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#god there are so many good and cool ways to explore monstrosity as a theme or allegory in media it makes me so šŸ„°šŸ„°šŸ„°
mobydyke Ā· 2 years
Text
when themes of monstrousness enter the narrative šŸ‘€šŸ„°šŸ¤Œ
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fyrapartnersearch Ā· 7 years
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The captain has turned off the fasten seatbelt sign
Hello, this is your captain speaking. Weā€™re currently flying at the altitude where passenger planes can be spotted! One of my co-pilots is starting to disembark before landing, so I am currently searching for a craft that will carry a story on new wings!
About your aviator: My nameā€™s Jaimie. Hi!
Iā€™ve been flying for many years (15+) but more recently have been stationed abroad (Therefore Iā€™m not going to dole out timezones- it scares away the passengers) all you really need to know is that outside of my flight pattern (my hobby) I have a really time consuming job (40+ hours) but fear not! Rain or shine, this plane always makes the trip! My trips are normally good for one ride a day, however, sometimes Iā€™m willing to take a layover if the goingā€™s good.
Age wise, Iā€™m 27. Welp.Ā 
Youā€™ll notice (or not) in the tags, I clicked fandoms.Ā Despite the fandom ā€˜clickā€™ I will only use original characters (OCs ONLY).Ā 
Letā€™s go over some air safety rules!
-Ā Noted above, I only write OCs. Please donā€™t email me about [Spiderman x Deadpool] or whatever the kids are writing now.Ā NO. IĀ donā€™tĀ want to role-play your fandom! Hope that clears that up.
- I only write as men. I am looking for a MxM role-play.Ā I double often with a vast range of characters (I repeat, I this aircraft serves all kinds!).Ā I respect your want to play any other story, do not email me saying, ā€œI read your post, but I really like writing a femaleā€¦lol is that okay?ā€ I will politely turn you down andĀ privately share your faux-pas with myĀ colleaguesĀ about you not being able to read. Soā€¦hope that clears that upā€¦Ā 
-Ā Please be legal age if you want to write NSFW stories. You must be 18 or older to fly unaccompanied by a legal guardian. I am an adult, I would prefer adult themes but I am not above writing SFW stories either. Let me know what youā€™re interested inā€¦and your age. We can discuss limits should it be needed.
-Ā I like to think Iā€™m pretty friendly, I would love to talk to you! If you want to chat or be buddy buddy, cool beans friend! Iā€™m all for those kinds of words.
-Ā This has been peeving me for some time. Everyone always says, ā€œI usually get dropped because x doesnā€™t respond/ the story dips off and I donā€™t know what to write/ I have no time/ I need time to think of a reply/ etc.ā€
I will absolutely tell you if the story is going nowhere/ let you know if I want to stop/ Canā€™t write anymore.Ā Please do the same. I will not be upset and respect you more for it. I might even hit you up if you feel like the time might be right at another date.Ā To those who have previously messaged me, please donā€™t re-message. It didnā€™t work for some reason, I see you floating around here too. To you, I say good day sir-madams!Ā 
-Ā Lastly, I will provide story prompts and name my character I intend on using. The plotting point of the role-play (not even the writing) is usually where I lose peopleā€¦I also get the line,Ā ā€œWhat are you intoā€¦Iā€™ll write whateverā€¦You chooseā€¦ā€Ā Well damn.Ā I will choose.Ā Call it, fatigue from the lack of will to be frank about what one truly wants.Ā 
* (Character bioā€™s in depth will be provided to those interested in the story/character combo.)
The Flight plan (plots)
1.Ā (Fantasy/Sci-fi/Modern) Startop or affectionately dubbed 'STā€™ by his small group of companions is a botanist and lover of any kind of plant life. Working in a world filled with something akin to 'scientific magicā€™ people not only live along side the growing technological industry but also have discovered alchemic answers to the 'magic tricksā€™ in the world. As a result animal-like monstrosities have been released in this land along with anomalies in the plant life. A glorious haven for ST, he works in an old castle like building, toiling behind 'chemicalsā€™ to enhance plants to better serve humanity. There is a 'slip upā€™ here and there, but nothing that canā€™t be swept under the proverbial rugā€¦or burned. The quirky semi-scientist who slums it in a laboratory has never lived a life of adventure in the fantastic world around him. They say he can work magic on foliage but perhaps someone in his genus could strike up some chemistry instead.
