My 2016 in gaming

Time for data analysis, because I’m a nerd!

Unsurprisingly, my gaming in 2016 was affected by my health issues. I had medical appointments, minimal energy, and because of a suppressed auto-immune system, I avoided large gatherings like conventions and in-store game days. The only convention I attended was my beloved Big Bad Con in October, and I still had to have regular naps in my hotel room! The games I did play, I tended to play repeatedly at home, online, or with a small group of close friends. The length and complexity of games I could play was often reduced — even the size, since we played games with a small footprint on a surgical tray in the infusion room during chemotherapy!

By December 31, I still ended up with 47 different games in my list, down from 62 in 2015.  Let’s start with some summary numbers:

2016_in_gamingMy game types were divided between about 55% tactical and strategic play (2 miniatures games, 13 board games, 11 card games for a total of 26 different titles) and 45% narrative play (19 role-playing games, 2 storytelling games, and no live-action role-playing game this year, for a total of 21 titles). This does not reflect the respective amount of time or number of instances I played each; I have not been tracking this level of detail.

  • Games I labelled “storytelling” rather than “role-playing” included Fiasco and Downfall.
  • The distinctions between board games and miniatures games or board games and card games can be blurry, such as in games like Yggdrasil or  The Dresden Files Cooperative Card Game.

Some 28 of these 47 different games (60%) were new to me: I had never played them before 2016. And of these new games, 5 were playtests (18% of the new games or 11% of the year’s total.)

To my chagrin, only 6 (13%) included at least one woman among the designers (Megan Bennett-Burks, Emily Care Boss, Peggy Chassenet, Caroline Hobbs, Anna Kreider, and Emma Larkins.) I’m unable to track persons of colour among designers, though I believe there are a few (e.g., Christopher Badell, I think?) I want to do better in supporting diversity.

I also rated each game subjectively, from 1 to 5 stars:

  • Among the 19 games I had played before, the average rating was 4.0 — no surprise there — with my favourites being Night Witches and Sentinels of the Multiverse, each scoring 5 stars.
  • Among the 28 new games, the average was of course a little lower, 3.4; my favourite new games were Masks and Venture City, each rating 4.5 stars, and my least favourite were Exploding Kittens and Haiku Warrior, each earning only 1 star.

I played with a total of 46 different people, 21 of which were new to me (46%.)

Here is what my list of games looked like (after the cut): Continue reading “My 2016 in gaming”

Dungeon World: Our Heroes!

Our Heroes - Ram, Rahi, Merit, and Kanta. Art by Claudia Cangini.
Our Heroes. Front: Ram the Holy Killer; behind him, from left to right: Rahi the Relic Bearer, Merit the Trickster, and Kanta the Mage. Art by Claudia Cangini, 2016.

We’ve been playing Dungeon World for over a year now, in Edmund’s own setting inspired by Southern Asia, “The Land of Ten Thousand Gods.” We’re nearing the epic conclusion of a big story arc so as a holiday present to the whole group, I commissioned a portrait of our four characters from the amazing Claudia Cangini. Tonight I unveiled it for the group and people sounded very happy — I know I am!

For those who, like me, enjoy seeing how a piece of art comes together, I will post the various steps of Claudia’s work. All images are in the slideshow at the bottom.

Continue reading “Dungeon World: Our Heroes!”

In which direction lies progress?

Autumn LeavesI have not forgotten that I promised to go back over the “Two Minutes Hate” issue for the three-month assessment of its impact onto the tabletop role-playing community, and particularly the parts of the community centering on indie and small-press games. Since I started the assessment, I have tallied responses from a variety of threads online, and discussed with and interviewed many people closely involved with and/or affected by the events.

In short, based the evidence I collated I believe that after three months (I’ll get back to this in a moment), the impacts of “Two Minutes Hate” and its follow-up FAQ have been more negative than positive, and that the negative impacts are disproportionately felt by a few people who were already on the receiving end for frequent online abuse. The post failed to clearly convey Mark’s intended message and caused harm both directly and indirectly to people singled out as examples. I see the following as key errors: Continue reading “In which direction lies progress?”

Did we see progress?

Trigger warning: Online harassment in the tabletop role-playing community.

Three-month check-in

depression_hurts_by_deadlywolfqueen-d50nfp0In late July, Mark Diaz Truman posted a reflection on his company blog (Magpie Games) about a perceived conflict in tabletop role-playing sub-communities, followed by a FAQ a few days later. I gave my own opinion back then when Mark asked, in response to my disagreement:

I’d also encourage us all (including me) to look at the effects 3 mo, 6 mo, and a year down the road.

It’s time to check in on the effects of the post after three months. Mark concluded his posts with:

I want to inspire conversation and self-reflection, and I believe that people have engaged in productive discussions both online and offline as a result of the post.

