Five Questions on Sig (with Brie!)

This fantastic interview was originally posted by Brie Sheldon over at http://www.briecs.com/ Check it out!

Five or So Questions with Jason Pitre on Sig!

Today I have an interview with Jason Pitre about Sig, his new expansion for his previously released game, Spark. It’s currently on Kickstarter!

Tell me about Sig. What excites you about it?

What is Sig? That questions has a lot more to it than you might think.

On the surface, Sig is an expansion for my previous game, the Spark RPG. It presents a vast new multiplanar fantasy setting to explore. It offers with mechanical refinements and new tools for storytelling. It’s even designed to encourage collaborative world building during play, as characters explore the infinite multiverse.

That’s not what the setting is really about though.

Sig is the platonic ideal of a city. Cities are actually rather strange places, when you think about them. Thousands of living, breathing souls crammed together in a small patch of land. Every city has some residents whose roots run deep, with generations upon generations residing in the same neighbourhoods. Other residents are newcomers, from near or from distant lands. Cities thrive based on the industriousness of their inhabitants, creating wonders of art, craft and ideas that spread on an international scale. Cities are hungry places, devouring obscene amounts of resources from the surrounding countryside. They are places where religions clash, where ethnic groups mix, and where languages change.

Sig is a lens through which I was able to delve deeply into what a city really means. It gave me a chance to explore how a cosmopolitan city functions and how the vast diversity of the world interacts. It’s a place to focus on those cast out by society, and those laden with privilege. It speaks of how immigration, community-building and gentrification will change the nature of neighbourhoods. Issues of class, of race, of sexuality and of gender identify are all part of the constant dialogue of the City Between.

This sounds fascinating! Can you tell me a little about the mechanical side of Sig? How does Sig tie into Spark, functionally?

So, in order to talk about the mechanics of Sig, I need to give a bit of a primer for the original core system of Spark. Spark was first, big project that I kickstarted back in 2013. It was a game about building worlds and challenging your beliefs within them. The two pillars of the game are those two key activities.

In Spark, you build worlds together. Each person names one of their favourite pieces of media; a book, game, comic, song or the like. Each person then identifies one thing about that media that really inspires them; perhaps the cosmopolitan markets of Babylon 5 or the sass of Rat Queens. As a group, you mix some of those inspirations to create facts about the world you are creating, until you have a solid framework. Those then get fleshed out by discussing the fundamental Beliefs of the setting; things like “Might makes right”, “The Emissaries are traitors” or “Love is stronger than anger”. These Beliefs inspire the various organizations that make up the world, and drive play. It’s a fun mini-game to build exciting settings that contain a little bit of everyone’s personal contributions. I even expanded that into a free product titled “A Spark in Fate Core”, which adapted that to Fate.

The rest of the game is about challenging, or confronting, your Beliefs. Like the setting itself, each character has three Beliefs. Over the course of a number of scenes, the player collaboratively establish scenes, collaborate to roleplay freely, and enter conflicts when people disagree on what should happen next. Each of these situations gives the characters the opportunities to discover evidence that refutes or supports their Beliefs, which provides a currency known as Influence. Players spend Influence to win conflicts they would otherwise lose, to avoid paying the price of victory for conflicts that they do indeed win, and to change the Beliefs of other characters.

Sig runs off the same basic foundation, but adapts it somewhat. While the Spark RPG presents four character attributes (Body, Heart, Mind & Spark), Sig reduces them to two (Spark & Smoke). Sig cares less about how conflicts are won, and more about why they are engaged in. That’s why in Sig, there is explicit discussion of Heritage (ethnicity/species), of urban Factions (guilds) and of the Powers (gods) they serve. These social ties also give the characters more ability to call upon external support through political leverage and divine rituals. The most important NPCs are also expressions of those social ties, sharing heritage, factional loyalty and religious convictions with the PCs.

Can you give examples of stories we could tell with Sig?

The stories of Sig tend to be strangely personal and emotionally gripping dramas with a vast, bizarre multiverse in a backdrop.