2.Ā (FANDOM- Love Pistols Manga) (Notice: if you have no idea what this is, please either google it or over look this prompt). After losing his best friend to another man in South Korea, Leroy is devastated. At the losing end of a love triangle, the heavyweight faces his future back in New York with disdain. The god-father to his secret loveā€™s son and rival of his current lover. Leroy finds little joy in the time spent back home. Everyone is moving on without him and being the heir to his fatherā€™s banking company, Leroy will either face an arranged marriage in order to keep the family wheel turning or find someone to replace his previous 'Princeā€™. Itā€™s tough being an Alligator in such a cold city, but maybe someone can help this reptile warm up.Ā 
3.Ā (Fantasy) Serbian is foremost a sorcerer but a small fact remains that he is also a demon. Demons fall in many categories in this world, some being benign, others being a threat. In this world there are humans and those who are not. Serbian falls into the aforementioned slot, which he is all too painfully aware of. Spending his time with a page held against her will, and a two tailed beast, the demon often finds himself peddling his wares to fellow demons and humans alike, forever on the move, a nomad in a mysterious continent. Yet, the humans strive to rid the world of demon-kind engineering 'aeyglesā€™ a hybrid of human and demon kind to ward of the surmounting threat to humanity. Stifled with a secret hidden within himself, Serbian struggles to live in a chaotic world wrought with danger, aeygles, daemons, mystery, and magic. Will he succumb to the rise of humanity, or help snuff it out before the Aeygles prove to be more dangerous to both demons and humans alike?
4.Ā (Fantasy/Slice of Life/Modern) Thad is a damn good chef. He has hit a low point however and now works in a sleazy part of town, in a run down restaurant, smack between a strip joint and a dollar theatre. This doesnā€™t get him down however, being a slacker is kind of his thing. When heā€™s not working, he spends his time in bars, drinking, or playing the bass in a punk band for kicks. The point remains however, Thad is a damn good chef. He has been for over 500 years. Though thatā€™s pretty young in the lifetime of an imp. The world has always had a side not so often seen, and his world is nearly invisible, thanks to the OG monsters who kept things in the shadows. Life for monsters has been changing however, vampires being more lax, werewolves running amok from time to time. Still, despite this low point, itā€™s but a small bump in the trajectory of his so-called life. Heā€™ll either continue on as he has been for 500 years or be thrown for a loop by whatever comes his way. But thatā€™s the beauty of life. You never know who or what might be coming down the road.Ā 
5.Ā (Fantasy/Sci-fi) On the alien planet of Avis, in the Sol System- a neighbor to old Earthā€™s Solar System there live a species undisturbed for eons. Despite the lack of communication between others, the Harpee have thrived with their minimalist technologies, living on their harsh, jungle infested planet. Muteo, a young Harpee prince is leery of taking on his motherā€™s position as ruler of his people. However, with four waring factions between the Harpee, there is a little competition. With the threat of contact from other worlds looming and the choice to follow in his motherā€™s footsteps- what is the prince to do? Will he choose to explore these 'settlersā€™ from another world, or to unify his people and fight them.
There you have it folks! Grab your ticket and fall in line, weā€™ll be boarding soon!
I only role-play through email:Ā [email protected] (there it is!)
Please donā€™t email me with no idea what youā€™re interested in. If you want something a little different or want to modify the stories in any way, please let me know! Iā€™m all for the change!Ā I am also willing to collaborate on a plot/characterĀ IF a decent story has been developed and the need arises to make another character.
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kayawagner Ā· 6 years
Text
Gnome Stew Notables ā€“ Avery Alder
Welcome to the next installment of our Gnome Spotlight: Notables series. The notables series is a look at game developers in the gaming industry doing good work. The series will focus on female game creators and game creators of color primarily, and each entry will be a short bio and interview. Weā€™ve currently got a group of authors and guest authors interviewing game creators and hope to bring you many more entries in the series as it continues on. If youā€™ve got a suggestion for someone we should be doing a notables article on, send us a note at [email protected]. ā€“ Head Gnome John
Meet Avery
Avery is an experienced game designer interested in bringing meaningful and easy-to-learn games to a wider audience. Emphasizing collaboration and games where players decide ā€˜what is possibleā€™, Averyā€™s games work to realize the potential for roleplaying games to challenge our politics, transform our lives, and bring about social change. Her works include: Monsterhearts, The Quiet Year, Ribbon Drive.