If you have been following the various conversations that Mark’s thoughts sparked, if you have some familiarity with the tabletop role-playing community and particularly with the subsets Mark focused on, OSR and story games, what if anything did you observe? For example:

  • Do you feel this has affected the way you post? If so, how?
  • Are any voices more frequently heard since these posts? Or less frequently?
  • Has the tone of community influencers changed in any relevant way?
  • Have certain frequent or prominent discussions changed in tone, style, or frequency?

If you can cite data, like Jessica Price and Jason Corley did last time, extra special thanks.


Credits: Illustration is called “Depression Hurts“, by Inkin Oddity; released under Creative Commons Attribution-No Derivative Works 3.0 License.

Mouse Guard Must-Have

photo-sep-08-4-48-55-pmI’m very late in discovering this, but the hardback compilation Mouse Guard: The Black Axe is a must-have for all readers of the Mouse Guard comics (David Petersen, published by Archaia) and especially for players of the role-playing game based on the comic, the Mouse Guard RPG (Luke Crane & David Petersen).

It’s full of information about what the Guard Mice do, the art is as inspiring as ever, and the book offers a nice appendix full of maps, illustrations of locations, genealogies of famous mouse clans, etc. (You can see examples of location art here, but the ones in the book are different and contain much more information.)

Who measures progress?

Context

abused-girlBrouhaha in small role-playing sub-communities, of little interest to most people but with profound impact to a few. On July 26, Mark Diaz Truman posted a reflection on his company blog (Magpie Games) regarding perceived abuse between two sub-communities of gaming, focusing respectively on OSR and story games. The comments on Magpie Games’ blog and Mark’s Google+ discussion thread numbered in the hundreds, and a myriad of additional discussions both public and private erupted. Today (July 31), Mark followed up with a FAQ explaining his position in more detail [Edit: with its own G+ thread].

I will let people slog through the discussions if they are interested but I will not provide a summary. If you know people involved you will probably form your own views; if you don’t, you probably don’t care. But I will provide my own opinions and then address an answer I received from Mark.

My take

(Adapted from comments made on various threads as well as directly to Mark.)

The original post

I love Mark’s intentions, as a community-builder and a peace-maker, but I believe his perception of the situation of the situation is incorrect on many points. In particular, I think he equates behaviours on the part of various individuals (the ones he cites in his original post) that are simply not equivalent at all. In doing so, he appeared to excuse individuals that have a long, well-documented history of online abuse while placing the victims of such abuse in a position of equal blame.

Second, conflating this with OSR versus story games is odd and confusing. The vast majority of indie/hippie/story gamers I know also play OSR games. However, of course there are  sub-communities within these small circles that are less friendly than others; but describing this as two communities at war is bemusing.

Third, I do believe that anger has a place in effecting change, and “civility” cannot be the sole, enforceable mode of discussion. Let’s be clear: for those of us who  feel invisible at times, deeper change is the goal, not fostering unity in a particular geek sub-community. Rejecting anger and its manifestation skirts too close to a tone argument for my taste.

I have a large number of geek women and non-binary people in my circles (there are more than most people realize and they are the primary targets of abusers.) I saw several privately posting their dismay at Mark’s post, which they perceived as gaslighting and support of abusers, despite Mark’s statement to the contrary. Several mentioned that they were venting privately to their select circles because they did not want to become abusers’ next target. Some were brave enough to post openly on public threads like Mark’s (my hat is off to the ones fearing but standing up!)

I also saw several public posts by known bullies and online abusers as well as their supporters crowing over this perceived vindication and use it as fuel to launch whole new attack campaigns at their favourite targets. I find it nauseating.

It’s worth checking who reports and to believe the women and minority gamers who report having been abuse targets. Again, the uncivil discourse from various parts is not equivalent. The problem is not general discourse, it’s about extreme edge cases. It’s about missing stairs.

I do appreciate Mark’s intentions and his appeal to being the best persons we can be by listening, apologizing and collaborating. I just don’t think the later is always achievable or even advisable.

The FAQ-Pology

Mark’s new post on the topic is intended to “both make some apologies and clarify [his] position.” However, as an apology it falls short of the benchmarks; one stalwart commenter pointed out that it fails to provide:

1. A sincere expression of regret.
2. An explanation of the circumstances that led to the mistake.
3. An explanation of how you’re going to try to not do the thing in the future.

After looking at the after-effects for the better part of a week, I believe Mark’s posts have caused more harm than good to the gaming community(ies) and particularly, as many have pointed out, sent the usual targets ducking for cover rather than providing them with support. When I express my sadness at this step backward, Mark answered:

I’d love to talk with you more about how this is playing out Sophie. I’d also encourage us all (including me) to look at the effects 3 mo, 6 mo, and a year down the road. This week has been hard, but I believe that many of the conversations I’ve seen have the potential to blossom into something productive. That said, I hear you! And I’m eager to discuss more and listen more.

