Blog Buddies: Tanya Floaker
It's a bit delayed but I have not given up on my Blog Buddies endeavor! I'm happy to announce that for the most recent Blog Buddies post, I had a chance to dig into the work of Tanya Floaker! Tanya is a game designer and consultant based out of Edinburgh, Scotland, and has worked on seven different self-published games, as well as made contributions to games such as a|state 2e, Terminal, and Undead Paradise. This is the first half of a conversation with them.
Hello Tanya!
Thank you so much for agreeing to trying out this Blog Buddies experiment with me!
I've come to really appreciate the ethos that is subtly behind your work. Most of your games eventually get put into various charity bundles, from the Bundle for Reproductive Rights, to TTRPGS for Trans Rights - Ohio, to TTRPGS for Palestine. You put your artwork in spaces that that are making statements about what the world is like, and what we want to do about it. As a side effect, your games are highly accessible, and it feels like while you do like to charge for your artwork, you see your work as also a way by which you can better the lives of other people. This is something that resonates with me, and I deeply appreciate it.
I looked over three of your past games in preparation for this chat: Mum Chums, The Connection Machine, and Be Seeing You. I also read through the demo version of The Thunder Perfect Mind, which you recently crowdfunded, and which folks can still back late, if they so desire!
There's a number of overlapping elements that I find in your games, which I expect speak to the style of games you like to play, and the elements of roleplay that really connect with you, specifically.
The first thing I noticed is that all of your finished games appear to have very specific end points. Mum Chums, your game about guardians of small children, ends when the school term ends. The Connection Machine, which is about a fourth-dimension exploration that depends on wrestling with personal trauma, ends when your dimension reaches a Singularity, and your group has to attempt to escape. Be Seeing You a game about surveillance, control, and compliance, ends after four episodes, when the actions of the town you narrate culminate in a Fallout. You also structure these games so that there are very clear phases that the group moves through, from character creation & world building, to the bulk of the scenes, to a clear transition into the end of the story.
This kind of game setup is really good for groups who likely can't commit to continuous game sessions, but I think it also makes sense considering the themes that you like to weave into your games. Though the tone varies between your work, there's very real elements that make themselves fairly clear in the CATS you put at the beginning of many of your games. When talking about mental health, or the stresses of childcare & family life, or the coercive control of governments and corporations, these realities can weigh on players, and we need time to sit back, and breathe, and maybe pick up something more light-hearted in between. I'm curious if there are any other reasons as to why you prefer a compact, clearly structured format, other than the ones that I could think of above. I'm also wondering if The Thunder Perfect Mind will follow the same format, or if you're attempting to do something a little different with the structure of this game.
Another overlapping theme that I'm noticing across all of your work is how deeply the game relies on having a conversation. So much of your work asks the group to engage in play through description, and collaborative creation, whether that be constructing characters, or the setting they live in. This is something that I typically appreciate at my table as well, but I don't think it manifests quite as thoroughly in the games I usually pick up to play.
This doesn't mean that your games are less structured. In fact, the detail with which you guide the reader through each phase of the game gives the GM and the players an extensive amount of guidance, including procedures for determining who should speak next, and what role each person at the table plays in each scene. Conversations are also moderated through various mechanics, from the Gnosis tokens in Thunder Perfect Mind, which are spent to allow you to introduce new Truths to the game or compel another character to pursue a line of action, to the Cuppa mechanic in Mum Chums, which allows you to interrupt a scene and allow your character to engage in a personal monologue. These boundaries give players the kind of restriction that forces us to think carefully about what we can say, and when we can say it, and the mediums used (tokens, a cup of tea, marking tracks on a clock) also give us a physical 'toy' to interact with, reminding us that this is still in fact a game.
I'm curious as to why this form of structured conversation is so prevalent in your game design, and whether there's influences from previous games that have directed you to making these choices in your work.
Another overlap that is not unique to you, but is so clearly emblematic of the way you design, is the clear and intentional use of safety tools introduced at the beginning of your games. CATS is used to communicate the purpose of playing your games, as well as the tone that players should expect. You take great care to highlight subject matter that is likely going to come up in a typical session of your game, which not only warns players about content that might spark complicated feelings, but also does a great job of letting us know the genre and tone we should try to bring to the table. This is layered with the style of the layout. Mum Chums uses a lot of light colours and earthy tones, with photos and doodle-like images, which accurately depicts the slice-of-life moments and mundane themes that saturate the game. Meanwhile, The Thunder Perfect Mind uses a lot of black and contrasting red to communicate the darkness of the setting. The text is angular, rather than softened, represnting the harsh edges of the characters and the setting they find themselves in. I'd love to get a bit of a peek into the journey you embark on when determining how to communicate a game's style, and how you match tone to theme when moving from the idea stage to the product stage.
While there's certainly a lot to work with in the current demo version of The Thunder Perfect Mind, the version we find on itch.io is still a demo version, with the full game to be released sometime in the future. I'm curious about what elements you've chosen to carry forward into the full version of this game, and what elements you might change or leave behind.
To wrap up this episode's conversation, here are the questions I'm posing to you:
Why do you find your games so tied to structured procedures and definitive end points? Where do you think you got this style of design from? -Your games are very focused on conversations and talking through scenes. Do you feel this connects to the way you personally roleplay? Why do you think a structured conversation is so prevalent in your work?
