What We Played: Pottery Shards

Posted by Caroline

Playtesting continues for Marc’s latest project, the archaeology game currently titled Pottery Shards! Marc, Ben, Fred, and I had a great time testing out a new gameplay loop that really helped focus our world-building and felt organic and fun. Marc’s been patiently iterating on this design for just over a year, and it feels like we’re really getting close to the final rules!

The People of the Flood

We decided to study a brutal and ambitious civilization that resided beside a desert river. Our archeologist discovered one site with three artifacts that offered us a glimpse of the People of the Flood. 

The Site

As first player I had the honors of describing the site. I made a tall cone made of hewn sandstone, with an underground tunnel entrance. Fred then got to describe what the site was used for. Since it floods each year, people swim through the tunnel opening to perform an annual soul purification ritual in the dark pool within the cone. Finally, Ben painted a picture of what this looked like – it’s all beige now when we look at it, but in the past the archeologist imagines it being painted brilliant colors against the desert tan.

The Artifacts

Marc introduced our first artifact, a large stone ball with three spikes protruding out of it, kinda like a spiky tripod. I got to describe its use. Our archeologist decided it was probably used as a sacrificial statue, symbolizing the evil you wanted to purify. Fred described the people hauling the statue as they would swim through the tunnel, a dangerous and difficult task. The statues get left at the bottom of the pool, making it more and more dangerous to enter. 

We continued playing that loop format – one player introducing an artifact, the next player saying what it was for, and the last player sharing a little vision of what it looked like long ago. We created a series of carvings at the top of the cone, which were peoples’ ambitions for the year. Our archeologist imagined people climbing over one another to just barely reach the top and carve their hopes in the dark. And then we created a door that had bones in it, because of course people died during this ritual and so were buried within the walls. In fact, sometimes instead of bringing an evil spirit statue, you came with someone else to fight to the death. In the water. In the dark. Hey – we said they were a brutal people!

Onward

We only had time for that one full round. If we had kept playing, we would have gotten to move on to a new site, and discover new artifacts there. I’m excited to see how Marc keeps honing the rules and the text, and so happy that we are now in the ‘fine tuning’ stages of the design!

What We Played: Welcome to Sentai High! (Entanglement playtest)

Posted by Marc

The game starts with creating a setting. We’re supposed to pick a basic story concept, something everyone’s already familiar with. As Caroline read out the description, an idea flashed into my head. “Ok, hear me out,” I said. “Power Rangers.” We set up our little world of high school seniors at Sentai High in Neo-San-Kyoto, who face the challenge of fighting huge monsters in Japanese-warrior themed mechs while also finding time go on dates and study for the big test!

“We can’t lose someone else…”

Our cast of characters started with Riyuji Takanaka, a transfer student and newest member of the team, aka “the rookie” and Val Vaneo, a hot-headed hotshot member of the team. Next was my character Venetia Vaneo, younger sister of Val and decidedly not a mech pilot (and thus unaware of their existence!) Finally we had Tiger Lopez, Venetia’s boyfriend and (to complete the loop) Riyuji’s mentor. Tiger was the head of the ranger squad, but he was haunted by the loss of their former leader Jason, for which he blamed himself.

We finished character creation by writing feeling statements between our characters (Venetia loves Tiger, Val feels threatened by Riyuji), then passing the card to that player so they can write a reason why you should or shouldn’t feel that way (Venetia shouldn’t love Tiger because he’s hiding the truth from her, Val shouldn’t feel threatened because Riyuji aspires to be like him). We did this twice, then dove into the gameplay loop.

You got your sports anime in my mecha anime!

Our story was, from the get-go, a mess of emotions. Val and Riyuji were constantly at each others’ throats, both on the basketball court and during combat with giant monsters. Venetia, none the wiser about their secret identities as senpai superheroes, wanted to spend time with her cool older brother and go on a date to Boba Mountain with her boyfriend–but both activities were interrupted by the call of battle. Riyuji struggled to fit in, while also trying to fill the big shoes of the lost leader Jason.