And this is what moved me from sadness to anger.

Let me explain again what I’ve been seeing:

  • An appeal to polite conversation that equates the behaviours of victims and their known online abusers.
  • One-sided calling out of flimsy examples versus complete silence on long-documented bad behaviours.
  • Calling out of victims.
  • Proposal for action that is vague and non-measurable compared to the specific call-outs.
  • Agreement with the sentiments overwhelmingly from white males.
  • Significant disagreement from cis and trans women, non-binary people, and other marginalized groups.
  • Renewed abuse from the original bad actors, directed at their usual targets.
  • An apology that boils down to “I wish I’d said it more nicely.”
  • An invitation to let this ride for three, six, or twelve months and check back if things have improved.

Notice the problem? The same people always on the receiving end of the abuse are told to be civil for a while more, endure the abuse longer, and hope the conversations will “blossom into something productive.”

No.

It doesn’t work that way. No progress can be made this way because the pressure has been put entirely on the victims. Sure, they’re already disappearing from the public conversation and retreating in their makeshift safe spaces when they can. In three, six or twelve months the conversation will surely be more harmonious without their voices.

And how are we to measure progress in this blossoming? On one end, I can count participants, threads and comments. We already have some demographic glimpses from early counts by commenters. We have previously documented abuse we can compare to. These are metrics. On the other side, how will we assess progress? Will it be by this lack of participation from the marginalized voices?

I’m sorry, Mark and the rest of the great publishing team at Magpie Games. While I do want to work for a friendly, welcoming, civil community of gamers, I must stand with those whose voices are being silenced again.

War of Ashes: Fate of Agaptus is a 2016 ENnie Nominee!

ENnies 2016 Nominee
The 2016 ENnie Awards nominees were just announced and War of Ashes: Fate of Agaptus has made the list in four categories:

  • Best Art, Interior
  • Best Family Game
  • Best Rules
  • Product of the Year

It’s up against high-quality, popular releases but it’s so nice to be on the list. (Now I know that at least four people read it!)  ^_^

I am so very fortunate that on my first professional writing gig in the role-playing world, Evil Hat Productions let me create a book the way I wanted to, with the support of their fantastic knowledge and staff resources. It doesn’t get any better!

War-of-Ashes-Pageheader

How to discourage me from playing your game: Part 3

AaaarghThis is the third of a three-part rant discussion on things publishers do that turn me right off their role-playing games.

A big challenge in role-playing games is that they are usually read several times in greatly differing circumstances. In this section I focus on their ease of use at the game table. I’m not talking about system choices and mechanics, but strictly about how well the book supports game play.

3. Use in Play

At the game table, the reader will be trying to find specific information quickly, particularly rules information.

Continue reading “How to discourage me from playing your game: Part 3”

How to discourage me from playing your game – Part 2

Aw-noThis is the second of a three-part rant discussion on things publishers do that turn me right off their role-playing games.

Naturally, a single mistake probably won’t do it unless it’s ginormous and egregious, but a few too many and I’ll move on to the next game on my long wish list.

2. Readability

A big challenge in role-playing games is that they are usually read several times in greatly differing circumstances.

  • The leisurely reading you do on the bus when you just received your book from a Kickstarter campaign.
  • The selective reading you do to familiarize yourself with the setting and make a character for next Friday’s meeting with your gaming group.
  • The studious reading your friend is doing to prep for that same game as game-master.
  • The frantic reading in the middle of a game session to locate a particular piece of information or interpret a rule.

I know first-hand how difficult it can be to address all these needs; for example, a book may be perfectly well organized to present the setting information in an orderly fashion, but make it a nightmare to retrieve in a hurry at the game table. Today, I want to examine the ease of reading proper, all the kinds of reading we do when we are not actually playing.

Continue reading “How to discourage me from playing your game – Part 2”

How to discourage me from playing your game – Part 1

Scary-BookI’m a gaming junkie, especially where it comes to role-playing games. I’ve been gaming for decades, I have played or run at least 177 RPGs as of this writing, not counting different editions, playtests, or homebrews, and my shelves are overflowing with more I have yet to play. All this to say, I want to love your game. But it’s amazing how many published games still turn me right off because of mistakes that could be avoided with moderate effort, and sometimes even quite easily.

Not that that writing games is that easy, I know! There will be competing objectives, budget and schedule considerations, and so forth. But there are also some elements that can be incorporated in the planning, and hurdles that are make-or-break. In our cottage industry of devoted hobbyists, some mistakes are being made over and over. Even free games can be ruined so thoroughly by some of these mistakes that they lose the chance for a good review, which can’t be why you’re putting them out there!

One big challenge for game publishers is that there are several ways to approach the reader or, if you want, several opportunities to lose a gamer, so let’s look at them separately.

I’ll post the other sections over the the next few days.

Continue reading “How to discourage me from playing your game – Part 1”