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!

The League Presents – Actual Play with a difference

We’ve started a new Actual Play podcast where game designers play each other’s games! This is the first series: we’re playing Bite Me!, our game of werewolf pack dynamics that’s currently on Kickstarter.

The game is being GM’d by me (Josh), with an august group of designer-players including Becky Annison (the designer of Bite Me!), Grant Howitt, Jay Iles and Chris Longhurst. I’m really happy with how it’s turned out – feral werewolf action and intense relationships, just like the game intends.

Here’s the episode blurb:

A werewolf pack in suburban England walks a razor-thin line between the hunters of the city and the things that live in the forest. It’s a tough life, but made a lot harder when your pack alpha is bleeding out on your kitchen table…

Note: we went through game setup in a bonus episode. It’s not needed to enjoy this, but check it out if you want to hear more about Bite Me!

Listen to the first episode above, and back the Kickstarter campaign here.

By the way, the podcast is being created under the auspices of the UK Indie RPG League, a band of game designers who are sharing our knowledge, supporting each other and attending conventions as a group. Watch out for future episodes, where you’ll hear the hottest new and pre-release indie games being played by their designers.

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?