My Games

Showing posts with label sagedamage. Show all posts
Showing posts with label sagedamage. Show all posts

Wednesday, February 2, 2022

SageDaMage: Weird & Wonderful Interviews

SageDaMage is an indie tabletop creator who I first properly got to know from the Funnel Jam which Sage hosted. I had intended to create a Superhero Funnel for the jam inspired by My Hero Academia, which later became my Superpowers 2.0 post. Unfortunately, I ended up overengineering the game a bit and it just didn't quite come together the way I would have hoped in time for the deadline, and I've always felt a little guilty about that.

However, since then Sage and I have played in several games together. He playtested the Superhero Funnel and also an extremely rough draft version of MRD2. I have also played in several games of his, including an Into the Odd one-shot based on World of Horror, the Into the Odd adventure The Iron Coral, and a condensed version of Silent Titans using MRD as the system (see my PC for that game here).

We also touch on some fairly heavy topics, a little bit at the beginning and especially at the end. I really appreciate what Sage had to say, so I hope others find this interview as moving and inspirational as I did.

This interview occurred before the official announcement or launch, but Sage is currently crowdfunding Discordantopia on itch!


Max: Your games trend towards being rules-light and mechanically distinct, even to the extent that they build off of other systems. Can you discuss your history with TTRPGs and your approach to game design?

Sage: My history with TTRPGs is fairly standard for people in my niche, I'd say. In 2014, my dad ran the 5e starter set. Aside from the fact that I nearly died IC for charging into battle as a wizard, I was absolutely enamored by being able to tell stories collaboratively. Specifically, that my dad could exert such control over the story and what we saw and interacted with. In 2014 I was a little too young, but I got back into it a few years later with Play-By-Post. I've been doing PBP for at least 5 years now. That's the basic history, although I can certainly go deeper into how I came to where I am today, at least in terms of game philosophy.
I started practicing my modern approach to game design well before I really knew how to run what I was writing, funnily enough. For example, my first two systems, Indexx and Anime Messerspiel, I couldn't run it if you wanted me to, at the time. I just knew that there was an audience for that sorta thing, was inspired by the systems I saw, and pressed publish! 
My gateway into learning more about how to actually run the games I wrote as well as designing more of them came through the FKR Collective, although the NSR discord was an important role too, although more for feedback than anything else. In about a year, I went from running structured games fairly tightly to, now, being able to run anything the way I like, including running no system at all!
Anyway, my approach to game design is more out of necessity than it is out of (initially, moreso) wanting to design small games. I have ADD it makes me constantly all over the place, bouncing from idea to idea. Most of what you see on my itch was completed in a short period of time, where I just kinda had a burst of motivation and finished it. I ALWAYS have grand ideas for RPGs. However, it's hard to get the attention to finish them. As well, although more recently, I've been preferring the lack of a grand RPG.

Max: Refining those grand ideas into something manageable is difficult with or without ADD, although I can imagine that only makes it harder. I did not realize you had ADD, but with that in addition to you being so young, if you don't mind me saying, it's impressive to me how engaged you are with TTRPGs and how much you've already created. So as far as the grand ideas go, take your time!

Sage: Thank you! I'm also autistic (might as well throw the big diagnosis out there), a symptom of which is hyper-fixation. Combined, though, with ADD, it's more of a scattered hyper-fixaton. And, I am taking my time! I have the luxury of it, and I certainly use it. I've been working on some big stuff, that I've surprisingly stuck to.

Max: Oh ya? Anything you would feel comfortable talking about?

Sage: The longest one so far is Spectrum, my therapeutic RPG, which I'm working on with an actual therapist. It was initially more for her than me, but as I've come to appreciate both wholesome RPGs as well as RPGs that deal with sensitive topics, it's kinda become my baby.

Max: Oh wow, that's super interesting and also a really admirable thing to put out in the world. I used to do research in psychology and neuroscience, not therapy or clinical work, but it's still something I deeply appreciate. Can you elaborate on the kinds of psychological concepts that will be explored in the game?

Sage: I want to make basically "playkits" for different types of therapy, which will guide the therapist (who probably hasn't touched an RPG before) to tailor the game to those themes. The therapist I'm making it for generally explores social anxiety and that sorta thing with her kids, but also does more generalized therapy, so the RPG medium ticks the first box, but then the RPG itself needs to be tailored to different players/groups. In the FKR fashion, it will be procedure heavy with minimal rules. 90-100% of them will be GM-facing. Undecided if there should be a way for the players to gain agency through a mechanic or not.

