I figure I should post an introduction. My name is Jesse and I'm a professional video game developer living in Long Beach, CA. Despite it being my career I don't actually play a lot of video games (though go play Pentiment or Disco Elysium, they're amazing).
What I do play is a lot of is tabletop role-playing games. I also make them and write about them. My stuff tends to have Gothic and psychological horror themes. I publish them under my personal imprint: Bloodthorn Press.
If you're interested in my work, you can find it here: Bloodthorn Press @ itch.io
I also have a podcast where I interview people with whom I play rpgs: The People I Play With
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
There’s a book I’ve been struggling to read for a year and a half. Seriously, it’s been like 5 pages a week for 18 months, if that. There’s a reason I haven’t just given up on it but I won’t get into that.
There’s many reasons I’m having trouble engaging with it but there’s a subtle one I only just put my finger on. There’s nothing described that couldn’t be experienced via television. No smells, tastes or touch. Some, but not very revelatory interior thoughts/feelings of the characters. A lot of characters immediately vocalize or do some other outward expression of their thoughts and feelings.
I don’t feel like I’m reading a book. I feel like I’m reading a description of a TV show.
This is the final full episode of Season 2 of "The People I Play With".
Eva Wierzbicki On Bluebeard's Bride
I ran Bluebeard's Bride for some co-workers as part of my annual festival of horror RPGs. Eva is one of the most delightful people on planet Earth. She played The Virgin and had a blast. She's the perfect season ender guest.
This was a great episode and a fascinating conversation, @jburneko .
The bit where you describe your GM-ing style as "mentally combine prompt/theme with the current state of the fiction and speak the only possible words to say" really resonated with me. It's much like my own style, but better expressed.
I couldn't help but think of a game of Swords Without Master we were both players in a few months ago. In that game, you seemed very committed to the concept that your character had to embody the tone, rather than using "tone/theme plus fictional circumstances equals things to say" formula that you espoused for Bluebeard's Bride.
I'm curious about what you see as the difference? Is it just a different comfort level with gothic/horror versus sword-and-sorcery? Or something else?
I think that was just a creative coincidence. I saw the jovial/glum thing and it kind of just inspired this idea of a kind of bi-polar character who would literally swing between the two. That partially came out of the picture I choose as the inspiration as well.
The picture was of a very flamboyant Venetian Carnival character, and those characters often have crash out periods of melancholy. So, I think it's less that I felt I *had* to and much more I was simply *inspired* to do so.
Stoker: *writes Lucy Westenra to be the perfect, innocent, unblemished lamb whose absolute purity makes her a target for pure evil, a character whom everyone else in the narrative adores*
Dracula adaptations/spinoffs/reimaginings, for some reason:
Everyone always tries to add "nuance" to Dracula. What if Lucy secretly wants it? What if Mina and Dracula are actually ancient soul mates?
The nuance in Dracula is that the men have FEELINGS. Give me a Dracula adaptation where the men cry and hug as much as they do in the book.
This is the final full episode of Season 2 of "The People I Play With".
Eva Wierzbicki On Bluebeard's Bride
I ran Bluebeard's Bride for some co-workers as part of my annual festival of horror RPGs. Eva is one of the most delightful people on planet Earth. She played The Virgin and had a blast. She's the perfect season ender guest.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
You have no idea how many RPGs I pick up where I end up thinking, “Man, you came up with a really weird way to do a less interesting dungeon crawl.” Worse, I’m not even sure the designer is AWARE they made a dungeon crawl game.
This is especially true of horror RPGs and it’s doubly true of Haunted House RPGs
Pro tip: Haunted House stories are not about room-by-room exploration. Try again.
Bonus Gripe: "Psychological Horror" does not mean "the characters are unnerved by disturbing events."
Please, read a book or watch a movie from before 1980.
You have no idea how many RPGs I pick up where I end up thinking, “Man, you came up with a really weird way to do a less interesting dungeon crawl.” Worse, I’m not even sure the designer is AWARE they made a dungeon crawl game.
This is especially true of horror RPGs and it’s doubly true of Haunted House RPGs
Pro tip: Haunted House stories are not about room-by-room exploration. Try again.
You have no idea how many RPGs I pick up where I end up thinking, “Man, you came up with a really weird way to do a less interesting dungeon crawl.” Worse, I’m not even sure the designer is AWARE they made a dungeon crawl game.
This is especially true of horror RPGs and it’s doubly true of Haunted House RPGs
Pro tip: Haunted House stories are not about room-by-room exploration. Try again.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
idk some people just feel threatened by anyone being unapologetically themselves even when they aren’t hurting anyone because it brings up the possibility that the rules are made up and the points don’t matter and that’s an uncomfortable thought
“If a friend of mine gave a feast, and did not invite me to it, I should not mind a bit. but if a friend of mine had a sorrow and refused to allow me to share it, I should feel it most bitterly. If he shut the doors of the house of mourning against me, I would move back again and again and beg to be admitted so that I might share in what I was entitled to share. If he thought me unworthy, unfit to weep with him, I should feel it as the most poignant humiliation.”
I recently ran a LARP that is about how the world conspires against us to prevent connection and fulfilling our emotional needs.
A woman showed up a shared a LOT of DARK SHIT and I could tell there were aspects of the game that really spoke to some personal traumas. The line between her and her character was razor thin the whole game. In the end she shared even MORE DARK SHIT but expressed how the game had given her a tiny ounce of reprieve for like 10 minutes.
I think some of the other players were mad about this. And the more I sat with it, the more mad I got about them. Like, way to miss the very point of the game. That woman needed to be there and was brought there by god knows what unseen forces and I am made a better person for her presence and vulnerability.
