Monsterhearts Shipping Update

Dear Monsterhearts backers,

Good news! I got most of your orders shipped out over the past few days!

There are a couple wrenches to pull out of the machine, though. First wrench: the postcards never arrived at their intended destination, and I’m unsure if they’ll ever be found. It’s looking like I need to order another batch. Frownie! Second wrench: I’m not finished the zines yet. Frownie! Final wrench: I’ve still got a couple Overlord packages to ship out, that I need to first find appropriate boxes for.

I’ve gone ahead and shipped out all packages that would have zines & postcards in them (like Beloveds and Long-Distance Lovers). I’ll ship the remaining components when they’re assembled. I’m pretty sure that they’ll get to count as regular letters (as opposed to packages), so it’ll be inexpensive and easy. Fingers crossed.

Below are some pictures of the first 160 packages, which got dropped off at the post office earlier today. Enjoy!

Teenage Monsters, ready to ship

Keepers of Secrets, in need of labels

My Awesome Stencil

 

Kickstarter: Managing Expectations and Evaluating Goals

Kickstarter. I’m crazy excited about this platform (and IndieGoGo, a similar service that allows people to start a project from anywhere in the world, not just the US). I’m excited partially because of how this transforms the DIY community, and partially how this opens up new possibilities for publishing and enterprise. Crowd-funding is neat.

It’s also riddled with risks and potential problems. I say that as someone who’s backed five projects and created two of my own (one poorly structured and unsuccessful, the other better structured and quite successful). I’ve discerned a list of what I considered to be best practices and potential pitfalls for both project creators and project backers. Feel free to debate and deconstruct! I’m not an expert. I am just a person analyzing the ride that he’s on, and wanting to improve a community I’m excited about.

Before I launch in, Daniel Solis (art director, game designer, good person) wrote a blog post last week about the “meta-economy” of Kickstarter, and the risks and opportunities it affords to those involved. It’s worth a read.

I’m going to talk about Kickstarter here, but in almost every instance I mean “Kickstarter, IndieGoGo, and similar platforms.”

 

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[Co-Design!] Subject Matter and Game Prep

Flashback -

It all started with my desire to build a structured-freeform miniatures game, something that combined the spatial/visual tactics of miniatures with the fluidity and fiction-first feel of structured freeform. I invited people to join me in co-designing this game, using this blog to progress through each design decision together. We decided that we wanted a game about horror-exploration, maybe with scavenging elements thrown in. Combat wasn’t to be the focus of the game, but we haven’t yet stricken it from the design palette altogether. Last time, we brainstormed ideas for the game’s subject matter.

And now -

Now it’s time to look at our ideas about subject matter, and decide what the game will be about. We’ve got a genre and a design philosophy in place, now we need the story and the setup. To oversimplify, we’re going to determine what would be written on the “back of the box.” One thing I noticed about each idea proposed in the last post was that each idea implied/demanded a number of things about game prep (who owns minis, who designs scenarios, what gets drafted in advance, what gets drafted at the table, what do people bring with them). So, as a result, each “what the game is about” answer is also a “how do players prep for play” answer.

I’ll summarize the ideas below, synthesizing and filling in blanks were necessary. Then a poll will follow, where you get to vote for your favourite idea(s). Then, you’re invited to post a comment and build on the ideas that you voted for, if you see a gap and have a cool idea on how to fill it.

Scouts in a Hostile Alien World


One person plays a team of scouts (scientists, scavengers, military escorts, surveyors, thrill-seeking explorers, etc) and the other plays an alien community (hostile terrain, weird floating-eye scouts, breeder-drones, hive queens, ooze pits, etc). Players create their teams in advance, before getting together to play. When they get together, they appraise their forces and decide upon a mission. Alternately, the alien player designs the mission in advance as part of prep. Missions can be things like: “Since we’ve got this science officer, maybe we want to steal one of your alien eggs. Victory looks like a successful capture with no casualties.” Combat is always possible, but always a terrible idea. Maybe mission creation includes determining why the sides (or at least one side) don’t want to escalate to violence.