Max: Procedure-heavy is a good term for what I was referring to before. I'm less well read on the FKR scene so it didn't immediately come to mind but I think I've heard that phrase used before in the context of FKR.
You had mentioned starting with 5e and then moving in the direction of FKR, but what is it about the procedure-heavy, rules-light approach that appeals to you especially?

Sage: Part of what I don't like about 5e is that most of the players have expectations that need to be met on how the game is run. In order to solve that, I moved away from 5e. Then, I had players thinking quite mechanically, wanting to push mechanisms to progress in the story (I was running Dungeon World and other PbtA stuff for a bit). I had a problem with that, so I moved to the OSR. I felt that the OSR was a bit too into itself for my tastes, so moved to the NSR and Into the Odd. From there, I kept exploring the boundaries of my limits on what was too little or too much. Turns out, it was all attitude. I like the FKR because it's style can, theoretically, be applied to any game. To really enjoy myself, I just needed to sigh and let go the importance of rules.

Max: I appreciate the eclecticism for sure. Again, being less well-versed in FKR (if it had been a thing a couple of years earlier I probably would know more about it but I sort of missed the window...) I may lack some of the language or I may ask some rudimentary questions, but in any case, are there any specific kinds of procedures, or approaches to designing procedures, that have influenced you?

Sage: Out of everything, the one thing that stuck with me throughout my entire GMing career was a page from Worlds in Peril, a superhero game I played in, about narrative scale.
Basically, it talks about thinking about the scale at which you are having a conflict. Are you fighting mooks, or the main villain? If mooks, conditions (a mechanic in the game) applied should be lower in danger. If a villain, conditions applied would be a lot higher in danger.
Despite being mechanically bound, the advice was quite great for thinking about a combat narratively and how results could be reached.
A lot of it was "use common sense," which, up to that point, I'd never really heard before in an RPG. Shouldn't you rely on the mechanics to determine that stuff? I remember thinking to myself. Turns out, no. "Use common sense" is my biggest "procedure" when I GM, now.
When I talk about procedure, honestly, most of it is so ingrained in my mind from practice, that it's hard to put to words. Muscle memory, if you will. Also part of why Spectrum has taken a long time. I'm not used to putting the procedure I commonly employ to words.

Max: Designing on a larger scale like that is definitely a different beast from just playing or running games, you start to realize all the holes in your understanding, or how the writing and organization of a game like that requires a whole separate skillset on top of everything else.
It's funny you say that about Worlds in Peril, while I haven't played it, I actually had a similar experience with Mutants & Masterminds- it was also one of the first games to make me realize how "common sense" and narrative construction can go into TTRPGs and it's not all just the typical D&D stuff.
So in addition to the kinds of systems and procedures, what about narrative, genre and worldbuilding? You've discussed Worlds in Peril and you have a superhero game of your own. You've run a World of Horror-inspired Into the Odd one-shot which I was a player in, and several of the games on your itch page are inspired by anime, Japanese videogames, or Japanese culture. From a worldbuilding or narrative perspective, would you consider these to be among your primary influences? What else might you consider to be primary influences?

Sage: I would, I really love epic moments in anime, and doing that collaboratively at a table just amplifies that love.
Speaking of my dad again, after running some 5e, he decided to try out Lamentations of the Flame Princess. This was while I was still futzing around with 5e not understanding why the square doesn't fit in the circle. Over like 3 years now, he's created an amazing acid fantasy campaign with his friends, and it's always endlessly inspiring to me.
Specifically, outside of the genre itself, the idea that the story becomes more and more grand over time. After 3 years, the players have done a lot to shake the city they've been playing in for the majority of the time. They might even go on to save the world from galaxy-hopping snake people that help strange mythical demons hatch at the core of the world to then consume them!
I've had a peek of this a bit later than his game, through a 3-year Play-By-Post game in the Pokemon universe. It used to use Pokemon Tabletop United, and now uses my own Pokemon Zero.

Max: It's really cool that this is a passion you get to share with your dad. So he's the one who got you into TTRPGs, but is it because of his interest that you became passionate, or the other way around?

Sage: Yeah, he did get me into it, at least 5e. But then, before doing the Lamentations game, I was really passionate about RPGs, and inspired him to start the Lamentations game, thus going on to inspire me once more.
At some point down the line when I'm more confident in layout or can pay a layout artist, I want to make a system-neutral zine with my dad making the city he's been running into a thing other people can use.
Made a little layout plan, but haven't gotten too much further. Awhile ago, our goal was this ZineQuest to have something up, but that's far from happening now LOL!