In the end, Val overcame some of his impulsiveness, Venetia and Tiger broke up over a misunderstanding but got back together when she learned he wasn’t cheating on her (he was just out driving a huge robot!), and Riyuji finally found his place on the team after defeating the big bad and discovering the “actually just missing” Jason. Venetia got a mech of her own, and end credits rolled with the five of us silhouetted at sunset overlooking the city–along with a sixth character who was definitely there the whole time, what to do mean she never appeared in any scenes, she’s definitely part of the team and always as been!

Memorable Moments

“I’m heavily armed!” – Giant Octopus Monster, during battle.

“Now if you’ll excuse me… I have to go do a group project.” – Val, Tiger, and Riyuji’s consistent excuse for ditching Venetia over and over.

What I loved most about playing this game was the, well, entanglement of it all. We created a very deep and interconnected set of characters who just made sense together, and then attached them to each other with tons of thick strands of emotional yarn. This meant each of us had an interesting opportunity for interaction with every other character–and as any season groundtable gamer will tell you, often the best way to set up a scene is just pick someone you want your character to talk to, throw them into a situation, and let it fly.

Stay Tuned!

Entanglement is Caroline’s latest project that you’ll hopefully be able to play yourself in the not-too-distant future!

Ho, ho, help!

Posted by Marc

This past summer, my wife and I were out on a walk with our son. The sky was blue, the air was toasty warm, and Yuletide shenanigans couldn’t have been further from my mind… until suddenly I got an idea. An awful idea. Marc got a wonderful, awful idea. I hurried up to Caroline and told her she was going to lose her mind at the wonderful awfulness of this idea for a Follow quest. “Tell me, tell me!” she said. I leaned in and whispered five words: “We’ve got to save Christmas.”

Cover image, a family in Santa's sleigh on a moonlit Christmas night

Introducing: the Save Christmas, a quest for Follow!

“It’s the most wonderful time of the year! Sleigh bells are ringing, chestnuts are roasting, and all is merry and bright… but what’s this? Santa needs our help? Christmas might be… canceled?! We’ve got to do something, and fast! We’re a group of ordinary people (friends, family, coworkers, and neighbors) who’ve been swept up in a wild, wacky, Christmas-saving adventure.”

This quest lets you play out a classic “very special holiday episode” Christmas story of a bunch of regular people rescuing Santa, helping out strangers with Christmas magic, and/or decorating the North Pole to bring back that ever-important Christmas cheer. It’s the holliest, jolliest time you’ll have playing Follow this winter!

The PDF is available on our itch.io page now. Thanks to Caroline for the delightful cover art and Ben for making Follow!

What We Played: The Farm

Posted by Marc

With the new free version of Follow and Caroline’s The Farm quest hot off the presses, I decided to take both for a spin at Story Games Olympia. And it was a blast!

I sat down with four Follow newbies and we dove in. Our first task was to customize our farm setting. How did we all end up here? Turns out there was a magic rock in a field that sort of “called out” to us all, and we just wandered in and decided to make a farm around it. Nice. Next question: what makes our quest to revive our farm difficult? Well, probably all our experimental magical farming techniques. And bad soil. Lots of rocks.

Next we made characters. I held off until last to see what everyone else made and fill in any gaps. We had a cook, a botanist, a poet, a local kid… but no farmer, so I grabbed that one. Our cook Cap’n was all about becoming famous for his cuisine. Local kid Rosemary just wanted everyone to believe she really could talk to rocks. The botanist Coriander wanted to create magical seeds to sell, and our poet Eloise wanted to connect with others. As for me, the farm owner Josie? I wanted to escape my dark past as some kind of evil wizard. Y’know, get back to nature and all that.

Rocks, weeds, and ghosts – oh my!

First challenge: clear the land. We struggled against weeds that put themselves back in the ground when you weren’t looking and an overeager Rosemary who insisted the rocks weren’t happy about us moving them. Finally Coriander suggested we “scare” the weeds away by planting Boo Berries (a Scaregrow was also floated as an option). We planted a ton of bushes, drew our stones, and… failed the challenge. We lost a farmhand (minor character) and tried to figure out how we’d screwed up. “Oh no,” I said, “we planted all these boo berries, and they drove off the weeds… but now our farm is covered with ghosts!”

