Welcome to Black Armada

Black Armada Games is run by Joshua Fox and Becky Annison. We create roleplaying games that unlock the creativity of your group, bring your favourite genres to life and give you feelings in your heart. We lovingly craft our games to provide memorable experiences, and work with awesome artists and printers to create beautiful physical books. You can find all our games in our store or, if you really love our stuff, back our Patreon to get regular games from us.

Safety Marks

In the course of writing, playtesting and now publishing Bite Marks I’ve been thinking and reading a lot about safety tools. The conversation has expanded so much since I started role-playing 29 years ago and I love how people are thinking about play culture, baking safety into mechanical design and normalising the use of safety tools and putting more conscious effort into looking out for each other. The idea that we are still only at the start of this journey is really exciting to me – I am eagerly looking forward to the next iteration of safety tools.

Just recently I was in the process of prepping a game of Bite Marks when I realised that in addition to all the stuff written in the book about safety there is something else I do without realising it – I figured I’d write a post about that.

Like many people I use the three most comment safety tools in my games and my play. The first thing you do in Bite Marks (and all my games) is create a list of banned items via anonymous channels as necessary. This is like an anonymous version of Lines and Veils as created by Ron Edwards. I also encourage the use of the X-card by John Stavropolous and Script Change by Beau Sheldon.

But I also consider what aspects of the specific game I’m playing are particularly safety relevant and then discuss them up front. I point them out with a big red hand. For Bite Marks there are three particular aspects of the game and system which may cause tension for players. Before a game I explain those aspects in more detail and talk through the ways in which those elements will work and the ways in which they will NOT work. Below is a blow by blow account of how I do that for Bite Marks and the three elements I highlight.

Bite Marks Example:

Player v Player

“Bite Marks has a player v. player element but not in the sense that the players will be trying to back stab each other. Player v. player conjures up a lot of different images – most of which probably don’t quite fit the Bite Marks setting. In Bite Marks, players can dominate or scrap with each other, they can force each other to reveal their feelings… but they are all on the same team. They are working to the same goal, they don’t have secret agendas that have the players competing with each other. This means the game has all the trappings of player v. player but the game play is really different.”

I always point this out so that the players don’t just see all the Moves they can use on each other and assume this is a game about screwing each other over.

Domination

“In Bite Marks there is a Move called Dominate. This *can* in some circumstances allow one player character to give orders to and mentally dominate another player character into taking an action they do not want to take. That is deliberate because it is about struggling with your werewolf nature, and your werewolf nature wants to take orders from those with a higher status. You might feel uncomfortable about being forced to take an action you don’t want to take – that is cool, your character probably feels the same way so channel it into playing them.

The move reflects how you are conditioned to obey, it isn’t about someone changing how you think and feel about the act.

This means that if someone makes a successful dominate move on you, then, when you have completed the thing you were dominated to do you are at liberty to row with them about it, blame them and have it change how you see them or even whether you will ever trust them again. In fact, it is encouraged that you do just that!”

Dominate takes away some player and some character agency and it is definitely going to lead to uncomfortable situations. So, by stating this all clearly up front (instead of finding out halfway through a session) people can choose how they want to engage with it; or whether this is not a game they want to play at all before the session starts!

Give In to the Wolf

“In Bite Marks there is a move called “Give In to the Wolf”. This Move gives you a big boost to your powers but if you roll a fail the MC will take over your character. This move takes away player and character agency completely. The Wolf is out of control and they are going to do something bad that your character will take the fall for. You can choose whether or not to use the Move, in fact if you don’t want to use the Move because you are scared of losing control I’d suggest playing into it and making it a feature of your character!

Dominate and Give into the Wolf are STILL subject to all the other safety rules, you can’t use it in relation to material which is Banned, people can and should use the X-card and Script Change tools as they wish to (and there is an additional rule in the game text that you can never use these Moves to get around consent in sexual situations – it just doesn’t work).”

I explain these issues at the start of any game (whether in person or ahead of time in an email or similar. A big part of the reason I’ve written this blog post is so that you can cut and paste this wording and use it in your own Bite Marks pre-session prep if you like.

Identifying which parts of a game world, or system might need some extra explanation and framing is a judgment call. I would say that mechanics touching on consent, anything which is a bit surprising or deals with vulnerability and oppression are good places to look for mechanics and background that you need to put front and centre in this way. Games which have themes of e.g.: horror, sex and/or oppression as a core part of their setting are also good candidates for a pre-game explanation. In a Monsterhearts game I might talk about Darkest Self and ‘Turn Someone On’ and Sex Moves, explaining in more detail how they will work, how they will be framed in the game and how to lean into playing them. In any Lovecraftian game I’ll give a briefing on racism and portrayals of mental health. Don’t forget that a lot of historical-style games will come with various forms of oppression baked into the setting which privileged players and groups won’t immediately recognise.