Check out Averyā€™s Kickstarter for Dream Askew//Dream Apart
@dreamaskew on twitter
Talking with Avery
1.) You have a new game out! Tell us about your latest game on Kickstarter. Itā€™s called Dream Askew?
Yes! My latest project is on Kickstarter now! It is actually a split book with two games that are sort of companion games. I wrote Dream Askew, which is about a queer community amid the collapse of civilization, where the characters are influential people and explore what they would do with all the potential and scarcity that they now have. It is explicitly about a marginalized community banding together, and acknowledges that the apocalypse wonā€™t reach everyone at the same time. I like that all of that possibility could be really hopefulā€¦ Benjamin Rosenbaumā€™s game Dream Apart is about being members of a Jewish shtetl in 19th century Eastern Europe. Both are designed as diceless and gm-less games that are good for seasoned players but are also beginner-friendly.
softcover, full colour, half-letter (5.5 x 8.5), approx. 100-180 pages
2.) Tell us a little bit about yourself and your work.
I have been designing games since high school and have explored a lot of different themes and approaches, but I keep coming back to themes of self-doubt, troubled communitiesā€”with conflicts like ideological differencesā€”and relationships, queer community, and the post-apocalypse or exploring what would happen after the collapse of civilization. My games donā€™t focus on despair and suffering though. They focus on finding out where hope survives in that process.
I am really proud of my game Ribbon Drive, which was a freeform game that used songs from music playlists brought by the players to inspire the scenes and framing that players responded to in the game. For me, this game was about players coming in with a vision of the futureā€”the places the game would goā€”and learning how to re-examine, and eventually let go of, that vision.
In 2012 I released probably my most popular game, Monsterhearts, where players are teenage monstersā€”both literally and metaphorically. They are teens making sense of their changing bodies and social worlds, while being monsterous creatures with their associated behavioral traits. This game had a lot of queer themes, with monstrosity standing in as a metaphor for a lot of things, but especially queerness. Sexuality and its confusing abiguities are core mechanic for the game.
I also designed The Quiet Year, which is a map drawing game about a community that has survived the collapse of civilization and is trying to rebuild. It is sort of a combination of board game, world building, and and abstract poetry exercise!
3.) Can you tell me a little bit more about how you make those thematic choices? Are these intentional and goal oriented? More personal?
I think itā€™s a mixture of personal interest and goal. I have lots of ideas and start working on lots of games and then abandon most of themā€¦so the ones that have a burning need to be created are the ones that make it through. They are the games with themes I find really compelling, and that do mechanical things that push back against prevailing design trendsā€¦or build on those trends. There was a period in the indie design community when every design revolved around scene-level conflict resolution mechanics, and play pushed toward these conflicts in every scene. Ribbon Drive was designed as a game where you didnā€™t have conflict, and even when there were obstacles you could take a detour. You couldnā€™t use traits in the same scene that you introduced them. I think itā€™s important to have games about learning humility and self-reflection, not just conflict. One factor in choosing these elements is that they feel like a timely contribution to the community at a meta- level. Play can serve to promote belonging to a world working towards revolution and looking really critically at our own goals and actions. The games I design that make it to production really further thatā€¦itā€™s not coincidental.
4.) How did you get into games? Was there a memorable or meaningful gaming (or design) experience that encouraged you to get involved?
I have always been excited about games. D&D 3.5 was my first RPG experience. I was in a logging town where there werenā€™t a lot of opportunities, but with D&D I was able to imagine a world bigger than my small town. I was playing with a group of boys who were all smarmy know-it-alls, and would argue that the one GM-ing was wrong or could have done better. The games would always fizzle. From the get go I could see the potential in the medium and see us all having trouble accessing that potential, and with all our play styles wanting really different things. So I started designing my own games pretty quickly to try to see how to make the play experience better. I released my first game a month after I graduated high school.
5.) Who did you look up to when you got started in the industry? Or who do you look up to now?
Paul Czege wrote My Life With Master, the first indie role playing game I ever ordered, and it was the game that introduced me to tight minimal design. In that game, you play as a minion to an intimidating masterā€”a figure like Dracula or Frankenstein. There was the tension of wanting to do something for your master while also knowing you canā€™t escape them, but slowly developing curiosity about the townsfolk and the bravery and competence to overthrow the master. Your character was represented by only a few stats: Self-Loathing, Weariness, and Love for the townsfolk was all the definition that you needed. Czegeā€™s focused, minimal, tight, thematic mechanics really informed the kind of designer I became.
