Tag Archives: Jason Morningstar

A Conversation About Durance With Jason Morningstar and Steve Segedy of Bully Pulpit Games


Today I’m talking to Steve Segedy and Jason Morningstar of Bully Pulpit Games. Bully Pulpit has been consistent making exciting, innovative games for the past several years including Grey Ranks and Fiasco. Here we talk about their newest game, Durance.

Jason and Steve

Tom: Durance just Kickstarted to great success. It was fully funded in, what, 18 hours and a final tally at almost $28000. That’s awesome!

Jason: Yes it is!

Tom: First and foremost, give us the lowdown about Bully Pulpit Games. How are you each involved?

Jason: We’re equal partners and good friends. I do a lot of game design and Steve does a lot of editing, print fulfillment, layout, accounting, ordering, customer service, and many more things including game design. It is not an equitable division of labor.

Tom: What Durance is all about?

Jason: It’s a game about power and the limits of control, as filtered through the inhabitants of a failing penal colony. More pragmatically it is a GMless game for 3-5 people, playable in two hour chunks, of variable overall length, with two protagonists per player that are shared by everyone.

Tom: The idea of playing two characters with opposite goals or at least opposing goals is really intriguing. Has it been difficult for players to handle?

Jason: The only time it ever gets slightly problematic is when both characters need to be in the same scene. But character ownership in Durance is lightly held so it just takes a little negotiation to sort that out.

Tom: I think I know where the name/title came from but enlighten us.

Jesse Parrotti’s cover for Durance

Jason: Durance is an old and out of favor word that is a synonym for bondage or imprisonment.

Tom: Where did the idea for Durance come from? What inspired it?

Jason: Game Chef! last year there was “Shakespearean Game Chef” and the ingredients really spoke to me in relation to themes of isolation and brutality. It made me think about the colonization of Australia in the 1790′s. The game grew from that.

Tom: Game Chef is very fertile ground for games. There have been several in the last few years that have come out of it.  So,as a Kickstarter backer I have an ‘in progress’ draft of the game. It seems to be very much about social conflict. This is a reoccurring theme for you, Jason. Why is that?

Jason: That’s an astute observation. The answer, I think, is that I privilege (real) player over (imaginary) character, and the really, really interesting stuff on an interpersonal level is always how we deal with each other as human beings.

Tom: How very true. I appreciate that you are investigating those dealings through games. It is something that is not done well or even addressed in many games.  Also Mood plays a big role in Durance. Which Drives you focus on definitely help set the mood of your game. You talked a lot about hitting the right mood in The Fiasco Companion. Why do you need to keep reminding us how to do mood in a game? Give us a couple of tips on how to maintain mood in a game.

Jason: Mood/tone/atmosphere/vibe is easy to generate – every group does it. But unless you are intentional, you’ll generate the same one all the time. I try to put in little cues to get you to talk about it with your friends, so it is on your mind as you begin to shape the experience of play together. Be intentional, say “let’s make our game tonight melancholy” or “let’s make this very absurd”. It works,a nd it is fun to challenge your own tonal prejudices and comfort zones.

Tom: You’re right. It’s so easy to slide into the same thing each game. And while that can be fun, it’s also fun to do something different. ‘Be intentional’ is great advice. Now, the game has some set characters that are integral parts of the game and are in every game. Where did the name ‘The Dimber Damber’ come from?

Jason: It’s Georgian slang for a criminal boss.It’s a term that was used and was relevant in the 1790′s. I like it because it is such a blatant statement of power – this person can call themselves whatever they want, even something ridiculous, because nobody dares laugh or protest.

Durance’s Notables chart

Tom: Notables – each player having two ‘opposing’ characters is a cool concept. How did you settle on that?

Jason: It stems from the idea that you’re exploring power, really. By creating two characters on opposite sides of the divide (a convict and, essentially, a guard) you can’t get entrenched in one world view as easily. By requiring unequal parity (you can’t create two characters at the same level of power), that same imbalance is further emphasized. You can’t help but see righteous and criminal, high and low.

Tom: As I said earlier, it’s a fantastic concept. I’m really looking forward to trying it out. On to Oaths. They remind me of ‘Compels’ from FATE. I like the idea as it will make for some really neat situations. How did you come up with this?

Jason: To be honest I think it was a Game Chef ingredient. It made sense in context to position it as something you wouldn’t do, a line you wouldn’t cross, because in such a desperate setting having one of those would be entirely reasonable and entirely foolish. Lots of drama.

Tom: Guides is an interesting way to handle the GM role. I like the limited role the guides have.

Jason: Thanks, I borrowed a lot of that from Ben Robbins’ game Microscope.

Tom: The game has dice but they are only used when an answer to a question is not certain. That makes a lot of sense. Talk about how you decided on that.

