May game: Gelatinous

[Gelatinous was our May patreon game. It has now been taken down but will show up on the Black Armada itch store very soon.]

Hello everyone!

You may recall that I finished work at my former day job about a month ago. I have been working myself pretty hard since then with preparations ongoing for the Wreck This Deck crowdfunding campaign (sign up to be notified about that here) and a ton of work to get Lovecraftesque second edition moving, as well as lots of boring business-related stuff. Alongside all this, I wanted to make sure that I got the Patreon going again, after what can best be described as patchy service.

Gelatinous is the first game of the new era. It’s a light, slightly silly game that I’ve been thinking about for a while. I like snacking, and I like drawing maps, and I like games. Gelatinous combines these three things into a fun game where you imagine your life as a gelatinous cube, consume snacks to represent your prey, and write little in character reviews of what you ate. I’ve been playing it a bit on social media using the #Gelatinous hashtag. It’s simple and quick to play and a lot of fun, and what better excuse to vary your snack regime?

Do tag me in if you play it on social media, I love to see people playing our stuff.

Next month I’m planning to release Polis, which is a city-building game using the same DNA as our earlier release Biome (and which longstanding patrons will recall is related to Microscope). Polis is about creating a settlement and watching it grow into a city, diving into the lives of its people over the years and centuries. Best of all, you get to make a map (I love maps). I’ve started playtesting it in the last week and it’s very fun.

Happy gaming,

Josh

How to be a cooperative player

Addie Stardust on Twitter asked for tips on how to be a cooperative player, and it turns out that I have some thoughts about this.

Cooperation means working together to make the game better. This might mean working with the GM but it also means working with the other players around the table. An important starting point here is that WE are working TOGETHER. So it’s not just one person being a cooperative player and helping everyone else, it’s a collective effort, and you get to look after yourself as well as the others. Ok? Let’s go.

The first step in cooperation to make the game better is understanding what would make the game better, and that is mainly about understanding what the people around the table want. So this means three things:

  • Listening to what other people want;
  • Actively soliciting people to better communicate what they want; and
  • Being clear yourself on what you want and signalling it to the other players.

Obviously it will be hard for anyone to cooperate if they don’t understand what each other want. “What you want” means: what you’re interested in; what kind of story you want to tell; what kind of themes you want to address; what kind of things you want to do; what kind of character you want to play; and so on. Some games do a great job of helping to structure and codify these things, greasing the wheels of the conversation. But even if your particular game doesn’t do that, you can do it for yourself. One part of that is getting the information from the other players, by paying close attention and listening to what they’re saying and doing. If they’re not communicating or you’re not clear, or if you think there’s more to know, you ASK them.

The other half of this is playing your part by being clear about what you like. Don’t wait to be asked – the more you share of your preferences, the better other people can help you to enjoy the game. Plus you’re leading by example and likely encouraging others to reciprocate by telling you what they like.

Now that we understand what each other want, we can work to give each other the game we’re looking for. This means consciously and positively:

  • Engaging with the direction and themes of the story
  • Playing towards the role and image of the characters
  • Building connections and synergies with the rest of the group

Engaging with the direction and themes of the story is what, in a traditional GM’d game, would often mean “following the GM’s plot hooks”. In other words, the GM has prepared a story, therefore you engage with that story. You swim with the current rather than against it. But also, whether you’re in a GMless game or a GM’d game where the group are more closely involved in setting the direction, you follow the other player’s “plot hooks” too. If the players have said they want to engage with particular themes, then it’s just as important (maybe more so) to help them do that as it is to follow where the GM is pointing the story. If we’re all here interested in romantic rivalries, then we can have fun playing into that space by flirting, showing jealousy, opening up new relationships, and so on. And we might choose to ignore the GM’s plot hooks to do this, if it seems like that’s what the group are most interested in. In fact it’s just as much the GM’s role, as a cooperative player (the GM is a player too), to step back and take their foot off the gas, making space for us to address these themes.

Of course even better is if we can cleverly make the GM’s plot hooks and our desire for (in this example) romantic rivalries fit together. A really skilled GM will find out about this interest at the start of the game and build their plot hooks around it. And then we as a group will skilfully use the GM’s plot hooks to get the juicy romance plot we wanted. That is what cooperation looks like: everyone striving together towards the story they want.