Your safety tools discussions and layout style choices go a long way in communicating tone, genre & theme. How do you do this? What is the process of identifying tone and figuring out how to communicate it?
Do you consider The Thunder Perfect Mind to be an extenuation of your current design style, or do you expect it to be a divergence in some way? Can we expect much of the patterns I noticed through my deep dive to resurface, or will there be a marked evolution?
I'm looking forward to reading your response, and when I get it, I'll make sure to reblog this post with what you wrote!
OK, question time!
Why do you find your games so tied to structured procedures and definitive end points? Where do you think you got this style of design from?
There is a place for stories/narrative with no big wrap-up, just an end to the moment or events frozen in time. There is also a place for stories with a strongly defined beginning, middle and end. Some games I played in the past rambled on, or went past what should have been the ending into a shaggy dog story. Those which got an ending, and better than that stuck a "good ending", have a special place in my heart.
With this in mind, an important part of game design, for me, is thinking about the structure I present for the game. How long are we playing for? How is the narrative guided/shaped? How does the game part of the RPG make most people feel? These questions are not fixed in the same way as D&D, or it's trad and later OSR ascendants, structure things. This, for me, is all of game design.
As for where I got this from, I reckon having Advanced Fighting Fantasy and WFRP 1e as my first ttRPGs was important. This gave way to the 90s game boom (with Vampire and much else besides), and then early-to-mid 2000s indie boom.
In particular, The Forge, Storygames and The Collective Endeavour forums were abuzz. I am also very fortunate that Scotland has a wealth of great RPG designers who are generous with their time and a good laugh to hang out with. Being able to have a beer with folks like Dave Allsop and Jared Earle (SLA Industries), Gregor Hutton (3:16 Carnage Amongst the Stars), Malcolm Craig (Hot War), Joe Prince (Contenders), Jon Hodgson (Maskwitches of Forgotten Doggerland), Aleksandra Brokman (Wise Women)... so many other designers - apologies to everyone I've not mentioned - I could be here all day! Such a blessing, one and all.
Along with that, having Glasgow Indie Gamers and later Edinburgh Indie Gamers as dedicated spaces to tryout out games which have been historically marginalized at RPG clubs has had a huge impact.
Your games are very focused on conversations and talking through scenes. Do you feel this connects to the way you personally roleplay? Why do you think a structured conversation is so prevalent in your work?
All RPGs are structured conversation, whether this is formal or informal. Consciously deciding how choices are likely to guide the emotional landscape is the act of game design. Even in games where things are woolly, I'm looking for ways to make scenes the best they can be. This can be through making scene framing suggestions, voicing when to cut scenes, picking up the threads other players are putting down, or a host of other tools to make a game session feel good for everyone.
This is how I play. By making conscious decisions about to structure my games, I can help those who are less confident feel they have guidance which improves their experience of play, and for those with more experience to know the lay of the land so they can make the whole experience shine for all.
Your safety tools discussions and layout style choices go a long way in communicating tone, genre & theme. How do you do this? What is the process of identifying tone and figuring out how to communicate it?
I hope I have a fairly consistent authorial voice in my games, and present the material as if I were at the table with you. Depending on the game, I'll present things with the kind of conversation tools I'd be bringing along myself. I usually structure the layout so you encounter things in the same way you would if making a flowchart of what you do at the table to play.
In short, I try to clearly communicate the holistic experience of how I play games.
How I find the tone, well, it comes right at the beginning. I know what a game is about and how I want it to feel before almost anything else. Mum Chums came from my experience as a parent in parenting spaces. Solstice is my reflection on the process of growing up queer in the very hostile surroundings of Perth, Scotland. BE SEEING YOU has my feelings about the surveillance state and dystopian sci-fi ingrained. I could go on through all my games this way. The key point is tone and feeling and emotion all come first. I think about it, and start with a blank canvas in terms of mechanics, then add things which support the tone, and later weed out things which are incongruent.
Do you consider The Thunder Perfect Mind to be an extenuation of your current design style, or do you expect it to be a divergence in some way? Can we expect much of the patterns I noticed through my deep dive to resurface, or will there be a marked evolution?
My games have not been designed in the same order they have been released. Some have been sitting on hard drives and gone through several versions as the years pass, only to be released after games which I created in the past year or two.
The first seed of The Thunder Perfect Mind is about 15yrs old, though I didn't know that's what it would be! It sat for a lot of that time gathering dust until the Summer of 2024, when I read the poem which the game title was taken from. I knew exactly how the game I wanted to make would feel, what it was about, and started working on it for that year's NaGaDeMon. I dusted off some of the old ideas and made them new.
Spiritual influences that didn't get listed due to space are Undying, Bite Marks, and Solipsist (or the indie versions of Vampire: the Masquerade, Werewolf: the Apocalypse, and Mage: the Ascension, respectfully). The Thunder Perfect Mind is my strongly worded letter to Kindred of the East. However, as part of that, the framing is less strict, and hopefully more suited to the unfolding occult action thriller side of the old WoD games. It is out now, so you can judge for yourself whether I've succeeded or not!
Well, hopefully that covers some of what you wanted to know. I'll repost some of this to Bluesky in the next day or two, and perhaps we can carry on the discussion some more? I'm also keen to ask you a few questions, if that would be ok?























