After The War Part 9 (Episode 54)

Links to this episode on:

In this episode:

  • Lisna Ojebawa discovers signs of The Song alive and well in the Boneyard.
  • Grallani, Novak and Odd investigate a strange signal.

After The War is a science fiction RPG of memetic horror by Jason Pitre and Alasdair Stuart. You can find it here: https://genesisoflegend.com/product/after-the-war/

Our players are:

Becky Annison (GM) https://twitter.com/BeckyAnnison
Elizabeth Lovegrove (Lisna Ojebawa) https://twitter.com/ejlovegrove
Joshua Fox (Major Grallani) https://twitter.com/armadajosh
Nick Bate (Odd Alvarez) https://twitter.com/ickbat
Sue Elliott (Novak The Bull) https://twitter.com/SuefaceTM

Black Armada create and publish TTRPGs here: https://blackarmada.com/

Nick creates and publishes TTRPGs as Ickbat here: https://ickbat.itch.io/

The music is Orange Button by Esther Garcia.

After The War Session Zero Part 1 (Episode 44)

Links to this episode on:

We are starting a new campaign of After The War, a science fiction RPG of memetic horror by Jason Pitre and Alasdair Stuart. This is the first part of our character generation and world building session.

You can find After The War here: https://genesisoflegend.com/product/after-the-war/

Our players are:

Becky Annison https://twitter.com/BeckyAnnison
Elizabeth Lovegrove
Joshua Fox https://twitter.com/armadajosh
Nick Bate https://twitter.com/ickbat
Sue Elliott https://twitter.com/SuefaceTM

Black Armada create and publish TTRPGs here: https://blackarmada.com/

Nick creates and publishes TTRPGs as Ickbat here: https://ickbat.itch.io/

The music is Orange Button by Esther Garcia.

Black Armada Tales

We have started an actual play podcast called Black Armada Tales. We’re playing indie TTRPGs with a group of friends, and having an excellent time doing it. Our first game is Apocalypse Keys by Jamila R Nedjadi, a very cool game about a team of monsters whose job is to investigate and prevent apocalypses from coming to pass. The game mixes up action and investigation with the drama that comes from their own relationships and the knowledge that they, too, may one day become harbingers of the apocalypse.

You can find Black Armada Tales on a wide variety of podcast providers, and we’ll also be publishing the episodes to our website here.

News from Black Armada

We’re picking up our tools again after a bit of a Covid-induced hiatus, and there’s a few things we wanted to let you know about.

1. We published a new resource on the website, titled making your game fun for everyone. It’s a primer on tools to help focus your game on the things your group enjoys, covering everything from CATS, the same page tool and lines and veils, through the X Card and Script Change, through to feedback and the debrief. It covers a lot of stuff that is often included under the rubric of “safety”, but we’ve tried to take a wider perspective on what these tools can be used for, as well as some ideas of our own.

2. Last Fleet is available for pre-order! If you missed it on Kickstarter, it’s a PBTA game about the last of humanity fleeing across space from the alien Corax. You play brave pilots, officers, politicians and journalists struggling to fend off enemy attacks, alien infiltrators, discord on the fleet and the growing pressure on themselves. Basically if you liked Battlestar Galactica, you might like this. Link here: https://lastfleet.backerkit.com/hosted_preorders

3. Our patreon is up and running again!

  • Our newest game is HISTORY DIG LIVE!, a tribute to the UK tv show Time Team, where you play TV archaeologists and (in flashbacks) the historical characters whose lives they are digging up.
  • $3 gets you access to the game, as well as our previous one The Great British Snake Off, where you play contestants on the reptile kingdom’s premier baking show. Win on technique or by trickery!
  • We’ve got a whole bunch of excellent games coming up too, from the GMless mystery game Elementary, through the solo journaling card game Wreck This Deck, and more. Come and join us!

Latest blog post

My latest blog post is up on the Black Armada website. It discusses all the different ways in which we can vary the hardness of moves we make as GMs.

I’ve carved the hardness of a move up into seven factors:

– Probability

– Proximity

– Severity

– Significance

– Target

– Choice

– Sign

You can read more at the article linked above.

How can we get more people playing RPGs?

This is the #RPGaDay2018 topic for day 8. I’ve answered most of these as simple social media posts, but felt like I had quite a bit to say on this one, so it’s getting its own blog post.

Let’s start by saying that “we” means a lot of different groups of people, who have different opportunities to bring new people into the hobby. I’m going to go through some of these groups and how I think they could help to expand the hobby.

Game publishers. Ok, so obviously game publishers have succeeded handily in creating games that attract plenty of gamers. But an awful lot of those games have been presented and pitched in a fairly similar way. They cover fairly similar territory in terms of genre and approach. To brutally oversimplify, most RPGs are about action and adventure, with sword/gun-toting heroes as the central (though not exclusive) focus. The art and style have a particular look. There’s historically been a focus on white male characters. Now, this is all fine and dandy. There’s nothing wrong with such games. (Ok, maybe not nothing, but I’m not saying “get rid of games like this”, is my point.) They’ve succeeded in attracting a particular audience; but if you want more people, one way to do that is to broaden your audience. Bring in groups who aren’t attracted by the usual formula.