In a convention or game pitching situation you won’t have a lot of time to get into details – so it is worth highlighting the presence of anything safety relevant and then as soon as you have a settled player group you can do a rundown of the safety tools you want to use and go into any extra detail you need to mention. Part of your explanation will also depend on who you are playing with and how well you know them. Personally I’ll skip some bits of the briefing for people who have played Bite Marks before and are familiar with my three ‘red hand topics’ – but I will always stress and restate what safety tools we are using. I would more explicit running Bite Marks at the convention with a table of strangers especially if I know some of them have played Vampire the Masquerade which has a different way of using a dominate-like power.

Ultimately this is all about making sure that everyone is on the same page with the game and giving people the option to leave before the game starts if they don’t want to play with those mechanics or background.

In terms of other safety tools I think that tabletop RPGs could learn a great deal from LARP in how we approach debriefing after the end of a session or campaign and this resource compiled by Kienna Shaw and Lauren Bryant-Monk is also a fantastic compendium of safety techniques and goes into much more detail and explanation of the ones I’ve mention above.

If you are a UK lawyer one early principle you learn is called Denning’s Red Hand Rule. This rule states that the more unusual a contract clause is the more attention you need to bring to it. Lord Denning suggested in a judgment that some clauses might only be valid if they were written in red ink with a red hand pointing to them. I apply this principle to the games I run. What mechanics, what themes should be written in red in with a red hand pointing to them. Set expectations early, alongside your preferred safety tools. As a GM you will (probably) have a lot more information about a game than the players. So it is your job to identify land mines before people step on them and then point them out… with a red hand.

This blog post is funded by the Black Armada Patreon! Thank you so much crewmates 🙂

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Bite Marks is on Backerkit

We’ve sent Bite Marks off to the printers, which means it’s now available for pre-order if you missed the Kickstarter campaign.

Bite Marks is a PBTA game of werewolf pack dynamics. This is a game about being a werewolf, in a Pack. The Pack is a deeply intimate and close family; like a family, sometimes it is full of love and happiness and sometimes it is brutal and dysfunctional. But love it or hate it, you can’t ignore it – it will shape you. Fearless Alpha, dedicated foot soldier, pacifist scholar or rebellious cub – your relationship with the Pack is the cornerstone of who and what you are.

You might notice the game’s name has changed – we had some difficulty with a similarly-named board game, hence the change. We hope you like it!

You can pre-order Bite Marks here.

Get our games on itchio

We’ve also uploaded our back catalogue of smaller games to itchio. These include some of the first games we ever designed. Create your own disaster movie, fight a deadly duel between close friends, play farm animals overthrowing the despotic farmer, and more. Most of them are free (with optional donation).

And we’re uploading the games we’ve offered through our patreon. The first two games, Soap Bubble and What the Water Gave Me are already up there, with more coming soon. Of course, if you like these then you should consider backing the patreon, where you’ll regularly get games like this, before they show up on itchio.
 

Last Fleet playtest

The first two rounds of Last Fleet playtests are complete. As a reminder, Last Fleet is a PBTA game where you play brave pilots, officers, engineers and politicians on board a rag-tag fleet of ships, fleeing across space from an implacable, inhuman adversary.

The game is in great shape, but there have been some tweaks which need further playtesting. If you’d like to take it out for a spin, drop us a line at lastfleet@vapourspace.net and we’ll send you a playtest pack.

48 hours left to back Bite Me! on Kickstarter

Update: Please note that Bite Me was renamed to Bite Marks, after the campaign closed. The game can now be pre-ordered from Backerkit.

We have been running a Kickstarter for Bite Me! – a game of werewolf pack dynamics here: https://www.kickstarter.com/projects/blackarmada/bite-me-a-game-of-werewolf-pack-dynamics and we are down to the last 48 hours.

Vincent Sammy is illustrating the game … gorgeous.

As you know I love Werewolves and werewolf packs especially and this is a labour of love which I’ve talked about before on the blog.  I wanted a game which combined all the tropes of Werewolves like control, domination and hyper-violence and used that to fuel messy relationships and explore pack dynamics.  This is that game.

The campaign is funded and we have hit the first stretch goal but I really would love to get to the stretch goals by Whitney Delaglio, Kelley Armstrong and Paul Czege if we can.

If you’ve backed or shared already then thank you so much and if you have been thinking about it then there is 48 hours to make your move!

Bite Me! is coming to Kickstarter – Get on the Mailing List Here!

Update: Please note that Bite Me was renamed to Bite Marks, after the campaign closed. The game can now be pre-ordered from Backerkit.

The Bite Me! Kickstarter is getting closer and closer, practically snapping at our heels over here at Black Armada.

Bite Me! is a Powered by the Apocalypse Game of werewolf packs and it is a full throated emotional howl into these cold Winter nights.

If you want to know the instant the kickstarter emerges naked and bloody into the world then sign up to our mailing list here:

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Bite Me! Update – Congratulations It’s a PBTA Hack!?

Update: Please note that Bite Me was renamed to Bite Marks, after the campaign closed. The game can now be pre-ordered from Backerkit.

I am in full swing playtesting Bite Me! my Powered by the Apocalypse Game of Werewolf Pack dynamics.