Jason: I like random things that can surprise you or force the narrative in weird directions, but I always want them firmly in the hands of the players to interpret. This leans heavily on the players to not only interpret, but to adjudicate. Fiasco’s resolution is binary – black die or white die, poor outcome or good outcome. In Durance it is more nuanced. A scene will be resolved, for example, through savagery. What does that mean? There’s no “good/bad” there, no finger pointed (although there is an optional tweak if you want more mechanical guidance). But players have a lot more responsibility in Durance.

Tom: I like that Durance allows the players to decide and make decisions and not be driven by dice and luck. It’s, as you mentioned, a good reoccurring theme in your games.  I like starting or developing scenes with a pointed question. The example in the book is “I wonder if the Governor has the stones to put the Dimber Damber on trial, having sworn never to betray him?” You can just imagine myriad of paths that can come from that. How did you come upon this ‘mechanic’?

Jason: This is directly stolen from Microscope, which is a weird and brilliant game. The first time I played and saw how questions were phrased i thought “must steal that”.

Tom: Man, I really need to play Microscope. I like games that use questions to direct play. Dread, Psi-Run, and there’s another that I can’t remember all use questions in some way to inform the players and GM (if there is one) as to what the player wants from the game.

Jason: A Penny For My Thoughts?

Tom: Yes that one too. I like that mechanic so much that I’m using it in a game I’m working on.  I really like that you include a replay. I think every game should have one. It really shows you how to play, like a paper tutorial.  

Jason: I think they are valuable too. They are hard to put together!

Tom: Art – tell us about your artists. 

Some of Brennan Reese’s interior art

Jason:  We totally lucked out. So Brennen Reece is sort of a ficture ont he Story Games scene i guess, and he’s a really talented artist. He’s doing these sketches that are absolutely haunting, very lovely and terrible, and I think they strongly, strongly set the tone. And Jesse Parrotti is a super talented guy working in a lot of diverse styles, and he liked our concept and just clicked hard, and he’s killing it with the full color pieces. Part of our Kickstarter reward was an additional full color interior spread and it is really great. You get to see a Dimber Damber out for his evening constitutional and it is terrifying.

Tom: Steve, you’ve playtested Durance a lot I’m sure. Who was your favorite Notable to play?

Steve: I had a lot of fun with the Dimber Damber recently— I decided up front that he was a bit of a religious nut, tending to his flock of convicts. I quickly threw together a cosmology and a doctrine to justify his actions as he sent men to their deaths, or worse. It didn’t work out so well for him in the end, oddly enough.

Tom: Now to the Kickstarter. You blew past your goal of $5000 pretty quickly. With Bully Pulpit’s reputation you had to have a good idea that Durance would get a lot of support. Why did you set the goal so low?

Steve: There are some best practices from Kickstarter that suggest you want to set your goal as low as you can while still actually reflecting what you need to do the project. I believe the line was that you want to reach 30% of your goal as quickly as possible, as most projects that do this succeed. We chose $5000 because it was enough to cover our costs for a modest print run, and because it seemed a reasonable gauge of potential interest. While Fiasco is pretty popular, we weren’t entirely sure how well Durance might be received. We expected to exceed the goal, but not so quickly or by so much.

Tom: What else do you want to say about Durance?

Jason: This game is fun, intense and easy to get into. I’m really looking forward to seeing what people do with it. In some ways it is a refinement on the Fiasco aesthetic and in other ways it is a considerable departure. Steve and I both really love it!

Steve: In many ways, Durance has been an experiment for us, in terms of using Kickstarter, gathering creative contributions from backers, contracting lots of art, and trying new product formats. I’m excited to see how it all comes together!

Tom: Now a quick Fiasco question. A couple of recent posts about Fiasco talk about it encouraging character failure. One blogger says, “For one thing, the game goes out of its way to encourage failure. The book goes on and on about it, and people who like the game seem to like it at times merely because it’s a foregoneconclusion that pretty much everybody’s going to die at the end….I think a good story can result from a game of Fiasco, but I don’t think that in order for that to happen, all players must meet with disaster. I think it’s enough that the game sets the characters up to be in conflict with each other from the outset, so it’s not possible for every character to succeed all the time.” I have heard a similar comment or two from people with whom I play. Why do you think Fiasco has this reputation? Why so much focus on failure? Or are people/players/commentors missing the point or creating something that isn’t really there?

Jason: There are several factors at work here. One is that failure is fun, and cathartic, and in direct opposition to 30 years of roleplaying tradition. There’s a large segment who genuinely like to play gonzo crazy disaster sessions, where the whole point is to go big, to flame out in the most spectacular way, and so forth. That is a way to play and bunches of people really enjoy it. So there’s that, no harm no foul, go nuts, play to fail. Looking at the way the game is structured though, it’s clear (and intentional) that failure is a sliding scale you don’t have complete control over, and mechanically a general spread from low numbers to high numbers is statistically likely in the Aftermath. Some will win, some will lose. How you parse those results is up to you, but a table full of total failure isn’t actually very common. Finally, I find that the aftermath is more resonant when you’ve agreed on a tone (see question 6 above) and don’t push super hard. Let stuff happen. If it turns out your guy is the one who is a total dickhead, go there. You’ll probably end up with a high number at the end. If the opposite is true, play the innocent dupe as hard as you can and throw the spotlight onto the others to provide sharp relief. You will probably end up dead, because that’s how the game is structured.

