much help. Also don’t forget to vote!

All Of The Games: Game Design, Graduate School and Me

It’s been a long time. I shouldn’t have left without word. Can you ever forgive me?

If you’re still reading, perhaps you have. Maybe you’ve put aside the long wait for this post and wait instead to hear what has been going on in my life. For that, dear reader, I appreciate your patience and would reward you with cookies if the internet had the ability to send real baked-goods thru wifi. But sadly, since I can’t email a brownie, I’ll just give you the low-down on the world as according to me.

Life has exploded exponentially lately. I was accepted earlier this year into the NYU Game Center MFA program for Game Design for it’s inaugural class. For those of you not familiar, Tisch School of the Arts within NYU has a program that studies games of all kinds. It’s built around the Game Center, which is its library of games that students can come in and play as part of an ongoing project to study games as a growing media and job market. This year was the first time they expanded the program to include a graduate program and yours truly was accepted. I’m humbled and ultimately boggled by the fact that I’m studying under amazing teachers like Jesper Juul, Eric Zimmerman, Katherine Isbister and the head of department, Frank Lantz. I applied on a wing and a prayer and now I’m studying game design and theory at one of the best schools in the world! For a while it was hard for me to fathom – the whole thing felt very surreal.

Then school started and surreal disappeared when the work-load began. Graduate school is, no joke, probably one of the biggest challenges I’ve ever had educationally. The work load is pretty intense and, along with the other projects I’m working on, keep me very busy. But I’m designing some great games with some amazing people, all to make me a better designer for my future career, so how can I complain? I’ve met some amazing fellow students so far and we’ve jumped head-first into the work. Already we wrote a kind of cracked-out version of the card game war called WarSlayerz (the Z is very important) and I’m learning how to work on digital games via platforms like GameMaker and Unity. The digital aspect of the program is the most daunting for me, as I’ve never done computer programming at all in my life, and I’m struggling to grok a completely different language to translate game design ideas into little digital dudes. I’m also making sure to rep pretty hard the wonderful world of analog gaming, especially the live action role-play community and their importance as an evolving international media. I’ve been up, burning the midnight oil to do all my work and my other projects outside of school.

Speaking of those other projects, I’m still blogging over at Tor.com even though my posts have slowed down distinctly. GenCon rolled right into a LARP weekend and then into orientation and graduate school, which effectively tore through my writing schedule. I’ve recently taken on reviewing NBC’s newest post-apoc show Revolution for Tor.com and I’ve got a few more posts coming out. I enjoy working for Tor.com so much and the chance to do review and criticism is something I don’t want to give up while going through school. There might, however, be a wee slow down from the posting schedule I had before.

That’s also because, outside of the Game Center, I’m working hard at developing my tabletop RPG game Wanderlust. In the coming weeks there will be more information about it, including the launch of my company Phoenix Outlaw Production’s website, the exciting announcement of new talent being added to our company’s team, and even a schedule of publication and (hopefully) our Kickstarter. We’ll have a Facebook page all set up for updates too that’ll get put up here with commentary from my partner in crime Josh Harrison and more articles here about how things are going development-wise for the game. I believe it’s important to keep folks in the loop about how a game dev is going so they can see the process from the bottom up, and I’m excited as hell to share the development of this game with you. I’m working with a fantastic editor as well in John Adamus and he’s been fabulous at helping me turn this book into a space-epic reality.

I also recently broke through one of my most challenging fears by completing and submitting a short story to an anthology (which I’ll be writing about in a future post). That plus some other freelance work, my storytelling for Dystopia Rising New Jersey and preparation for Double Exposure’s Metatopia convention has kept me busy. When do I sleep? Let’s just say the last few weeks has been full of Red Eyes (lots of espresso!) and power naps.

So that’s the lay of the land, sports fans. I’m working hard to produce what writing I can in both the game design field and in plain creative writing. But I don’t want to forget that I have this blog too and it’s chock full of space for commentary and articles I want to put together too. In the upcoming weeks you’ll hear more about lots of nerdy things, including stuff I’ve read that is keeping me sane throughout the hectic work weeks and some views on writing too. Meanwhile, I’m staring down a pile of work with my name on it so I’m signing off.

Until next time, writers and gamers and geeks out there – don’t let the man get you down. Or the beagle. Those beagles are deceptively shifty.

Welcome back to the rodeo, I’m your host, let’s play our game

It’s been a long time since I posted on this blog. I say that a lot. I’m not going to be saying it much anymore.

Welcome to the relaunch of Wisdom in Silence, my writing blog. You can tell it’s no longer called that. Now, it’s just straight up called Shoshana Kessock. That’s me. From now on, this is going to be my blog about being a freelance writer, game designer and geek girl. I’m going to talk here about what it’s like chasing the dream of publishing in the role-playing industry. I’m going to talk about my experience being accepted into the NYU Grad program in Game Design. I’m going to talk about facing down chronic illness while still trying to publish and deal with school. I’m going to talk about the geek world at large. This is going to be my journey and I’m putting it out here for those who want to read it.

But why, you ask? Why would anyone want to read about this kind of struggle? Well, I’ll tell you, I don’t know for certain that people will. I know that I’ve gotten a lot of questions lately about what I’m doing and how I’m doing it. And I find myself answering a lot of the same questions over and over. What projects are you working on? How’s it going? What’s the update on such-and-such? What do you think about this? So here’s a place where it’s all going to go. Here’s the start:

I’m Shoshana Kessock. I’m twenty-nine. I’m starting graduate school at NYU for game design in a matter of weeks. I’m the creator of Phoenix Outlaw Productions, an independent gaming company out to publish and produce quality game products for the world at large. I run the company with my business partner, Josh Harrison. You’ll hear more about all that in future posts. I’m also writing my first gaming book through Phoenix Outlaw Productions. Some folks may have heard of it from me: it’s called Wanderlust and I’m excited to talk more about it’s development.

I also work freelance as a writer and copy editor for Eschaton Media, which publishes the Dystopia Rising tabletop role-playing book and other products. When I’m not doing that, I’m a full-time staffer on the Dystopia Rising Live-Action Role-Play game out in Sparta, New Jersey. I’m also a freelance blogger who writes for Tor.com where I cover comics, LARP, film and various geekery. When I’m not doing all that, I’m writing a novel as well that I’m three quarters of the way finished with and I’m dedicated to getting published. In between, I spend time with my friends, write short stories, live in Brooklyn, read tarot cards and a mountain of books whenever I can. I am also currently trying to learn to play the harmonica. Because harmonicas are cool.

What I’ve been up to lately includes getting ready for graduate school, making some new friends at Dexcon 2012 (updates for that to come) and got myself picked up to go staff at GenCon 2012 in just a few weeks. I will be attending as part of the staff for First Exposure, the independent gaming play test track run by the staff of Double Exposure. I’m excited for the prospect of play testing what I’ve got for my Wanderlust game at that convention just before school starts, and I’m also excited about a couple of projects that I can’t talk about just yet that are on the horizon.

That’s my life. That’s what you’ll be hearing more about. In between I’ll be posting some Flash Fiction challenges from the glorious Chuck Wendig’s blog (because his challenges make my inner writer do a dance of creative excitement) and I’ll be talking about writing challenges and techniques in general too. This blog will be two parts running tally of my life and two parts exploration of what it is to be a female geek and writer.

Sounds good? I do hope so. From here on out, it’s all shooting for the horizon folks. Stick around, won’t you?