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

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

In this Camp

Posted by Caroline

When we go camping but forget to pack any paper, does that keep us from gaming? No way!

Games on plates!

Once again In This World helps us unlock our creative powers!

Introducing four new ways to camp:

World 1: World of Crab Camp, where we are crab creatures from the far future. We camp in the semi-flooded ruins of humanity and sleep in *shudders* sliming bags.

World 2: World of Dream Pod Ships, where we sleep away the long voyage to new planets to escape a dying Earth. We dream of camping so that we can develop the skills we will need once we reach our new homes.

World 3: World of the Great Camp Off, where we camp competitively. Best camper for World President!

World 4: World of the Ghost Mammoth, where we are ancient peoples, leaving our caves to camp out in the wilderness. You come of age when you discover something new, but beware the Ghost Mammoth, a mysterious monster in these days where we believe our scary camp stories and begin to weave mythology.  Ghost mammoth – he’ll getcha!

Big thanks to Marc, Kelly, and Fina for making the magic happen!

In This World by Ben Robbins is on Kickstarter until June 20.

In This Christmas

Posted by Caroline

#WhatWePlayed

In a game of “In This World” by Ben Robbins, you take the world you know and remake it, focusing on a central topic. We kicked off 2023 with a delightful quick game, and to celebrate the season we created 4 alternate versions of Christmas. Did things get a little spooky? …. Yes. And awesome.

To start the game, you choose a topic and make a list of facts about it, describing the real world as the launching point: Santa lives at the north pole, Christmas is about goodwill, Christmas is highly commercialized, etc.

But what if things were different?

In this world (1), Santa takes toys from children and puts them in the woods for unhappy children to find.

In this world (2), Santa walks among us (sus). He’s a quantum being present in all communities, always. And, uh, he eats one person a year. Better leave out your tribute…

In this world (3), it’s always Christmas, and Santa isn’t real so you’d better be ready for presents and carols every day. The Christmas magic keeps it fun and capitalism crumbles (yay!).

In this world (4) we hang the bones of our loved ones on the great Christmas tree and celebrate with ritual and tradition, singing carols to guide the souls of our dead back home.

Four very different worlds all coming from the same ingredients, just changed and remixed in interesting ways.

I obviously love world-building games, and “In This World” delivers quick, collaborative world-building that leaves you thinking about the worlds that you make long after the game is done. It doesn’t hurt that it’s very simple to play and runs very quickly.

It was a great game to start the new year off with, and although “In This World” is still in playtest, I’m looking forward to it being one of my go-to games of 2023! 

There’s always another Kingdom

(Written by Caroline)

   I don’t have the numbers — I’m not the spreadsheet guy in this game. Actually there are two spreadsheet guys (Marc and Ben, although I’m going to give the gold to Ben on spreadsheets), a sparkle who wears different cool glasses each week (Al), and a person (me) who apparently frames scenes with the fewest people in them, according to an aforementioned spreadsheet guy (2 is the right number of people for a scene folks. No questions). 

So I’m not totally sure what number of sessions we’ve done (60 maybe?), or how many kingdoms we’ve created so far (8? I really could go count those now, but I won’t). But we decided to take a little break from our Kingdom 2nd Edition game to try out some things that had been on our to-play list. 

Al is responsible for all this art. Blame them for how cute Flutterbutter looks as a Parish. (There are 131 entries in our Kingdodex. I think we have a problem)
Al is responsible for all this art. Blame them for how cute Flutterbutter looks as a Parish. (There are 131 entries in our Kingdodex. I think we have a problem)

After a very long 2 month hiatus (which included a spin-off fashion show game, see above), it was finally time to jump back into our Kingdom legacy game, Kingdomon. It’s Pokemon themed and it’s unsurprisingly amazing. You can read Ben’s write ups on it over at Ars Ludi and see some pretty cute fan art too. (We are the only fans of Kingdomon, despite how many times we’ve tried to make our friends and family listen to us ramble about this week’s Tappycat drama). 

But we’d already made everything! There was no new Kingdom to create! Or so we feared. But the beauty of Kingdom Legacy is there’s always something new right around the corner. You can Microscope-it-up (as we say in the industry) and create big ideas across wide amounts of time, as everything else gets re-contextualized and made all-the-cooler.

So yeah, we found another angle to explore what it means to be in a community with Kingdomon (Kingdomon = Pokemon, keep up). We’d already done classic battle stuff, living in harmony with them, sports, middle-school scouts, Team Trouble, Starter Town, voyaging across the sea, and a hyper-neon cyber dystopia (with digital Kingdo!).

As Al and Ben and Marc goofed off about pretzels or olives or something, I raised my little hand. Boom! My idea: Kingdomon as religion. That’s right! We’re busting out the ancient temples to the Kingdo-gods! No one tell us they are just adorable animals because we are about to take this way too seriously. 

And when we’re done with this kingdom? I’m not worried we won’t have another idea. There’s always another Kingdom.