6.) Are there any important changes you see (or would like to see) occurring in the industry?
I have seen more games by and about women, which is really exciting. I see women designers getting a spotlight more often and also more queer themes being included in storiesā€”both by queer designers and by designers working to exclude fewer people from their stories. I also see a push for diversity generally, and more conventions thinking about diversity of guests they bring outā€¦But I see most of that push for diversity in ways that focus on gender and sexuality and not on race. Iā€™ve seen panels on bringing diversity to the games industry that are all white, so Iā€™d want more designers of color to be given guest spots at conventions and to get their work spotlighted more often. And maybe more attention on decolonization led by indigenous people in the community. From a design perspective, the thing Iā€™d really want to see are games accessible to new players and that play in a few hours (ex. Jason Morningstarā€™s games point a way forward). I work to design games that are mechanically simple, but they still typically require a lot of high concept thinking and take 3-4 hours. There arenā€™t many games that play in just one or two hours.
7.) Iā€™m glad you mentioned the time commitment that many RPGs take. Are there other ways these games could be more beginner-friendly?
In terms of a way that a book presents its concepts, not using acronyms is huge! Acronyms make it really imposing. In terms of design, games that require less math and that explain the concepts in the same place that you find them on the character sheet make them more accessible, so new players arenā€™t just looking down and seeing all these numbers. For play, thinking about making spaces accessible to new parents since many people have young children. In terms of themes, I think that as designers and storytellers we need to be really mindful about what themes will make sense to a general audience, and which are recursive tropes and memes that gamers have developed that are inscrutable to the outside worldā€¦like the progression of rat killing in sewers to becoming a demi-god doesnā€™t make sense to people who donā€™t already know it. If you are going to tell those stories and want them to be welcoming to new players, you really have to spell it out for new playersā€¦and what else might they know that looks similar. We like to think that these stories are like Lord of the Rings, but they really arenā€™t. The model for a D&D character arc is outside the usual.
I think a thing that comes up with my work is that people who are long time gamers have more trouble connecting thematically with what Iā€™m writing than people who havenā€™t played RPGs before. For example, with Ribbon Drive, if you are coming in from D&D and Pathfinder as a point of reference to this game you are going to stumble more because really obvious cultural touchstones for some arenā€™t necessarily gamer touchstones, so people stumble over them.
8.) I am very excited for your new project. Can you tell me a little more about it before I let you go?
One of the really cool things about this Kickstarter project is the way Dream Askew & Dream Apart are in dialogue. They both are about marginalized communities that have created this place of belonging and possibility, while at the fringes of society. They build off the same themes but take them to really different places; in one case taking those themes in the context of a group that really existed, while the other is about a more fantastic range of possibilities. One asks you to build upon and explore your relationship to history, and the other asks you to imagine and build a world together. Iā€™m interested in ways these games are both very similar and very divergent, and compliment each other and tease out the themes and possibilities of each. With Benjamin, thinking that if this project is about them both being a type of game, weā€™ve included a chapter on designing this type of gameā€”encouraging people to continue exploring community, development, and juggling tensions and choices though game design. The book is not just a manual for how to play a game but is a manual for how to play a particular kind of game, as well as a piece that encourages you to design and explore further on your own.
I think it is really important to say that, in addition to Dream Askew & Dream Apart being rich games with powerful themes, I think they are really fun. Fun games that are for anyone. The first time I played Dream Apart we were high-fiving and laughingā€¦it was just so fun to play!
Thanks for joining us for this entry in the notables series.Ā  You can find more in the series here: and please feel free to drop us any suggestions for people we should interview at [email protected].
Gnome Stew Notables ā€“ Avery Alder published first on https://supergalaxyrom.tumblr.com
0 notes
swipestream Ā· 6 years
Text
Gnome Stew Notables ā€“ Avery Alder
Welcome to the next installment of our Gnome Spotlight: Notables series. The notables series is a look at game developers in the gaming industry doing good work. The series will focus on female game creators and game creators of color primarily, and each entry will be a short bio and interview. Weā€™ve currently got a group of authors and guest authors interviewing game creators and hope to bring you many more entries in the series as it continues on. If youā€™ve got a suggestion for someone we should be doing a notables article on, send us a note at [email protected]. ā€“ Head Gnome John
Meet Avery
Avery is an experienced game designer interested in bringing meaningful and easy-to-learn games to a wider audience. Emphasizing collaboration and games where players decide ā€˜what is possibleā€™, Averyā€™s games work to realize the potential for roleplaying games to challenge our politics, transform our lives, and bring about social change. Her works include: Monsterhearts, The Quiet Year, Ribbon Drive.