Playing towards the role and image of the characters is what has been called elsewhere “playing to lift up”. It means having a clear idea of what each of the characters want to do, and how they want to be seen, and taking action to support that. A really basic approach to this is sharing and (where appropriate) ceding the spotlight so they can have their time in the sun. But you can be much more pro-active than that. For example, if another player describes their character as a leader, then that means they want to lead. A leader has to have people who look up to them, who listen to them, who follow them. As a cooperative player, you can help with that by portraying your character looking up to them, listening to them and following them. You might even at times step away from situations where you are naturally inclined to lead, to make space for them to do so. You might give them explicit encouragement when required, saying “these people need your leadership” to prompt the player to push the character into the role they wanted.

You’re like a backing singer or supporting actor working to make the main character look good. This doesn’t have to mean “look good” in the sense of “look like a badass” – if the player wants their character to be comic relief, you can help them do that too. If the player wants tragedy and pain, you can be the one dishing it out. The point is to know what they’re after (again, if you aren’t clear, ask) and help to give it to them. This may mean you have to tweak your own idea of what your character would be like. Hold your ideas about your character loosely, making space to adjust them to be a better supporting act for other people. Perhaps you didn’t really envisage your character as someone’s follower. But take a moment to think – could they follow another person? Maybe they are a leader in some contexts and a follower in others? Try to keep your character malleable enough that they can fit in with what is going on at the gaming table.

As with the story themes, this is a job for everyone, including of course the GM. And it’s also important to say that you get to have your time in the sun too. Sometimes you’ll be stepping back to make space for someone else’s preferred role to play out, but sometimes you should claim your space in the spotlight.

You can be even more cooperative here by inviting others into your spotlight time: if you’re the leader, ask if anyone wants to be your follower right now. If you’re the protector, ask if anyone wants to be protected. This is where building connections and synergies begins to become important. Right at the start of the game, you can look for roles that are complimentary (leader/follower; mentor/student; unrequited lover/oblivious object of desire). You can also do this in real time during the game, identifying where your cool action in the spotlight could involve someone else. Invite others into what you’re doing. You can come up with any pretext you like: perhaps there’s a genuine logical reason why you’d want a wingman for this mission, or perhaps your character just feels like some company.

The reverse also applies. Don’t be shy in asking if you can get involved in what other people are doing. Having two people in the spotlight at a time means twice as many people are having fun, but also potentially they’re having fun in ways they couldn’t otherwise. Sure, the sneakthief could just go off and do a cool stealth mission on their own. But might it be even more fun for them if there’s another character (you) tagging along, permitting the action to be peppered with conversation, perhaps allowing them to rescue you from a tight spot.

Stepping into someone else’s spotlight is a bit risky, because it could feel like you’re hogging the spotlight or treading on their toes. This is a good time to take the conversation out of character and ask the player whether they would enjoy having you along rather than just having your character ask theirs. Once they’ve said yes you can continue to exercise your judgement about how best to support them and lift them up, enhancing their enjoyment rather than crowding them out.

You can weave the whole of this together into the most beautiful connections and synergies if you want to. The themes of the story can support the desired roles and relationships, and vice versa. That’s what a really tight design can do, by the way – some games dish out character archetypes, relationships and mechanics that are all mutually reinforcing. But you don’t necessarily need the game to do that for you if you are actively working together to do it yourselves. There’s probably such a thing as a too tightly-woven mesh of themes, roles and relationships; you may be going too far if you’re just pre-deciding everything that’s going to happen in the game. But definitely having awareness of what everyone around the table wants and consciously working to play into those things, will create a more cohesive and fulfilling game for everyone.

I personally think that cooperation is the apex skill for roleplayers. You can be an amazing character actor, a genius at deploying the game’s mechanics, an incredibly evocative narrator, a brilliant problem solver, and many more besides. These all can make a contribution to a great game. But if you’re taking those skills and pointing them at the other people at your table, positioning yourself to connect with them and support them in what they’re doing, you’re going to come off as a much better roleplayer, and get a much richer game to boot.

Blog post: How to be a cooperative player

Addie Stardust on Twitter asked for tips on how to be a cooperative player, and it turns out that I have some thoughts about this.

Cooperation means working together to make the game better. This might mean working with the GM but it also means working with the other players around the table. An important starting point here is that WE are working TOGETHER. So it’s not just one person being a cooperative player and helping everyone else, it’s a collective effort, and you get to look after yourself as well as the others. Ok? Let’s go.

The rest of the blog post is continued on the Black Armada website. 

Lovecraftesque part three (episode 64)

Links to this episode on:

We continue our run of the new second edition of the classic indie horror game, Lovecraftesque.