Sure, the ghosts were cute and chubby. Sure, they only played minor pranks sometimes. But we had a farm to build, and we needed them gone. Challenge two: deal with pests. We hemmed and hawed about maybe making a soothing herb garden or using enchanted crystals… but then Josie went ahead with a dark banishment ritual and roped Coriander and Eloise into helping. We awaited the draw… and succeeded!

Our play time ran out, so we called that the end and did some epilogues. All told, I loved playing the Farm. Caroline managed to capture the “cozy” element quite well. The many roads untraveled in how we set up the farm and the characters made me want to play again right away, just see how it could go differently. Thanks to my players and good work Caroline!

Cards and play materials from the game

We’re bustin’ outta here

Posted by Marc

I recently played a game of Follow that used the Heist quest, and unfortunately we did the one thing you should never do when doing a heist: we got caught. Cut to our “heroes” stuck in prison, trying to figure out how to escape. The remaining challenges of the Heist playset weren’t exactly conducive to our situation, and we kind of struggled to move forward from there. We’d set out to tell the story of a theft, but instead we were stuck in lockup.

But that got me thinkin’: what if there were a quest for just such a scenario?

Introducing: the Prison Break, a quest for Follow!

“We’re prisoners locked up together. Maybe we deserve it, maybe we don’t, but either way: we’re bustin’ out of this joint.”

Exactly what it says on the tin. You and your crew are in prison. You don’t wanna be in prison. What happens next? Play to find out!

The PDF is available on our itch.io page now. Thanks to Caroline for the incredible art and Ben for making Follow!

Follow me to the Farm!

Posted by Caroline

Follow by Ben Robbins is a masterpiece – if you’ve never played it, I can’t recommend it highly enough. It’s a great exemplar of gm-less gaming, and I always have fun running it at conventions or playing it among old friends. So I was thrilled when Ben announced that he would be releasing a new, free edition called Follow: A New Fellowship to help spread the fun.

The bonus gift is that Ben also released a template and guidelines for creating your own quest! I got started on one about a week ago (it’s a new record for me to write and send something out in the world), and I’m so excited to be able to share it with you now!

Introducing: the Farm, a quest for Follow! 

Cover for the Farm quest. It's a cartoon-style digital illustration of a little farmhouse with a small kitchen garden. Farmland extends into the distance on a sunny day.

“All this place needs is a little bit of elbow grease and a whole lot of love! Our goal is to revitalize an old, run-down farm. We are the dreamers, workers, and community members endeavoring to establish the farm and ensure it has a bright, sustainable future.”

Build a community, connect with nature, and build something new together with this cozy little quest!


You can pick up a PDF of the Farm for free over on itch.io.

It was a joy to write this cozy little quest (inspired largely by that one time we played a pastoral period during our long-running Kingdomon game), and I hope that folks will get some fun out of it! 

But even more than that, I’m excited to see what other quests people think of! I do know that Marc has something much less cozy up his sleeve too…

When Worlds Collide

Posted by Marc

I recently had the pleasure of attending Go Play Northwest, our beloved annual story and tabletop game convention in Seattle. Caroline and I have been regular attendees for over a decade now, making us seasoned veterans of the convention space. With that designation comes (in my mind) a solemn duty to run games and show others a good time. To that end, I pitched a game in all but one of the donuts we attended and ended up playing six different titles with seventeen unique players–not bad! I’d like to tell you about two of the games I ran and why they were, in a word, awesome.

World-building meets world-building

in this world and microscope books

I came out swinging with my first pitch of the convention: we’ll play In This World, then we’ll take out our Microscope and explore one of the worlds we made. I wasn’t totally sure how it would all work out, but work out it did. Four intrepid players joined me for the grand experiment.

We started with a list of topics, narrowing down to “tattoos” (I promise I didn’t tip the scales, despite having gotten a new tattoo two days earlier). Following the rest of the game’s steps led to three amazing worlds: World of Resumé Tattoos, where tattoos are designed and mandated by the government; World of Tattoo.gif, where tattoos are made from bioluminescent algae and nanites that can shift and morph based on your body chemistry; and World of Emotional Tattoos, a fantasy setting where strong emotional experiences cause semi-prophetic tattoos to appear on your body. Which one did we decide to Microscope? Vote now on your phones!