Check out Averyā€™s Kickstarter for Dream Askew//Dream Apart
@dreamaskew on twitter
Talking with Avery
1.) You have a new game out! Tell us about your latest game on Kickstarter. Itā€™s called Dream Askew?
Yes! My latest project is on Kickstarter now! It is actually a split book with two games that are sort of companion games. I wrote Dream Askew, which is about a queer community amid the collapse of civilization, where the characters are influential people and explore what they would do with all the potential and scarcity that they now have. It is explicitly about a marginalized community banding together, and acknowledges that the apocalypse wonā€™t reach everyone at the same time. I like that all of that possibility could be really hopefulā€¦ Benjamin Rosenbaumā€™s game Dream Apart is about being members of a Jewish shtetl in 19th century Eastern Europe. Both are designed as diceless and gm-less games that are good for seasoned players but are also beginner-friendly.
softcover, full colour, half-letter (5.5 x 8.5), approx. 100-180 pages
2.) Tell us a little bit about yourself and your work.
I have been designing games since high school and have explored a lot of different themes and approaches, but I keep coming back to themes of self-doubt, troubled communitiesā€”with conflicts like ideological differencesā€”and relationships, queer community, and the post-apocalypse or exploring what would happen after the collapse of civilization. My games donā€™t focus on despair and suffering though. They focus on finding out where hope survives in that process.
I am really proud of my game Ribbon Drive, which was a freeform game that used songs from music playlists brought by the players to inspire the scenes and framing that players responded to in the game. For me, this game was about players coming in with a vision of the futureā€”the places the game would goā€”and learning how to re-examine, and eventually let go of, that vision.
In 2012 I released probably my most popular game, Monsterhearts, where players are teenage monstersā€”both literally and metaphorically. They are teens making sense of their changing bodies and social worlds, while being monsterous creatures with their associated behavioral traits. This game had a lot of queer themes, with monstrosity standing in as a metaphor for a lot of things, but especially queerness. Sexuality and its confusing abiguities are core mechanic for the game.
I also designed The Quiet Year, which is a map drawing game about a community that has survived the collapse of civilization and is trying to rebuild. It is sort of a combination of board game, world building, and and abstract poetry exercise!
3.) Can you tell me a little bit more about how you make those thematic choices? Are these intentional and goal oriented? More personal?
I think itā€™s a mixture of personal interest and goal. I have lots of ideas and start working on lots of games and then abandon most of themā€¦so the ones that have a burning need to be created are the ones that make it through. They are the games with themes I find really compelling, and that do mechanical things that push back against prevailing design trendsā€¦or build on those trends. There was a period in the indie design community when every design revolved around scene-level conflict resolution mechanics, and play pushed toward these conflicts in every scene. Ribbon Drive was designed as a game where you didnā€™t have conflict, and even when there were obstacles you could take a detour. You couldnā€™t use traits in the same scene that you introduced them. I think itā€™s important to have games about learning humility and self-reflection, not just conflict. One factor in choosing these elements is that they feel like a timely contribution to the community at a meta- level. Play can serve to promote belonging to a world working towards revolution and looking really critically at our own goals and actions. The games I design that make it to production really further thatā€¦itā€™s not coincidental.
4.) How did you get into games? Was there a memorable or meaningful gaming (or design) experience that encouraged you to get involved?
I have always been excited about games. D&D 3.5 was my first RPG experience. I was in a logging town where there werenā€™t a lot of opportunities, but with D&D I was able to imagine a world bigger than my small town. I was playing with a group of boys who were all smarmy know-it-alls, and would argue that the one GM-ing was wrong or could have done better. The games would always fizzle. From the get go I could see the potential in the medium and see us all having trouble accessing that potential, and with all our play styles wanting really different things. So I started designing my own games pretty quickly to try to see how to make the play experience better. I released my first game a month after I graduated high school.
5.) Who did you look up to when you got started in the industry? Or who do you look up to now?