One of my friends played a gender-fluid ghost sex-worker who appears to people as lost loved ones and was paid in memories. They aspired to become the god of Lost Children.
Another player was a half-giantess whose conflicted relationship with her massive mother and her frail father drove her.
A third was a bestial, massive man who taught the orphans of Sig, telling himself in the dark of night that his mother hadn’t abandoned him.

Now, there may have been homocidal godlings, raging kaiju, or dragon armies involved in some of those games, but the personal stories are what stay with me.


As someone creating an expansion for an original game, what suggestions do you have for other creators, based on your experience?

Expanding on existing games is tough, both for creative and logistical reasons.

First thing to keep track of is the fact that supplements only sell a fraction of what corebooks do. Even in the good old days of the TSR boxed sets, those expansions and settings barely paid for themselves. If you want to build an expansion, you have to be absolutely sure that the product is compelling.

You need to make sure that your expansion aligns with and supports your core game, keeping the content close enough to be familiar. Paradoxically, the expansion also needs to push boundaries, offering new mechanical systems and fictional ideals to work with. It needs to broaden the scope of play, or examine one specific facet of the core book in detail.

Expansions are difficult things to create, but a successful one can breathe new life into a game.

Interested? Check out the Sig Kickstarter campaign!
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Sig: The City Between is now Kickstarting!

There is only one true city; a place of multiversal trade, cultural exchange, and mixed blood. A place where monsters come to scheme and gods come to die.

Sig: The City Between is the nexus of the multiverse. It’s a city connected to everywhere, a refuge for the oppressed and a prize for tyrants. It’s a place where culture is at the forefront, with diverse faiths and tongues struggling for space in the crowded metropolis. It’s a city of families, both whole and broken.

Sig is also a launching point, allowing fools and heroes to venture into the eternal planes of existence. Each plane is made of concepts, of elements, or of ideals that resonate through the entire ‘verse. The planes impose their own Beliefs on Sig, and on the infinite primal worlds beyond.

Each of the planes is also home to unique peoples, from the Giants of the Elemental Plane of Stone to the Wyrms of the Ideological Plane of Destruction. The planes are home to mighty Powers; gods, demons, and stranger things which send their servitors to spread their faith into the City Between. The planes even offer resources to the bickering political Factions and warring guilds that control Sig’s hungry streets.

Visit the Elemental Plane of Flame to test yourself in scorched wastelands of the Crucible. Seek answers to hidden secrets in the Umbral Delta of the Conceptual Plane of Shadow. Defend yourself in The Final Court, where the Seven Magistrates provide final remedy to any injustice.
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Back it over at https://www.kickstarter.com/projects/Jagash/sig-the-city-between and spread the word!

 

 

Indie Gems 2 – Dream Askew

Dream Askew

Designed by Avery Mcdaldno and published by Buried Without Ceremony

Available at http://buriedwithoutceremony.com/

A queer enclave in the apocalypse

Roleplaying games have a power in them. They invite you to embody the lives of others and discover what challenges others face. They allow peoples to express facets of their own identity in the safe companionship of friends.  They foster greater understanding in a multitude of ways. Dream Askew, from Avery Mcdaldno, does all these things and more.

On the surface, the game seems to be a simple derivation of the classic Apocalypse World. Avery had done a great deal of design in that space with projects including the amazing game Monsterhearts as well Simple World. Avery gives a compelling pitch for the game on what makes this particular iteration different from the core conceit of Apocalypse World:

Imagine that the apocalypse didn’t happen everywhere at the same time. Instead, it happened in waves. It’s still happening in waves. You were hit recently. You’ve fallen out of the society intact. You’ve found others who you can relate to, and you’ve banded together with them to form a queer enclave. Gangs roam the apocalyptic rubble, and scarcity is becoming the norm. And just beyond our everyday perception, howling and hungry, there exists a psychic maelstrom.

Dream Askew is a game about post-apocalyptic lives. It’s a game that queers the post-apocalyptic genre, exploring how the apocalyptic process could impact our sexuality, genders, livelihoods, experiences of marginalization, and experiences of liberation.

On first glance, it seems only to drift or a reskinning of the core game to enrich the queer elements of the setting. It’s only upon peering into the game in more detail that the true brilliance begins to shine.