Jonathan visits the Hotel’s resident doctor, whose curious questions – and the strange ambience – leave him feeling very uneasy.

A trip to the town’s sinister-seeming library reveals a strange piece of history.

If you are interested in Lovecraftesque you can find the first edition of the game here: https://blackarmada.com/product/lovecraftesque/

If you would like to be notified when the second edition crowdfunds, you can join the Black Armada mailing list here: https://blackarmada.com/black-armada-mailling-list/

Our players are:

  • Joshua Fox https://twitter.com/armadajosh or https://dice.camp/@armadajosh
  • Becky Annison https://twitter.com/BeckyAnnison or https://dice.camp/@BeckyA
  • Eadwin Tomlinson
  • 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.

Links to our current Patreon games

If you are new to our Patreon or looking for our latest games and want to save a bit of scrolling, here are the current links to what you get as a patron.

At Crew level, you currently have access to these games:

  • Advent Of Abomination – a solo folk horror TTRPG inside an advent calendar. You can use the bookmarked PDF to play virtually or print and assemble a physical copy.
  • Gladiators 2050 – the latest reboot of the popular TV franchise, an ultraviolent mashup of Gladiators and The Running Man. Pit your Contenders against the Gladiators and hope they survive the experience and – just maybe – win a holiday in Barbados.
  • Cyrano In Love – a romantic game about the frustrated love between Cyrano and Roxanne, and how that plays out through Christian’s attempt to woo Roxanne.

At First Mate level, you also have access to design diary posts, and to this:

  • Lovecraftesque 2e, a late playtest version of this storytelling horror card game. Includes print files for the game and a virtual playroom you can use to play the game online.

Patrons and non-patrons alike are welcome at the Black Armada discord.

Lovecraftesque part two (episode 63)

Links to this episode on:

We continue our run of the new second edition of the classic indie horror game, Lovecraftesque.

Jonathan sets out on a relaxing fishing trip to the nearby abandoned lighthouse, ably assisted by Davey, the local guide. But his restorative excursion quickly takes an unpleasant turn as the two men uncover something deeply disturbing in the old building.

If you are interested in Lovecraftesque you can find the first edition of the game here: https://blackarmada.com/product/lovecraftesque/

If you would like to be notified when the second edition crowdfunds, you can join the Black Armada mailing list here: https://blackarmada.com/black-armada-mailling-list/

Our players are:

  • Joshua Fox https://twitter.com/armadajosh
  • Becky Annison https://twitter.com/BeckyAnnison
  • Eadwin Tomlinson
  • 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.

March game: Monsterball

[Monsterball was our March patreon game. It has now been taken down but you will soon be able to get it on our itch store.]

Hey everyone!

This month’s game is a brutal fantasy monster version of football (or soccer for USicans), played as a journaling game. Monsterball creates a procedurally generated and very lightly tactical game of football, either against a fellow human or an NPC team. It is surprisingly gripping and you may find yourself blowing on your dice as your ratling striker nears the ideal position to score a goal.

Monsterball obviously pays tribute to a certain tabletop fantasy ball game, but it has taken on a life of its own and feels similar but different. I’ve incorporated ideas from American football, most especially the draft, which means your team will be a mishmash of players from a mix of fantasy races. As you play through matches you’ll have to retire players due to injury, while others will become invaluable star players.

It’s a good laugh and I hope you enjoy playing it. Let me know how you get on!

By the way, I’m just under 2 weeks off my last day at the office job. It’s been a very long wait. I’m very much looking forward to getting stuck into some more great designs and I hope to share some new stuff with you very soon.

Yours

Josh

Lovecraftesque part one (episode 62)

Links to this episode on:

We continue our run of the new second edition of the classic indie horror game, Lovecraftesque.

Jonathan sets out on a relaxing fishing trip to the nearby abandoned lighthouse, ably assisted by Davey, the local guide. But his restorative excursion quickly takes an unpleasant turn as the two men uncover something deeply disturbing in the old building.

If you are interested in Lovecraftesque you can find the first edition of the game here: https://blackarmada.com/product/lovecraftesque/

If you would like to be notified when the second edition crowdfunds, you can join the Black Armada mailing list here: https://blackarmada.com/black-armada-mailling-list/

Our players are:

  • Joshua Fox https://twitter.com/armadajosh
  • Becky Annison https://twitter.com/BeckyAnnison
  • Eadwin Tomlinson
  • 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.