About a year ago (despite all my complaints that I was bored of PBTA hacks!) I decided to write Bite Me! as a PBTA hack. Yeah, I know. But I really wanted the ability to sharply focus the gameplay on some specific elements of genre and PBTA is a solid template for doing that. So over a year later, I’ve got a basic game written, completed 2 one shot playtests and I’m in the middle of a 10 week long campaign playtest.

The core of the game starts with Moves and Playbooks/Skins as you would expect. But I really wanted to create a situation which cycles through two modes of play. Firstly the aggressive, domination riddled, toxic masculine play where things are feral and always on the brink of chaos and secondly, a close, tightly knit, emotionally close family.

The first environment creates the events and issues which will fuel the heartfelt conversations in the second. Behave badly, react with extreme violence to extreme events and then expect to get challenged on it by people whose opinion you care the most about. I feel that games need a more direct and mechanised link between character’s emoting and giving them something to emote about – this is what Bite Me! is squarely aiming at.

Nightwitches by Jason Morningstar has a similar (ish) mechanic with the Night and Day play styles. But I wanted something more organic and slightly less formal to mimic the ebb and flow of the pack relationships. So instead of separating the play into different formats I’m using a points mechanic – you get to spend points on taking powerful and tempting actions, in order to get points you have to call people on their behaviour, you have to express opinions and be vulnerable about your emotions. In fact before a big action scene (in which you’ll need some tasty points to spend) you’ll definitely want to clear the air with a big ‘ol secret revealing row.

So far this loop has playtested really well and I’m extremely pleased with the results. It has also helped me put into words how I feel about secrets at the table – something that will form core player advice for the game: “The point of a secret is to throw it in someone’s face in the most dramatic moment.”

Once the campaign playtest is finished I need to do the really hard bit. Write the MCing guidance. In a MC’d game guidance on doing it well is one of the most important and most overlooked sections in a traditional rulebook. Writing really clear, practical and specific guidance for MCing my games is vital because if anyone else is going to replicate the game in my mind I have to get it down on paper. That is the difficult bit, because there is always something you are doing when you run your own games that you don’t realise you are doing.

I’m hoping to get the next draft finished by the end of Autumn 2017 and release it into the wild for some external playtesting after that.

Bite Me! – A game of Werewolf Pack Dynamics

Update: Please note that Bite Me was renamed to Bite Marks, after the campaign closed. The game can now be pre-ordered from Backerkit.

[Taken largely from a G+ post I made a couple of weeks ago]

 I love Werewolves.

There, I said it.

I love the inner struggle of humanity against feral instinct but most of all I love the idea that Werewolves don’t have to do it alone.  They have family.  They have Pack.

Sadly, in all the years I have been role-playing, I have never played in a werewolf game.

The White Wolf systems have tended to leave me underwhelmed.  Not least because I have found that the system’s complexity gets in the way of the personal horror and community aspects of the werewolf myth that I find so compelling. In recent years my favourite treatments of the Werewolf mythology have been “Being Human” and Kelley Armstrong’s “Women of the Otherworld” series.

I have been thinking more and more that when (not if) I run a werewolf campaign it will follow much of the pack model established in Women of the Otherworld. To me the real crux of a Werewolf game should be how all the action and plot are viewed through the lens of the relationships between the Pack members and the group culture of the Pack.

 I want to build in mechanics for how loyal your character feels towards the Alpha and the Pack which will, in turn, get you some mechanical benefits but also creates plenty of space for emotional interaction and interesting conversations.

As I said before the action of the game should viewed through the lens of your relationships and the Pack.  So the example I gave to a friend recently was as follows:

Scenario: The Pack Alpha gets kidnapped.

We play through planning and executing the plan to get the Alpha back. But this should played out with plenty of intra-Pack conversations and dialogue and space for emotional interaction around the following:

a) how the Pack deals with the loss of their leader and driving force – do they fracture with no-one taking control, does another character rise up to take up the reigns of leadership, how do the pack respond to this?  Are the Pack grateful that someone has filled the vacuum or do they resist the new leadership?

b) personal distress of the characters – who feels guilty that the kidnap resulted from their failing to protect the Alpha?;

c) if the Alpha is recovered does the temporary leader want to relinquish control – does the Pack view the Alpha differently
because they were “not strong enough” to resist capture?; and

d) how will the Pack process what happened.  Will they emerge stronger as a group? Will they seek revenge?

The idea that when stuff happens you aren’t just thinking about “how do we solve the plot problem of recovering the Alpha?”, but also exploring what this means for you and your Pack.

I’d almost certainly employ Vincent Baker ‘s amazing “ask lots of questions” technique from Apocalypse World, in drawing out this aspect more heavily.

This is a further development of the way in which I run Amber Diceless – where the theme is again Family.  Everything is viewed through the lens of Family.  In Amber the family might do horrible things to each other (as per the books) but they can’t shake the fact they share a heritage and it just keeps pulling them back into each others lives.

As an aside one of things which used to fascinate me about Jerry Springer and related TV shows was the way in which people couldn’t just leave each other alone and move on with their lives.  Despite some of the terrible car crash relationships some people just didn’t seem to be able to pull themselves out of the destructive spiral they were in together and I was always intrigued as to why. Maybe I am just writing games to answer that question?