As a player, it’s a fascinating experience. It’s a consensual game design from its core, giving the participants plenty of options and encouragement to create messy situations but allowing them to opt-in. If something diverges from the desires of the participants, each of them has “win buttons” that allow them to overcome those obstacles. The very nature of the system encourages communal decision making, watching other people’s boundaries, and taking care of the other people at the table.

It is a GM’ful game design, with each player portraying one main character and one situation – an aspect of the setting. One person may be “The Tiger”, the badass individual who leads a gang to defend their people and seize what the community needs. That player could also portray the Psychic Maelstrom situation, controlling this antagonistic force against their fellow players. Avery gives guidance on which situation elements are directly tied to each of the playbooks, so that you avoid having the Tiger controlling their own gang. Considering the strong GM focus of game powered by the apocalypse, this is fascinating.

It is a diceless game design, with a series of different fictional moves available which are custom-designed to fit each individual playbook. These moves are classified in three different tiers of effectiveness. Strong Moves are potent victories and solutions to problems, and you must spend a token each time you use them. The Tiger might have a strong move of “Say the right thing to extinguish someone’s fear and bolster their confidence” or “Calmly watch on as your gang reacts for you”.  Normal Moves are mixed results that continue the action or change the situation without resolving things, not requiring or providing a token. A Normal move might be “Take action, leaving yourself vulnerable” or “React by drawing a weapon”.  Weak Moves provide you one token each time you use them, and these almost always cause trouble/drama for the character. Example weak moves could be “Trigger the memory of a past trauma” or “Ask ‘Which character’s motives should I second-guess right now’”.

It’s functionally a beautiful, diceless, Gm’less mix of Apocalypse World and Fate Core.  I encourage all designers to explore Avery’s magnum opus at the link above.

Indie Gems 1 – Misspent Youth

We are in a golden age of creator-owned and independently produced roleplaying games. Countless creative designers, from all walks of life, have created beautiful rpgs that explore important issues through play.  The true innovation in games, like in all media, comes from the little-known gems. These small games are often overlooked in favour of the bigger games on the market, but they add something vital to the hobby. I hope to shine some light on these gems, so that they can be discovered anew by designers and fans alike.

Each of these bite-sized reviews describes the game overall, what kind of experience it offers to the players, and what new game design tech it offers to designers. It’s only a small taste of each of the games in question, but it should be enough to get started. Now let’s get to the games!


MissMisspent Youthpent Youth (2010)

Designed and published by Robert Bohl

Available at http://misspentyouth.robertbohl.com/

Misspent Youth is a game of teenage punk-rebels in a f*cd up future dystopia. It’s a game with a GM who portrays the brutal Authority who is killing, consuming or perverting something that matters in society. You build a dystopia that reflects on real-life bullying behaviours, then portray teenage characters who stand up to oppose it.

Misspent Youth is the most punk RPG I have ever read, and it is glorious. The characters find ways to exploit the various systems of control and bypass the iron grip of the Authority. As they struggle, they may be forced to sell out some of their characteristics in order to succeed, losing part of themselves in the process.

When I last played this game, we made a dystopic Authority who was controlling and limiting art. When a bit of creative graffiti, and some of us were accused of doing the artistic crime, I was put on the spot and fell back into my own dysfunctional defense mechanisms against bullying. I felt like my younger self, and it gave me space to consider my own youth more deeply. It was highly engaging for me as a player.

For a designer, Misspent Youth presents some beautiful pieces of game design technology. It offers a very compelling yet focused procedure for creating a dystopic society. It reinforces bleed to further the emotional foundation of the ideal game experience. It uses a relatively strong scene structure to great effect, encouraging a coherent story emerges from the player contributions. The layout is also a fantastic case-study in user experience and interface design, reinforcing the themes of the game beautifully.

Check out this indie gem, if you get a chance!

Award-Winning Game Designer

There is no easy way to say it.

It appears that, despite the odds, my little game Posthuman Pathways won an ENnie-award. One of the five judges identified this as a game as deserving of attention, and gave it the Judges’ Spotlight Award. The ceremony itself was an interesting affair with a host of technical problems that were perfectly suited to the theme of my game. At the end of the day, I wound up with validation for my little game.

Thank you all for making this possible.

ENnies Award Certificate