The good news is, we’re pretty much seeing this happen. Games are increasingly stepping outside the boundaries of those usual approaches, focussing on other genres, other types of story, other characters, different art styles, and so on. Of course, by their nature these games are different to the ones that attracted the existing core market. They may not immediately be as popular as the old stalwarts, or even as popular as new games within the traditional genres. This is because the existing (large) audience that is paying attention to RPGs and willing to spend money and time on them need to be persuaded to consider something different, and the existing (even larger) group of people who aren’t paying attention or willing to spend money need to be persuaded to even take a look. So these games can struggle a bit. They are, as some people put it, “a niche within a niche”. But just as Vampire: the Masquerade opened the doors of the hobby to an entirely new audience, these games can do the same.

Meanwhile, the more traditional approach is also adapting itself to expand its audience. More inclusive art, more innovative approaches to the game – D&D and others are changing. And this is at least partly influenced by the less commercially successful games mentioned above. In other words, the hobby is growing and changing and that’s a good thing.

Game retailers. So guess what? It’s the same message again. Game retailers, by and large, present a particular look to the world. To caricature, it’s a seedy comic store look. Giant cardboard cutouts of muscular barbarians or armoured space marines. Model tanks and dragons. Boxes of cards and dice. Again, this is all fine. But what it does is attract the existing audience. The people who like those things, of course, are drawn in. If you want to expand the audience, you have to go beyond that. And in particular you have to project an image that is welcoming to other groups.

This is a much trickier job for retailers. They only have so much window space, and so much shelf space, and so many tables for your games night. You can either put a space marine in that spot by the door, or make space for something else. You can’t really do both. I don’t really have an easy fix for that. But I think the whole can be made attractive to other audiences without sidelining the things that the existing audience like.

There’s another issue, which is about how welcoming the space of the retail store is once you’re in the door. There’s something here about whether new customers feel safe and comfortable in your store. I’m not an expert in this at all, so I’m not going to sound off in detail, except to say that this is not something RPG stores have always been good at. But it is something that we can do. Just take a look at a typical modern Games Workshop store for an idea about one way to do it: they look like proper, professional shops. Yes, they still have marines and tanks and so on, yes (nearly) all the staff and customers are men and might project a slightly unwelcoming “who is this alien” look at women who walk in the store, so yes there’s still work to do. But they don’t look scary. They’re well-lit, well presented, places you’d feel comfortable leaving your eleven-year-old (which is the main GW audience, in case you hadn’t noticed).

Apart from, like, the playground, the RPG store is the primary way into games for new people. It is the literal shop window. So retailers can help get new people in by making it look good, and not just to people who already like RPGs.

Conventions and clubs. Can I say more of the same? Offer games that aren’t monolithic, create spaces that look attractive and welcoming. This is difficult stuff though – the games are mostly offered by volunteers who are already in the hobby,  and the room is mostly filled with those people. Sure, it would be nice if every club had a game of Monsterhearts (or whatever) and some women and PoC, and a welcoming atmosphere, but the reality is that you’ve got the attendees that you’ve got, and they want to play the games that they want to play.

So what can convention and club organisers do? Think about what would make spaces more welcoming. Tackle harassment. Have a decent welcome for newcomers in the form of a smiling, helpful human being who can help direct new attendees to a game they’d like or just find their way to the toilets. Have readily identifiable convention staff who are ready to help people in the same way, and who actively look out for newcomers looking lost, and not just chat to their mates. And project that same ethos to other attendees: tell them what a welcoming space you’re looking to create, how you want them to be friendly to newcomers. Choose a venue that looks clean and has space to move around, space to sit and take a quiet breather. Support new GMs/facilitators and new players, make space for them on the schedule. Support different ways of gaming, like Games on Demand for example.

Once again, at least some conventions are getting this stuff and doing it. More would be better.

Ordinary roleplayers. Nine times out of ten, a new gamer is introduced to the hobby by a friend. (I have no evidence to back this up, but I think it’s true.) So what can we do to help?

The absolute number one thing in my view is to talk about our hobby unashamedly and enthusiastically. Because we don’t do this, roleplaying has a stigma that has been hard to shake. People don’t know that roleplaying is fairly popular, and that normal people do it. It seems alien and sort of shameful or weird. We are the ambassadors for the hobby, more than anyone, and for the most part we shirk that role. Friendly, engaged people with an interesting hobby that they’re clearly interested in is what gets other people interested.

The next thing we can do is to treat each other decently, watch out for each other and come down hard on people in our social circle who don’t do those things. The hobby is plagued by, if not bad behaviour and social awfulness, at the very least the perception of those things. We have a reputation. And if we want to beat that reputation, we have to not just not be like that, but rise so far above that reputation that we break it. This will mean people are more likely to stay in the hobby, and more likely to join.

I absolutely think we can do this. I think many of us are already doing this. And we have a golden opportunity, because popular media is opening the door to our hobby as never before, whether it’s blockbuster fantasy TV shows, widespread superhero movies, or D&D featuring on popular TV. Let’s grab it with both hands.

PS I could have talked about gaming media. There’s great stuff going on here. The AP movement just won the Diana Jones award. I really am not an expert on this, and don’t have a lot to say about it right now, but it’s important and could be key to expanding the hobby.

List of UK game designers

For those who haven’t seen it elsewhere – I have created a list of UK game designers. I have mostly done this because I intend to try and play and run more games by UK designers, and then… well, I got sucked into being completist.

Here it is:

List of UK RPG designers

Something tells me this list is neither complete nor 100% accurate, but it’s a good start. Let me know if there’s gaps or errors in comments!