The movie Alien serves as a touchstone here. Daniel Solis created the pitch “It’s like Euro Starcraft,” and I think that pitch applies to this idea.

Surreal Monsters of the Id


One person plays a squad of human explorers, trespassing on spooky terrain. The other person plays a team of surreal monsters and phantasms born from the id of the trespassers. Maybe the human explorers have a leader, and the remaining members of the squad each embody different characteristics of that leader. The monsters are all reflections of the hopes, fears, and darkest secrets of the squad.

One player brings the human squad already assembled. The other player crafts the surreal id monsters on the fly, riffing off the squad composition. Maybe the monsters are built of lego or some other mix-and-match material.

The movie Resident Evil serves as a touchstone here. I’d also argue that The Cell and any haunted house movie ever would qualify. Existing minis games we could raid minis from: Dreamblade.

Alien Scavengers and Human Colonizers


There’s an alien race that’s physiologically, technologically, and intellectually superior to humans. But this race has recently experiences some apocalyptic event that’s all but wiped them out. That’s when the humans show up.

The humans start with an assembled force, and the aliens start in disarray. The humans might have a number of objectives (scavenging for abandoned tech, scouting an area, building an outpost, kidnapping a new alien species). Regardless of what else the aliens are trying to do in a given mission, they’re also trying to rebuild, reassert their control, and defend their homeland. Over time, the humans encounter more resistance and the aliens grow stronger. The human squad is dealing with a fixed set of resources, whereas the aliens have open-ended growth opportunities.

In this idea, it seems like the human squad would be assembled before a game session, but the alien force would mostly be assembled during play. Maybe the alien player determines their initial, in-disarray forces.

 

The Unfurling Television Show


Everyone is responsible for bringing a sampling of miniatures stuff to the table: some good guys, some bad guys, some terrain, some non-tangible ideas to be written on card tents. The game is like a television show, and each scenario is like a new episode. One person “directs” each episode, which means setting up the scenario and determining which minis are in play. The director also serves as referee for any disputes on fictional efficacy (ie, “you think your monsters invade, but I think that I hold them at bay with these flashing lights, so who’s right?”)

Between episodes, people can prep more miniatures stuff to add to the mix. It’s like being a producer, and deciding how budget increases get spent. Each episode should seek to reincorporate old elements while also introducing new ones.

Note that this idea is the least specific on subject matter. If this one emerges triumphant, we’ll have a follow-up poll where we vote on what this “television show” idea is about, in terms of colour and situation. It’s possible to recycle the fictional content of one of the other pitches.

 

3… 2… 1… Judgement!
You can vote for up to two of these ideas. What grabs your fancy?

Which idea should we move forward with?

View Results

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Grace and Learning (and The Devil’s Reach)

I really like learning the craft of graphic design. I set out to teach myself a few years ago, largely so that I could develop more autonomy in game publishing. I’ve had spots of mentorship here and there (thanks, Brad Murray, for sending me that book and walking me through my early crises), but I’ve also spent lots of time clumping through the wilderness.

I’ve come to a conclusion about learning. It’s a messy, sloppy process. Furthermore, it’s supposed to be a messy, sloppy process. And learning graphic design is a weird nut in particular, because you’re designing messy, sloppy products. That’s tricky, because people judge products on their degree of coordination and polish. Good products aren’t messy and sloppy, right? This is especially important when your goal is to create products that you intend to sell.

I suppose one solution is to start by designing things that never see the light of day, unlovable children that you keep hidden in the basement of your hard drive. I am not excited about that solution. I want a solution where knowledge and learning are badges of honour, things you can show people while giddily exclaiming, “Look what I can do!” Another solution is to accept your limits and release messy, sloppy products until your craft improves. But that doesn’t sound like an ideal solution either – the world is regrettably full of messy, sloppy products.

An ideal solution would let you proudly demonstrate your learning at every stage, while creating graceful and polished products throughout.