Paul Czege wrote My Life With Master, the first indie role playing game I ever ordered, and it was the game that introduced me to tight minimal design. In that game, you play as a minion to an intimidating masterā€”a figure like Dracula or Frankenstein. There was the tension of wanting to do something for your master while also knowing you canā€™t escape them, but slowly developing curiosity about the townsfolk and the bravery and competence to overthrow the master. Your character was represented by only a few stats: Self-Loathing, Weariness, and Love for the townsfolk was all the definition that you needed. Czegeā€™s focused, minimal, tight, thematic mechanics really informed the kind of designer I became.
6.) Are there any important changes you see (or would like to see) occurring in the industry?
I have seen more games by and about women, which is really exciting. I see women designers getting a spotlight more often and also more queer themes being included in storiesā€”both by queer designers and by designers working to exclude fewer people from their stories. I also see a push for diversity generally, and more conventions thinking about diversity of guests they bring outā€¦But I see most of that push for diversity in ways that focus on gender and sexuality and not on race. Iā€™ve seen panels on bringing diversity to the games industry that are all white, so Iā€™d want more designers of color to be given guest spots at conventions and to get their work spotlighted more often. And maybe more attention on decolonization led by indigenous people in the community. From a design perspective, the thing Iā€™d really want to see are games accessible to new players and that play in a few hours (ex. Jason Morningstarā€™s games point a way forward). I work to design games that are mechanically simple, but they still typically require a lot of high concept thinking and take 3-4 hours. There arenā€™t many games that play in just one or two hours.
7.) Iā€™m glad you mentioned the time commitment that many RPGs take. Are there other ways these games could be more beginner-friendly?
In terms of a way that a book presents its concepts, not using acronyms is huge! Acronyms make it really imposing. In terms of design, games that require less math and that explain the concepts in the same place that you find them on the character sheet make them more accessible, so new players arenā€™t just looking down and seeing all these numbers. For play, thinking about making spaces accessible to new parents since many people have young children. In terms of themes, I think that as designers and storytellers we need to be really mindful about what themes will make sense to a general audience, and which are recursive tropes and memes that gamers have developed that are inscrutable to the outside worldā€¦like the progression of rat killing in sewers to becoming a demi-god doesnā€™t make sense to people who donā€™t already know it. If you are going to tell those stories and want them to be welcoming to new players, you really have to spell it out for new playersā€¦and what else might they know that looks similar. We like to think that these stories are like Lord of the Rings, but they really arenā€™t. The model for a D&D character arc is outside the usual.
I think a thing that comes up with my work is that people who are long time gamers have more trouble connecting thematically with what Iā€™m writing than people who havenā€™t played RPGs before. For example, with Ribbon Drive, if you are coming in from D&D and Pathfinder as a point of reference to this game you are going to stumble more because really obvious cultural touchstones for some arenā€™t necessarily gamer touchstones, so people stumble over them.
8.) I am very excited for your new project. Can you tell me a little more about it before I let you go?
One of the really cool things about this Kickstarter project is the way Dream Askew & Dream Apart are in dialogue. They both are about marginalized communities that have created this place of belonging and possibility, while at the fringes of society. They build off the same themes but take them to really different places; in one case taking those themes in the context of a group that really existed, while the other is about a more fantastic range of possibilities. One asks you to build upon and explore your relationship to history, and the other asks you to imagine and build a world together. Iā€™m interested in ways these games are both very similar and very divergent, and compliment each other and tease out the themes and possibilities of each. With Benjamin, thinking that if this project is about them both being a type of game, weā€™ve included a chapter on designing this type of gameā€”encouraging people to continue exploring community, development, and juggling tensions and choices though game design. The book is not just a manual for how to play a game but is a manual for how to play a particular kind of game, as well as a piece that encourages you to design and explore further on your own.
I think it is really important to say that, in addition to Dream Askew & Dream Apart being rich games with powerful themes, I think they are really fun. Fun games that are for anyone. The first time I played Dream Apart we were high-fiving and laughingā€¦it was just so fun to play!
Thanks for joining us for this entry in the notables series.Ā  You can find more in the series here: and please feel free to drop us any suggestions for people we should interview at [email protected].