Sunset in Santa Teresa

The air hums with energy as the sun sets the sky afire with pink and red. Classic 80’s tunes blast from the stereo of a passing convertible. The waves lap the sand in a steady rhythm. But all is not well in the beachside town of Santa Teresa, and the task of uncovering the truth falls on our Detective Pasquale (played by Morgan), his Partner Billy (Fred), his Flame Esperanza (Caroline), and of course his Hat (me, Marc).

fedora noir susnset in santa teresa

It’s a classic game of Fedora Noir, quick, fun, and full of betrayal. Not to mention some great Hat one-liners.

Our game opened (and would later close) with Pasquale alone on an empty street, looking out at the ocean and thinking deep thoughts. We then cut to a case in progress, where we learned that Billy was an intern (Partner: “Will I be getting paid for this?” Detective: “Of course.” Hat: “Absolutely not.”) and the actual go-getter of the operation, while Pasquale was a lazy layabout who let other people do his work for him. They actually made a great team, and when a new threat arose in town, they were on the case. Of course, Pasquale also had to contend with his former lover Esperanza, who wanted to get back together. Her past betrayals had hurt him too much to allow that to happen. Then someone went missing and the case landed in Pasquale’s lap. After a lot of following people around, getting accosted by drug dealers, and roughing up thugs, the climactic finale saw Pasquale and Billy sneak aboard a huge yacht and discover Esperanza at the heart of the crime ring. They got to leave with their lives, but not much else: Pasquale had to drop the case and walk away, tail between his legs.

There are many things that make Fedora Noir work well. First is the dynamic between the Detective and the Hat. Playing these characters is a joy because it’s basically tag-team storytelling. During this game, I’d suggest something the Detective should do, and Morgan would immediately and deliberately not do that thing. It created a lot of hilarious moments, but it can also make some serious dramatic tension when the Detective knows something but isn’t saying it aloud. 

Second is the pacing. The game is set up in a number of chapters, and each one is carefully crafted to move the story forward just enough to keep things going, but not so fast that we don’t have time to learn about our characters — who are, in fact, the true focus of the story. In our game, every act fed into the next, and by the end we’d told a cohesive story almost effortlessly. 

Third is the characters. As I mentioned, the dynamic between the Detective and Hat is good stuff, but the conflicted relationships with the Partner and Flame also add a lot of drama. In our game, the Partner was optimistic, competent, and big source of comic relief, while the Flame was very much the femme fatale, offering the Detective a chance to make it big if he’d only compromise his morals.

Fedora Noir is on Kickstarter for one more week. It’s easy to play online (like we did in this game) and perfect for a short, one-shot gaming session. I hope you’ll check it out! 

Posted by Marc

My Haven for a Hat

(posted by Caroline)

  I would rather hide under a rock than talk about my own games. I’m just very shy and busy (hello parenting). But! Getting ready for the Fedora Noir kickstarter pretty much exactly 7 years after I did the Downfall kickstarter got me comparing the two games and thinking about my own journey as a game designer.

Downfall and Fedora Noir are very different games. In Downfall, you lovingly create a world that you know is doomed to destroy itself. It’s a game about the macro reflected into the micro — we see a doomed civilization reflected in its doomed Hero. It’s typically pretty epic stuff. Fedora Noir, on the other hand, is very focused on small-scale conflicts, like the tension between a detective and the people who care for them (or used to, anyway). As different as they are, both games are stories that focus on a single character. 

1500x500

I play and design GMless games because I love sharing narrative control with my fellow players. The way that our different perspectives and voices pull and weave a story together constantly amazes me. Equally sharing authority over the story is, to me, what makes story gaming so wonderful. That’s an easy thing to do in an ensemble game, where no one character is the main one. We just take turns swapping player characters, and every player gets more or less equal screen time. But how do you make one character the main one while still sharing the spotlight between players? 

In Downfall, I decided to tackle that issue by designing the game so that each person takes turns playing each of the roles. We create a nuanced Hero (and Fallen and Pillar) by sharing them. We learn more about a character as another player develops them. Then when it’s our turn, we can change that character or explore them in other ways. When it’s your turn to be the Hero, you are the focus of that round’s scenes. But everyone gets a turn, so over the course of the game we all get to be in the spotlight about evenly.

In Fedora Noir, the rules handle the problem of sharing the spotlight by dividing the role of the main character between two players. One player is the Detective, narrating their speech and actions. And another is their Hat, narrating their inner thoughts. By splitting the character between two roles, we balance the stage time for players while giving the character a ton of depth, not to mention dramatic irony.

fedora noir kickstarter icon city 2

The other two roles — the Partner and the Flame — are defined by their complicated relationships to the Detective. Even when the Partner or Flame frame a scene, it’s about the Detective and their relationships. When you play the Partner or the Flame, you’re a supporting character, but you also drive the central conflicts within the game. 

The game pushes you towards intimate conversations with conflicting motivations, and by focusing on one character split between two players, we intensify the drama. A conversation between the Flame and the Detective about what their future holds is made more dramatic when we hear the Hat’s true feelings… and then see the Detective do something else. 

In Downfall, we explore how the Hero changes and is changed by their world… but in Fedora Noir we see how the Detective is challenged by their relationships and their own inner voice, the Hat.

Fedora Noir is on Kickstarter from July 20-August 10, 2021. The video is hella embarrassing (but also kind of great).