Max: That's too bad that it may take a while longer, but that would also be a nice thing to be able to do!

Sage: Definitely!

Max: So we've talked about game design and procedures, worldbuilding, and even zines. What about adventure or campaign design? I know this is a thing you and I have discussed privately before, but I'm wondering if you've since thought more about it at all or changed how you think about it.

Sage: Adventures are tough for me, but I'm trying! I want to make a Liminal Horror mystery (again inspired by World of Horror), and finally finish my Mausritter adventure. Exciting news, recently; I'm going to have a little teaser of the adventure in ManaRampMatt's Bernpyle: YEAR ONE! It'll be in the hands of a lot of people, including myself, which is quite exciting! Something I want to do with future adventures (and the mystery I'm making) is make them more like DW Dungeon Starters than a rigid story. Asking questions to players, making the GM come up with explanations on the fly, that kinda thing. That's not really easier, but it does excite me more, which I guess makes it easier in the end.

Max: Motivation is a major factor! By Liminal Horror are you referring to a particular system (it sounds vaguely familiar), or do you mean that as a genre? And I have literally no idea what you mean by ManaRampMatt's Bernpyle: YEAR ONE, if you wouldn't mind explaining for me...

Sage: Liminal Horror is what I used in that World of Horror-inspired ItO one-shot 😉 
Bernpyle is a series of fan zines for Mausritter by Matt, who is making a compendium of them from his first year doing so, that recently funded on kickstarter.

Max: Ooh that's why it sounded familiar! Ah ok, ya I know of Mausritter but am not especially familiar, good to know.
I see on various discord servers, you seem to run more games than practically anyone else I know. Often it seems like the people who are into game design, myself included, spend more time talking about games, blogging, reading, etc., than actually playing them! How do you balance engagement between these different aspects of TTRPGs?

Sage: Well, for one, I've gotten very good at running PBP near-prepless. I only do as much prep as I want/have time to do. So, really, I only need as much time as it takes to write a post. And my PBP games aren't super fast, either, which helps me having many of them.
I generally do PBP earlier and/or later in the day, when I have less energy, and devote my actual writing and theorizing to the middle when I have the most energy and my brain's working. For voice games, well, I haven't been doing a ton of them recently, mostly one-shot stuff since the campaigns I try to do with randos constantly fizzle out and they take more work for me.

Max: It can be really hard to get a campaign off the ground with a new group of randos, I find that I have to cycle through a few people before something actually sticks.
I used to do some completely free-form PBP stuff when I was much younger, but have never done PBP within the TTRPG scene like what you do. How would you describe the differences between running or playing in PBP games vs. real-time games?

Sage: The main pro of PBP is that you can actually think of responses instead of having to do something rushed. However, due to everyone thinking of responses, the pace is definitely a lot slower or more just "throughout the day." The main drawback is similar. Just having conversations surrounding the game is hard. Generally, in PBP, you just think to yourself and do your action. Unlike voice or IRL games, there's very little discussion happening about what to do. Someone just does it. This can lead to some slogs where no one knows what to do but doesn't talk about it. Most of the time it's fine, it's just quite different in that way.

Max: There's something to be said for that for sure, real-time games can be really demanding and exhausting, but I can also imagine the drawbacks of PBP that you're referring to.
We've covered a lot of ground, but is there anything else you'd like to talk about, or like to say?

Sage: I'd like to say a couple things to the readers real quick, while I have some eyes on the interview. Feel free to also discuss it yourself, Max.
Instead of doing boring self-promotion (which I'm sure Max has done for me anyway), I want to instill two things to readers of this interview. I'll start with the one that's outside of the indie TTRPG sphere. My mom has Dercum's Disease. I implore you to research it, I won't go into it too much, but I will say that it is a chronic, incurable disease which causes immense pain and is an autoimmune disorder. An important detail is that it is invisible. While my mom is permanently disabled and near-handicapped, no one would really know looking at her. The literal only way to tell is to feel her skin and find the fatty tumors in her lymphatic system. I mention this because, even as someone that lives around someone with an invisible disease, it is very hard to give them the sympathy they deserve because there's no visual cue to do so. It is a problem that is near and dear to my heart, and this opportunity to platform a bit is one I want to take helping. Even if 1 person has been reached by this, that's one more person than I wouldn't have reached had I not wrote this. To get on something happier, there's one other thing I wish to mention: how amazing the TTRPG community is. We are a part of an emerging medium that could revolutionize entertainment. I truly feel that. I just want you, the reader, to know that you're lucky to be a part of this community at this time. After the slump of 4e, within the massive spike of popularity from 5e. It allows us to leave a unique impact on the hobby as a whole. You just need to take the steps to do so. And many people are! In fact, it is awe-inspiring to me how reachable these "indie titans" are. While definitely not titans outside the sphere, never forget that your TTRPG hero is a Discord/Twitter DM away. It's very humanizing, to me, that people I basically idolize for their design are a click away. Anyway, that's enough of me giving my Valuable Life Lessons(TM).