Why even bother if we’re not hear to listen to each other?
Hey folks! So if you didn’t hear, and have been selling games on itchio or a similar storefront, I want you to know that a site dedicated to selling indie ttrpgs and ttrpg assets has opened up. Maybe take a peek!
So, let's talk about "The Extraordinarily Horrible Children of Raven's Hollow". This game started with me thinking about an RPG that played out like Edward Gorey's The Gashlycrumb Tinies. Which is to say, each player would effectively get a single turn in which they played out a single panel vignette about their character.
It rapidly evolved to be a bit more than that. You see, it plays like a card game. Each round of play is a bit like this Lenore comic, "Leap Frog" creating a vignette that frequently results in the demise of either one of the PC children or NPC adults. The whole game is just one long Series of Unfortunate Events, if you catch my meaning.
The goal of the game is to be the last child standing but like all my games that's a bit of misdirection as it's almost impossible to achieve that with any kind of intention or purpose. In fact, the fastest way to lose is by trying to win or rather to win too directly.
You see, "The Extraordinarily Horrible Children of Raven's Hollow", like all my games, is a meditation on crime and punishment. While the children are the subject of the story, they aren't the narrative's true protagonists. That would be The Ravens.
You see once a child player is "eliminated" they take on a new role: A Raven. The children can only be vicious to each other or the adults. There are, after all, extraordinarily horrible children. Ravens, on the other hand, have vast sweeping abilities to shape the flow of the narrative and the outcome of the game. That's why you can't intentionally win a game of Raven's Hollow. No single child has the power to decide that. The collective actions of the Ravens decide that.
Most people know the collective noun for crows is "murder", less know that the collective noun for ravens is "unkindness" or "conspiracy." And that's what The Ravens in this game are: an unkind conspiracy passing judgement on the horrible children.
The way to win a Raven's Hollow game is to get The Ravens on your side. You know, the characters played by the people you just spent the rest of the game trying to eliminate. That's why playing too viciously will just cost you the game faster.
By the way, it's not enough to JUST be the last child standing. You also have face the mob of angry adults who have slowly been catching on that something isn't right with the children of Raven's Hollow. It's a very delicate balance of:
Murdering your fellow children.
Murdering the adults.
Not earning the ire of The Ravens while doing the above.
Only players who can do all three win games of Raven's Hollow. Who can be the most Deniably Horrible Child of Raven's Hollow? The rest get sent to the orphanage.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
Since RPG Trader just opened for business I'm going to take a minute to talk about some of my stuff that doesn't get as much attention as my play treatises.
Haunted dates back to about 2011 when Ron Edwards was still doing "The Ronnies" on The Forge. "The Ronnies" were a game jam like event judged solely by Ron using 2 out of 4 terms he selected for each event. I don't remember all four terms but mine were "whisper" and "murder". Haunted ultimately came in as a "Runner Up" and only didn't place because I over engineered who the police were most suspicious of. I've since removed that element from the game such that including police is entirely optional and even if included they function like any other supporting character.
Fundamentally, the game is a ghost story. It's about a murderer being stalked by the ghost of their victim. One player always plays the murderer and another player always plays the ghost. Everyone else plays any of the other characters whenever it's appropriate. Only the murderer can see and hear the ghost and the ghost can't really interact with anything except through indirect supernatural means. It's a fun dynamic.
It's a GMless game but I've carefully constructed a set of "right of way" rules regarding decision making so nothing ever breaks down into story conferencing. I actually really hate purely collaborative/consensus based rules and have been careful to avoid them here.
Another features that may likely jump out to gearheads upon reading is that the math behind the mechanics is intentionally "broken". If every player simply maximizes their odds of success at every instance of play the dice will rapidly become a death spiral against the murderer and they will be crushed under an avalanche of opposition. This is because I want selfish players to end their games quickly and hopefully never play it again because it's "broken". I'm tired of designing around "the worst player at the table."
The path around the "broken" mechanics is empathy. Treating the characters as real people, with real concerns, and most importantly, capable of change and growth will avoid invoking the death spiral, at least immediately. You see, the murderer still is at a horrible mechanical disadvantage out of the gate and about 90% of games play out like a supernatural episode of Columbo. Even when not directly dog piling the murderer, pressure tends to circle in until the murderer breaks and goes mad, goes to jail, or commits suicide. And that's.... fine. That's one way the game can go and it's fine that it's also the most common.
But it doesn't have to be that way. The game has a kind of restorative justice path mechanically built into the rules. What's really fascinating to me, is how people don't seem to really know how to engage them. They're right there. They're not hard to understand. But they do require treating the characters as real people, with real concerns, and most importantly capable of change and growth.
Haunted has taught me that role-players are WONDERFUL at portraying one note characters and DRAMATIC CONFLICTS! But they seem real bad at reflection and change without some kind of cue card telling them to do so. So, if you want to develop the art of subtle character development without hand rails just keep playing games of Haunted until they stop playing out like supernatural episodes of Columbo.
But in the mean time, supernatural episodes of Columbo are kind of fun.
One thing to note is that Haunted is not really good for single session games. These days I prefer to play it over about 3-5 sessions. Take your time, do some reflecting between sessions. Give the game some room to breathe. It's lovely at a leisurely pace.
Every year in October, I run a little horror RPG festival at the office for my coworkers. This is the first of two interviews that came out of that festival last year.
Bre is an incredibly intuitive and authentic player and really leaned into the strangeness of this scenario.
Thoughts in Darkness @jburneko - Tumblr Blog | Tumlook