Gnome Stew Notables ā€“ Avery Alder published first on https://medium.com/@ReloadedPCGames
0 notes
kayawagner Ā· 6 years
Text
Gnome Stew Notables ā€“ Avery Alder
Welcome to the next installment of our Gnome Spotlight: Notables series. The notables series is a look at game developers in the gaming industry doing good work. The series will focus on female game creators and game creators of color primarily, and each entry will be a short bio and interview. Weā€™ve currently got a group of authors and guest authors interviewing game creators and hope to bring you many more entries in the series as it continues on. If youā€™ve got a suggestion for someone we should be doing a notables article on, send us a note at [email protected]. ā€“ Head Gnome John
Meet Avery
Avery is an experienced game designer interested in bringing meaningful and easy-to-learn games to a wider audience. Emphasizing collaboration and games where players decide ā€˜what is possibleā€™, Averyā€™s games work to realize the potential for roleplaying games to challenge our politics, transform our lives, and bring about social change. Her works include: Monsterhearts, The Quiet Year, Ribbon Drive.
Check out Averyā€™s Kickstarter for Dream Askew//Dream Apart
@dreamaskew on twitter
Talking with Avery
1.) You have a new game out! Tell us about your latest game on Kickstarter. Itā€™s called Dream Askew?
Yes! My latest project is on Kickstarter now! It is actually a split book with two games that are sort of companion games. I wrote Dream Askew, which is about a queer community amid the collapse of civilization, where the characters are influential people and explore what they would do with all the potential and scarcity that they now have. It is explicitly about a marginalized community banding together, and acknowledges that the apocalypse wonā€™t reach everyone at the same time. I like that all of that possibility could be really hopefulā€¦ Benjamin Rosenbaumā€™s game Dream Apart is about being members of a Jewish shtetl in 19th century Eastern Europe. Both are designed as diceless and gm-less games that are good for seasoned players but are also beginner-friendly.
softcover, full colour, half-letter (5.5 x 8.5), approx. 100-180 pages
2.) Tell us a little bit about yourself and your work.
I have been designing games since high school and have explored a lot of different themes and approaches, but I keep coming back to themes of self-doubt, troubled communitiesā€”with conflicts like ideological differencesā€”and relationships, queer community, and the post-apocalypse or exploring what would happen after the collapse of civilization. My games donā€™t focus on despair and suffering though. They focus on finding out where hope survives in that process.
I am really proud of my game Ribbon Drive, which was a freeform game that used songs from music playlists brought by the players to inspire the scenes and framing that players responded to in the game. For me, this game was about players coming in with a vision of the futureā€”the places the game would goā€”and learning how to re-examine, and eventually let go of, that vision.
In 2012 I released probably my most popular game, Monsterhearts, where players are teenage monstersā€”both literally and metaphorically. They are teens making sense of their changing bodies and social worlds, while being monsterous creatures with their associated behavioral traits. This game had a lot of queer themes, with monstrosity standing in as a metaphor for a lot of things, but especially queerness. Sexuality and its confusing abiguities are core mechanic for the game.
I also designed The Quiet Year, which is a map drawing game about a community that has survived the collapse of civilization and is trying to rebuild. It is sort of a combination of board game, world building, and and abstract poetry exercise!
3.) Can you tell me a little bit more about how you make those thematic choices? Are these intentional and goal oriented? More personal?
I think itā€™s a mixture of personal interest and goal. I have lots of ideas and start working on lots of games and then abandon most of themā€¦so the ones that have a burning need to be created are the ones that make it through. They are the games with themes I find really compelling, and that do mechanical things that push back against prevailing design trendsā€¦or build on those trends. There was a period in the indie design community when every design revolved around scene-level conflict resolution mechanics, and play pushed toward these conflicts in every scene. Ribbon Drive was designed as a game where you didnā€™t have conflict, and even when there were obstacles you could take a detour. You couldnā€™t use traits in the same scene that you introduced them. I think itā€™s important to have games about learning humility and self-reflection, not just conflict. One factor in choosing these elements is that they feel like a timely contribution to the community at a meta- level. Play can serve to promote belonging to a world working towards revolution and looking really critically at our own goals and actions. The games I design that make it to production really further thatā€¦itā€™s not coincidental.
4.) How did you get into games? Was there a memorable or meaningful gaming (or design) experience that encouraged you to get involved?
I have always been excited about games. D&D 3.5 was my first RPG experience. I was in a logging town where there werenā€™t a lot of opportunities, but with D&D I was able to imagine a world bigger than my small town. I was playing with a group of boys who were all smarmy know-it-alls, and would argue that the one GM-ing was wrong or could have done better. The games would always fizzle. From the get go I could see the potential in the medium and see us all having trouble accessing that potential, and with all our play styles wanting really different things. So I started designing my own games pretty quickly to try to see how to make the play experience better. I released my first game a month after I graduated high school.