Max: Wow, you really caught me off guard with this I have to say. I appreciate you saying all of this. Like what you were saying even with ADD and autism as well, there are a lot of ways people can be struggling or suffering right in front of us, without it being obvious. I'm sorry that that's a thing you've had to deal with in multiple regards. It's all the more impressive to me now, how much you've already accomplished for someone so young, and for having such a positive attitude, and having this kind of perspective about the importance of a healthy community. I hope others appreciate what you have to say here as well, this was really wonderful. In practically every one of these interviews I do, at some point I say, "this is why I do these interviews", but I don't know if anything can top this, you've well deservedly taken the crown!

Sage: Thank you! I appreciate the opportunity. Being nice pays off so much in so many ways, it's a wonder to me sometimes why you'd be any other way! I mean, there are a lot of reasons, and I've been there myself, but moreso just... choosing to be mean. People don't choose to have an anger issue or something, but they can choose to do something about it.

Max: I definitely agree with that. Without putting more pressure on you, I really look forward to one day seeing Spectrum. At the end of this interview, I can see how you've really got a good perspective on what TTRPGs can do and how they can be used to help people. Thanks for your doing this interview!

Sage: Not a problem. Lots of fun.

Friday, January 7, 2022

My "MRD" PCs

Should have included this in my last post after Sofinho kindly shared our interview, but reminder: MRD game jam is ongoing, and one entrant will have art and layout commissioned for their work. I've extended the deadline a bit further for the reason below:

I tested positive for covid. If you have not already been vaccinated and don't have a good excuse, fuck off. If you haven't gotten boosted yet, don't be lazy like I was, and go do it ASAP! Feeling mostly ok, pretty mild symptoms, mostly just feeling really tired. I was starting to schedule a bunch more interviews, apologies to those of you who were expecting to hear from me recently...

Anyway, on to our post of the week:

I'm usually a GM but I've been trying to be a player more in some drop-in games, and as part of that, I've had the opportunity to actually play MRD characters now, twice.

The first is from Mike's of (Sheep and Sorcery) Weirdways game, where I adapted the Crashing Rocket Nixie Poltergeist Form and took items from the MRD book, but applied to his game. We haven't quite finished that adventure yet but I'm really enjoying the character and the adventure as a whole.

Weirdways

Name: Mad(dison) Marceau

Questions

What are two locations you desperately want to go or things you need to do on the road?

Stand atop One World Trade Center.
Dive into the ocean from a lighthouse along the Oregon Coast.

What's different about you? Why don't you fit in?

Has numerous niche interests which they obsess over in bursts, and even within those niches, their sensibilities defy the norm still.

Are you a fantasy creature? If so, what kind?

A Nixie (sea fairy) who inexplicably also has wings.

Why do you have no money?

Has a tendency of finding great success... and then blowing it all up (sometimes literally).

Who is someone you know who you might meet on the road?

William Vita, the Eccentric Psientist.

Who, if anyone, owns the van? Who drives?

TBD

Why are your characters traveling together?

TBD

One of you has an aunt in the midwest who has told you that her house is haunted and she needs help. Which one of you is it? Why is she calling you?

TBD

One of you is dead set on going to Burning Man. Which one of you is it?

Seems like it could be Mad Marceau...

Aspect 1 (General Concept): Crashing Rocket Nixie

Aspect 2 (Something weird but cool): Their third eye expresses absolute terror

Aspect 3 (kind of like...): Harley Quin


Important Items

Nixie Sticks: Nobody's quite sure what's in them- what a rush! Just tear it open, pour on your tongue and come alive. Allegedly grants magic powers.

Rocket Kit: Your kit can make rockets, fireworks, and other sparkling and exploding things.

Weaponized Meme: Weaponized, Military-grade meme.

Gateway Chalk: Draw a door and it appears, leading to some previously visited location the user chooses. It must be redrawn after each use.

Bottle of Indigo Pills: Experience euphoria and third-eye awareness.