After a break, we picked Tattoo.gif as our setting. All of us said we could’ve done any of the three, but this one drew us in because of its cyberpunk aesthetic and the fact that one of our world-building statements referred to history already (we stipulated that tattoos of the past were made from the algae alone, and the nanites came later). We put the world description to one side for reference and started the Microscope procedure. 

play materials from the nanite-tattoos in this world/microscope game

Did it work? Oh yeah. Having the world built for us put a lot of flavor into the timeline before we even started and gave us some easy targets for periods, but as soon as we got to the palette, we expanded the world in ways none of us expected beforehand. Our world gained another sentient race, ocean-dwelling people who first shared knowledge of the algae with humanity but later cut ties when we started developing nanotech. The key was letting the original world-build serve as a starting point, rather than a prophecy (don’t want to Farnsworth it, after all); we stayed flexible as we created periods and events rather than feeling locked to precisely what we’d said during In This World. We played a few rounds and had a blast. I declare the experiment a resounding success!

I choose you!

grasping nettles cover image

We sat down to play Grasping Nettles and started discussing the setting we wanted to create. The table was silent for a beat–everyone runs a little slow on Sunday morning. Then Caroline spoke up: “When in doubt, play Pokémon.” With these wise words, she kicked off a delightful session of the unique world-building experience Grasping Nettles brings, if you’ll pardon the pun, to the table. 

We set our Pokémon-esque story on an archipelago of islands with inexplicably diverse climates (“You’re looking for the beach island? It’s right over there, between the arctic island and the red rock badlands island!”). After picking a setting, the game asks you to create three factions, so we invented: Team Riptide, a group of washouts and thugs who couldn’t hack it in the official Pokémon tournaments; Island University and Hospital, a joint research and treatment operation where professors and doctors work together; and the Puddle League, an organization of scrappy kids headed out on their first Pokémon adventures and their counselors, who are students at the University.

pokemon-inspired grasping nettles game materials

The unique world-building mechanic of Grasping Nettles is the wheel. Each faction has a pawn on the wheel, and on your turn you pick a faction, roll 1d6, and move clockwise around the wheel to determine which action you take. Only one of the actions is a Scene; everything else is world-building, from making a single character, to introducing an issue, to starting a project. It’s perfect for convention play because it allows you to essentially choose your level of engagement (making a location is much less involved than creating a new faction, for example), and every little move adds up so your contributions are constantly important to the fun.  

Tabula rasa

I’ve highlighted these two games because they share a commonality: both required or were focused on world-building. There’s something uniquely magical about starting with a blank slate and creating an entire world from scratch. I’m drawn toward games that utilize a collaborative creative process to help players create something complex, individualized, and far more unique than what they’d come up with on their own or have come up with before. The moment when players’ minds click and start humming in harmony is what I’m always seeking–and much to my delight, I found those moments again and again at Go Play this year.

Designing games for how we learn

Posted by Caroline.

I love trying new games. I’m constantly picking up new PDFs and strong-arming my friends and loved ones into learning them and playing with me. We’ve been doing this a bunch so far this year, and I’ve noticed that there are two main things that can get in the way of my learning a new game:

  • A long explanation of all the various rules I may or may not need to use throughout the whole game. I try to stay engaged but boy oh boy am I spacing out after about 20 seconds.
  • A big list of moves / prompts / stuff I’m expected to choose from as I’m playing, each with a sentence or two explaining what they are and how they work. I will not memorize these and I will be distracted trying to read them when it’s my turn to make up fiction.

In these moments I’m experiencing something I talk a lot about in my education work: cognitive overload. Very simply put, cognitive load refers to the amount of stuff you can manage in your working memory. The more moving parts a task has, the higher the cognitive load of that particular task is. And the higher the cognitive load, the lower the chance that the information will scoot over to your long-term memory. If you want people to learn and remember things, you need to make sure there isn’t too much information at a time, and you need to give them tools for reinforcing their learning.