5.) Who did you look up to when you got started in the industry? Or who do you look up to now?
Paul Czege wrote My Life With Master, the first indie role playing game I ever ordered, and it was the game that introduced me to tight minimal design. In that game, you play as a minion to an intimidating masterā€”a figure like Dracula or Frankenstein. There was the tension of wanting to do something for your master while also knowing you canā€™t escape them, but slowly developing curiosity about the townsfolk and the bravery and competence to overthrow the master. Your character was represented by only a few stats: Self-Loathing, Weariness, and Love for the townsfolk was all the definition that you needed. Czegeā€™s focused, minimal, tight, thematic mechanics really informed the kind of designer I became.
6.) Are there any important changes you see (or would like to see) occurring in the industry?
I have seen more games by and about women, which is really exciting. I see women designers getting a spotlight more often and also more queer themes being included in storiesā€”both by queer designers and by designers working to exclude fewer people from their stories. I also see a push for diversity generally, and more conventions thinking about diversity of guests they bring outā€¦But I see most of that push for diversity in ways that focus on gender and sexuality and not on race. Iā€™ve seen panels on bringing diversity to the games industry that are all white, so Iā€™d want more designers of color to be given guest spots at conventions and to get their work spotlighted more often. And maybe more attention on decolonization led by indigenous people in the community. From a design perspective, the thing Iā€™d really want to see are games accessible to new players and that play in a few hours (ex. Jason Morningstarā€™s games point a way forward). I work to design games that are mechanically simple, but they still typically require a lot of high concept thinking and take 3-4 hours. There arenā€™t many games that play in just one or two hours.
7.) Iā€™m glad you mentioned the time commitment that many RPGs take. Are there other ways these games could be more beginner-friendly?
In terms of a way that a book presents its concepts, not using acronyms is huge! Acronyms make it really imposing. In terms of design, games that require less math and that explain the concepts in the same place that you find them on the character sheet make them more accessible, so new players arenā€™t just looking down and seeing all these numbers. For play, thinking about making spaces accessible to new parents since many people have young children. In terms of themes, I think that as designers and storytellers we need to be really mindful about what themes will make sense to a general audience, and which are recursive tropes and memes that gamers have developed that are inscrutable to the outside worldā€¦like the progression of rat killing in sewers to becoming a demi-god doesnā€™t make sense to people who donā€™t already know it. If you are going to tell those stories and want them to be welcoming to new players, you really have to spell it out for new playersā€¦and what else might they know that looks similar. We like to think that these stories are like Lord of the Rings, but they really arenā€™t. The model for a D&D character arc is outside the usual.
I think a thing that comes up with my work is that people who are long time gamers have more trouble connecting thematically with what Iā€™m writing than people who havenā€™t played RPGs before. For example, with Ribbon Drive, if you are coming in from D&D and Pathfinder as a point of reference to this game you are going to stumble more because really obvious cultural touchstones for some arenā€™t necessarily gamer touchstones, so people stumble over them.
8.) I am very excited for your new project. Can you tell me a little more about it before I let you go?
One of the really cool things about this Kickstarter project is the way Dream Askew & Dream Apart are in dialogue. They both are about marginalized communities that have created this place of belonging and possibility, while at the fringes of society. They build off the same themes but take them to really different places; in one case taking those themes in the context of a group that really existed, while the other is about a more fantastic range of possibilities. One asks you to build upon and explore your relationship to history, and the other asks you to imagine and build a world together. Iā€™m interested in ways these games are both very similar and very divergent, and compliment each other and tease out the themes and possibilities of each. With Benjamin, thinking that if this project is about them both being a type of game, weā€™ve included a chapter on designing this type of gameā€”encouraging people to continue exploring community, development, and juggling tensions and choices though game design. The book is not just a manual for how to play a game but is a manual for how to play a particular kind of game, as well as a piece that encourages you to design and explore further on your own.
I think it is really important to say that, in addition to Dream Askew & Dream Apart being rich games with powerful themes, I think they are really fun. Fun games that are for anyone. The first time I played Dream Apart we were high-fiving and laughingā€¦it was just so fun to play!
Thanks for joining us for this entry in the notables series.Ā  You can find more in the series here: and please feel free to drop us any suggestions for people we should interview at [email protected].
Gnome Stew Notables ā€“ Avery Alder published first on https://supergalaxyrom.tumblr.com
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