Soul Mate: One high calorie protein bar made by specially-trained Buddhist Monks. (this later got traded for an awesome magic unicorn horn using the top spinner below)

Top Spinner: Spin the top to train an ad-tech machine learning algorithm. Spins whatever you’re selling.

Discredit Card: Can wipe out any one debt—of any size including non-monetary debts.

The second was from a one shot with SageDaMage, where we actually were using MRD as the core system, but the adventure was a condensed version of Silent Titans beginning in a modern but mythical Wales. It was really cool to finally play Silent Titans, and I was glad how easily the two go together. Obviously I'm biased, but I think more people should try out using MRD with other weird modules like this ;).

Clerval Fritz
Former mergers and acquisitions specialist with a background in organizational psychology who became a senator. The acquisitions were scrapped for parts towards his esoteric ends, prematurely ending the dreams of many would-be entrepreneurs.
The last acquisition ended in an experiment gone wrong, a laser-light explosion, disturbing noises, and many, many dead. The fallout was contained and the story buried, but shortly afterwards Clerval, alongside his new Oracle Iolo, entered the world of politics.
Leveraging his corporate connections to secure non-competitive deals to acquire private resources, he intends to use technology, psychology, and metaphysics to birth a superorganism from the body of the government.
In a past life, he stored a PHYLACTERY in Wales, which he now intends to recover to use towards birthing the superorganism.  
Iolo (10 HP, the NS Pet Special Item): Pale blue furred ape-hominid with a missing eye, a notable scar at the back of its head suggestive of a projectile wound, and a skin graft over its mouth. It is bound in a restraining jacket and chains. It gnaws its mouth graft into bloody pulp to speak in profound gibberish (Wd6), after which the graft reseals in a process sounding like the mashing of raw skin and mid-coital fluids.
Pyramid Shining Brightly
NAT: 13
WIS: 14
PRO: 14
Karma: 3 
Career
12. Government, Politics, Public Administration 
Quirk
2. You are invisible when nobody is watching. 
Starting Karmic Attachments
1. You have a goal, and nothing will get between you and accomplishing it. Whatever it is, whatever must be done is always justified. At least one person suffered for being in your way and seek vengeance.
(In particular, the company sacrificed in the failed attempt at creating a superorganism, which also led to the creation of the SPECIAL SHINING LASER GUN and Iolo)
6. Your relationships are superficial and transactional. You have no real friends or loved ones, just people you want things from and want things from you in turn.
(The various aspirational entrepreneurs he's worked with, or Iolo) 
Reincarnation Ritual
1. Hold tightly to an item representing your value and rest.
(The SPECIAL SHINING LASER GUN) 
Poltergeist Features
0. POWER MOVE: You developed an intuition for manipulation through overt displays of power: a powerful handshake, biting apathetic humor or sarcasm. Pd8 but if attempted against somebody with higher PRO take Wd4.
4. PHYLACTERY: In a past life, an item of value to you was buried in a place of personal significance. So long as it remains undisturbed, PRO Damage against you is Impaired and cannot cause you to accrue Karma.
6. SPECIAL SHINING LASER GUN: An experimental gold and white limestone gun with a pyramidal shape at the muzzle’s end. It’s a fascinating story how you got it. Fires a Karmic force beam (Nd10) with a 1-in-6 chance of accruing 1 Karma. 
Special Items:
84. NS PET: Nature Spirit pet with animal intelligence, and usually one
Damage Die for one Ability at d6, 10 HP, and one utility special ability.
It has some behavioral quirk making it prone to trouble and frequently
imposes inopportune Karmic Attachments.
Usage Die: NA

The Profound Gibberish of Iolo
1. Drip drip walking down the blue lane one wonders why the sky hurts so and when the moon will just fall already GOD DAMNIT!
2. How am I supposed to LIVE LAUGH LOVE under these conditions!?
3. You fuck! How dare you bring such invisible joy to the souls of children not yet born into the indigo universe!
4. Clouds crying sunshine bring delirium to the prairie dogs who would otherwise kill themselves out of religious fervor. All hail the cloud emperor in his wondrous nudity!
5. In a moment of clarity, the man wonders what it all means. And then he poops.
6. I'm already spinning in corkscrew motions and rubbing my concave tummy and now you ask for the caviar of dragons?! Give me a week, ya rascal ;).
7. Turn on the telly I'm getting bored of this program and I can't find the mute button.
8. Are you bored? Afraid? In love? Insert other emotion here? Are you sick of these pesky emotions? Try life. Life! For those sick of being slaves to their own impulses. Life! It's like death, but not! Call 1-800-LIFE.