That’s why I’m so excited to be working with Josh Mannon on Within the Devil’s Reach, and the first installment of the Gears of the Worm God adventure series. See, it goes like this: Josh wants to release a series of slick, high-quality adventure books for Dungeon World. The first one is on Kickstarter right now (with 48 hours to go), and he’s angling for a mid-August release on the resulting book. He wants to develop his graphic design skills and practice them along the way, but also recognizes that taking on the layout for the entire Gears of the Worm God series might be overwhelming and not leave him enough of a timeline to develop his craft with confidence.

So, Within the Devil’s Reach will bear the credit line “Layout by Joe Mcdaldno.” I’ll be developing the visual stamp of the Worm God series, and doing all the layout for book number one. I’ll be documenting my process for Josh, creating a sort of play-by-play report of what I did and why I did it. With the second book, I’ll be mentoring Josh on parts of the layout process and asking him to take on some responsibilities. By book three, that credit line will read “Layout by Josh Mannon and Joe Mcdaldno.” By book five, it’s our goal to have the credit line read “Layout by Josh Mannon, with initial consulting by Joe Mcdaldno” or even a simple “Layout by Josh Mannon.”

With each subsequent book, Josh will have new things to point to and say, “See? I did that.” He’ll be able to proudly demonstrate his learning. And it’ll exist within a graceful and polished product. My goal will be to render myself unnecessary, while ensuring that the Gears of the Worm God series looks as awesome as possible at every step of the way.

[Co-Design!] Horror-Exploration Minis

So, in the previous installment, I unpacked a goal of mine. I want to work with you to design a structured-freeform miniatures “war game,” one that sheds all the mechanical crunch (measuring, dice, stats, hard-coded resolution procedures) but maintains the joy of visual/spatial tactics and “army building.” That’s a crazy goal! This is an experiment!

In that first thread, I asked two questions in poll form. The first was whether the game should focus on combat (a staple in miniatures gaming, and an easy starting place) or venture into an exploration of non-combat (something exciting, but potentially more difficult). The second was a follow-up question, asking what the game might be about if not combat. Both questions saw 29 responses, as well as an ensuing discussion of 13 comments. The results are in!

59% favour a game about something other than combat. 72% think horror-exploration would make for good subject matter, and 55% think scavenging would.

The discussion that ensued revealed a few important design decisions that we’ll have to make together:

  • What will the physical components of the game be? What will be used for minis?
  • What will the game’s social context be? Will people build their own units, or will there be a single “core player” who designs all the units?
  • What will be the players’ relationship to “winning”? Will this be a competitive game or a group endeavor?

I’d like to bookmark those concerns for the moment, with the promise of returning to them shortly. Feel free to discuss them more in the comments, but know that future posts will address them head-on.

For now, I want to talk about what happens in this game. We know that we’re designing a structured-freeform miniatures game that’s not about combat, but is instead about horror-exploration (and possibly scavenging as a secondary theme). But what does that mean?

I think it’s time to answer the big three:

  • What is this game about?
  • What do the characters do?
  • What do the players do?

For my own enthusiasm in this project, I’m hoping that “what do the players do” includes “in between game days, design units/teams to deploy during games (and prepare the minis for these units/teams).”

At this point, we’ve got a broad genre and a broad game-type. What comes next is a discussion session with all of us pitching ideas. Some of these ideas will be incomplete (“it should be about exploring/defending alien planets!”) and some will be much more complete. All are good.

The third post in this [Co-Design!] series will likely be one where we distill the conversation down into 3-5 distinct pitches, and then choose our guiding vision with which to move forward. (And then, social & material contexts? And then, gameplay specifics?)

So, let’s talk about what the setting is, what horror-exploration means, how scavenging might play a role in the game, whether combat has a secondary/tertiary role in this game or none at all, what the characters do, what the players do, what specific game sessions look like (are there missions? are there scenarios?), and all of that. Pitch your ideas in the comments!

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