Facilitators can help with this a little (by not info-dumping), but fundamentally I think it’s a game design challenge. With GMless games in particular, in addition to co-creating the fiction of the game, we are also co-navigating the game’s rules. In a lot of these games we’re building a setting, exploring identity, role-playing, crafting fiction, and negotiating awesome stories, all while learning and utilizing and explaining rules. It’s a lot for our working memories to process.

Reducing Cognitive Load

We can reduce some cognitive load around fiction creation by giving players choices in what they do on their turn (dictated scenes vs played scenes in Microscope, for example, or the three different moves in Epitaph), or around setting-building by giving players structured steps to build a world (like In This World, or the traditions in Downfall). Beyond specific mechanics, though, we need to think about how players learn and navigate games in general.

The easiest processes to learn are ones that are repeated a few times. In games these usually occur in “rounds”. I’ve been thinking of these as loops. A loop is a series of steps that are repeated and are performed the same way and in the same order each time. We start and proceed through the loop sequentially, following steps laid out in the text. We are able to quickly learn loops because they take advantage of one of my favorite study techniques: spaced repetition.

The hardest processes to learn are rare or one-off occurrences, things that players must actively inject into the game. I’ll call them invoked rules. These are rules that you need to either remember to do when you reach a fictional trigger, or rules that you can decide to invoke when you want to.

Loops and Invoked Rules

Most games have both of these. Let’s take Downfall as an example:

  • Loop: Escalate the Flaw, two scenes (a subloop; we’ll get to subloops later), reflect.
  • Invoked Rule: “But there’s a consequence” – triggered at player discretion when the Hero does something that you think requires a price.

You’ll notice that there’s only one invoked rule (“But there’s a consequence”). The core loop includes actions that I could have instead written as invoked rules (escalate and reflect). If I’d put those two other moves outside the loop, they would be easier to forget, and so they’d be less likely to happen at all. Putting them in the loop reduces the amount of things players need to learn and remember while they are making fiction, which makes the game smoother and more fun. Keeping processes in loops (and outside of scenes) also means we aren’t interrupting fiction to reference rules. Double fun!

The type of reinforcement that players get via loops would be called spaced repetition in the education sphere. Spaced repetition is what it sounds like: studying/learning the same bit of information over and over again at periodic intervals. It’s one of the most effective ways to move things into your long-term memory. For games, the more we can involve spaced repetition via loops, the more we can ease players’ cognitive loads and enable them to focus on playing the game rather than learning the game.

Let’s take a look at a more complex game, and one of my favorites: Kingdom. We have a core loop and three subloops, plus a few key invoked rules. The game takes advantage of spaced repetition by embedding invoked rules periodically throughout the loops:

  • Core Loop: Declare crossroad, play scenes (subloop A), resolve crossroad (subloop B).
    • Subloop A: Scenes. Choose characters and situation, role-play, reactions.
    • Subloop B: Crossroad resolution. Review, role moves (decide, consequences, feelings), resolve crisis if necessary (subloop C), pass time if wanted
    • Subloop C: Crisis resolution. Show it, do stuff, vote, narrate fiction
  • Invoked rules: Use role, fight or fix, overthrow, change role. (The rules remind you of these options during subloop A and subloop B)

Kingdom helps you learn and remember those invoked rules in a few ways. The most integral invoked rules in the game are the role moves, for example Perspective makes predictions during scenes. The game can run fine if you never activate any of the other invoked rules, but using your role is central to play.

Kingdom does three clever things around the role moves that makes them easier to hold in working memory. First, each role has (and is defined by) only one move, so it’s easy to remember when the move can be activated and what it does. Second, it reinforces the moves by building them into the loops in the scene instructions (subloop A in our example). If you’re Touchstone, for instance, at the start of each scene the facilitator should be reminding you that you can use your “show how the kingdom feels” power. Third, it reinforces it during crossroad resolution, as each role gets a chance to shine and tell us what happens to the kingdom.

The text you read during the crossroad resolution phase cleverly reminds you of all of the other invoked rules as well. For example, you get an opportunity to overthrow other characters and take their roles, or fight-or-fix someone else’s move. This reminder helps you learn and remember that you can use these moves in future rounds (not just in crossroad resolution). If you didn’t totally catch all the moves the first round, you’ll get them as you keep playing.

Design Takeaways

As game designers, one of the most helpful things we can do is try to keep invoked rules, loops, and subloops simple and clear. We can have as few invoked rules as are necessary for the purpose of the game. We can try to reinforce them through the loops so we aren’t info-dumping on players at the beginning of the game or giving them a big menu of things to read when they really want to be focusing on fiction.

Finding the most fundamental loops and invoked rules for your game to create the fullest embodiment of your vision is super challenging. For Marc and me, we are absolutely guilty of overloading early drafts of games with too many steps and options. Unfortunately it’s not enough to just trim those down – they all need to align to the game’s core purpose. And then they all need to be presented in a scaffolded way. It’s a lot of work!

But when I’m playing a game that has done that hard work, I have so much fun and appreciation for the writer who put it all together in a way that makes me feel like a rockstar when I play.

The fun of boring worlds

Posted by Caroline.

Lately I’ve found myself craving a certain kind of experience when I’m playing In This World. In addition to making at least one “thanks, I hate it” world together, I’ve been really enjoying creating pretty normal worlds. 

I think it all started last summer with our cozy game about furniture. We made some pretty strange worlds (teeny-tiny chairs, folding rooms, etc) that were totally delightful. Then for our last world, Ben steered it into mundane drama territory (family feuds over Granny’s armchair, Sackville-Bagginses vibes). As we added details about inheritance and knock-off portraits, a little lightbulb went off: as much as I like creating brand new worlds, I also love exploring things that are just a little removed from reality. 

For the furniture game, it went from, “Here are these interesting worlds that are visually and theoretically cool and strange, it would totally suck to live in an apartment where your only furniture was re-configurable cubes,” to “This doesn’t feel like a totally new world, it feels mostly normal. It reminds me of how my grandmother and her sisters fell out over their inheritance, and how they would feel that very little of what led to their estrangement matters to their descendants. I wish those objects hadn’t mattered so much to them. I wonder why they did…” Heavy stuff from a lighthearted, normal-ish world!

I’ve only had a few of these types of more mundane worlds pop up in recent games. The two that come to mind are:

  • A world of sustainable fashion. What would a society that values recycled and sustainable materials do about clothes? What would slow fashion look like in a modern context? Could I be more intentional about resisting consumer culture?
  • A world where we use dreams as therapeutic tools. What could we gain as a society by everyone giving themselves a period of reflection every day? Nothing magical, just a little extra thinking time. What can I learn about myself from this dream? Could I set an intention for my sleep in a productive way (so far – no, lol I sleep like garbage)? 

In all of these games, we worked together to create something new and interesting. We each contributed things to make unique worlds that we wouldn’t have thought of on our own. Each world is a testament to the magic of putting a bunch of people with different ideas together. That alone is cool as hell. But there is also this residual, solo reflection that can happen afterwards, particularly with a more normal world. 

I’ve been calling these “boring worlds” in my head (while also feeling a little sheepish when I feel like I’m contributing boring stuff to a game), but I think that attitude does them a disservice.

“Boring worlds” give me a way to try to understand the world I’m in and a way to envision how to get to a world I want to be in. I’m curious about what a world one step closer toward a gentler, more humane world would be. I’m curious about understanding something about the world that I’m in by exploring something just one step to the side. Maybe I’m trying to answer “why are we like this” and “how can things be better?” 

Boring worlds for exploring big questions.

Award a Noir

Fedora Noir is one of the winners of the 2023 Awards, an annual award given to twenty of the coolest games of the year! I’m incredibly proud of the work that Morgan, Scott, Alex, Marc, Maxine, Orion, Rainbow, Robert, Sharang, Sythana, and I put into the game. It was a long journey from Morgan’s original conception of a game about a noir as hell Hat to the final product, and I am deeply honored that it was selected to be recognized in this way.

I hope you’ll go over to The Awards and check out the other winners as well! For my part, I’m looking forward to playing as many as I can in the coming year. 

In other Fedora Noir news, Alex White of Plane Sailing Games recently did a really thoughtful write-up of a recent game they played. There’s nothing better than knowing your game is helping make the fun! 

<3 Caroline