Tom: Yeah, it is structured that way. I’ve experienced both being the jerk who survives (well, almost) and the sacrificial lamb/scapegoat who gets killed somewhere along the way. That character, by the way, ended up with a copper statue in the town square. I notice that you reiterate ‘Be intentional’. That resonates with ‘Be obvious.’, advice from a lot of indie game designers. They go hand in hand I think.

Jason: A good resource for general advice in this vein is Graham Walmsley’s book Play Unsafe.

Tom: I know you usually have several game ideas in the hopper. Can you tell us about a couple?

Jason: Sure, I’m working on an Apocalypse World hack where you play secret police in a totalitarian society, and a children’s RPG about corpse-snatching in the 1880s, and of course my white whale, Medical Hospital. I also recently wrote a larp called The Climb. There’s always something.

Tom: I haven’t played Apocalypse World but that hack sounds fun. I’m a big fan of George Orwell and 1984. I’m intrigued by how totalitarian societies arise and rule. A children’s rpg and corpse-snatching – that doesn’t seem to fit. I’m very interested in this because I have a 10 year old who loves rpgs. Huge Icons fan.

Jason: Kids like gross stuff and dark themes, they can be pretty hardcore. They are exploring these issues on their own anyway. I’ve playtested my game once with a dozen kids, ages 12-14, and they really enjoyed it. They got to murder people and dig up bones and generally be badass criminals, and the game respects their agency to explore those roles a little in a spooky fun way. One girls’ mom hung around, clearly dubious about the whole enterprise, but pretty soon she was really into it too, suggesting ways to acquire fresher corpses by poisoning hospital patients.

Tom: And Medical Hospital’s heart still beats. That’s good to hear. And strangely comforting that it can take you a long time to make a good idea work. I have hope for my game yet.

Man, that was a really great interview. It’s always a blast talking to you both. Durance looks like a real winner to me. And I’m really glad that it has done so well on Kickstarter.  Even though the Kickstarter campaign is complete, you can learn more about Durance by going here.

Thank you Steve and Jason for a fantastic interview. I’m really stoked to play Durance soon. I’m excited about all the cool extras that backers are getting too. Thanks for all the fun.

Thank you readers for joining me for another Conversation. Check back soon for more interviews, reviews, and thoughts as I go forth and discover the interesting and obscure in gaming

TomG


All pictures are used with permission of Bully Pulpit Games.

A Conversation With…Jason Morningstar


Well, here’s one some of you have been waiting for.  This time Jason Morningstar is joining me. Jason is a game designer, focusing mainly on role playing games and is very active in the indie rpg arena. Some of Jason’s games include The Shab-al-hiri Roach, Grey Ranks (which won a Diana Jones award), and Fiasco. He is a partner in Bully Pulpit Games, a supporter of fledgling game designers, and an all around great guy.

Welcome Jason. Thanks for being on Go Forth And Game.

Tell us about your current projects.

I’ve always got a bunch of things cooking. Right now Medical Hospital,
the medical game of medical melodrama, is supposed to be my #1
priority, but somehow I got sidetracked into this obsessive little
Archipelago hack that models Jacobean revenge tragedy. I’ve always
wanted to do that, and recently dug up a weird game I wrote a few
years ago that models John Gay’s Beggar’s Opera that I never
play tested, and realized that when I wrote it I lacked the tools to do
what I wanted with it. I have those tools now, so I wrote this new
thing that is looking pretty hot. At least to me. On the back burner I
have a pair of lovely, play tested, super cool little games that I have
no practical way to produce affordably. Both are ludicrously focused
roleplaying games that would ship as decks of cards. It’s a weird
problem of production and marketing. Also, in 2011 we’ll be offering
The Fiasco Companion, which will include a ton of ideas for making
Fiasco a very different game – changing the tone from Coen brothers to
John Hughes, for example, hacking the tilt and aftermath tables,
advice for convention play, serial play, all kinds of really fun
stuff. Plus a bunch of really odd playsets showing off the game’s
range. I’m working on that, too.
What is the hardest part of designing a game?

Playtesting.
What is the hardest part of playtesting a game?

Ha! Getting useful feedback from blind tests. Making sure you are
testing the right things with the right sorts of people. Incorporating
incremental changes effectively and thoughtfully. Identifying things
that suck and killing them, including things you absolutely love.
With regard to role playing games, what are some aspects of a good player?

A good player is someone who listens well and contributes with
enthusiasm and grace. I think really good players listen more than
they talk. This is true of people in general.
Who’s work in the industry do you admire the most?

Definitely B. Dennis Sustaire.
What are you currently playing?

I’m in two groups that meet weekly most of the time. One group is
playing How We Came To Live Here, Brennan Taylor’s game about the
mythic southwest that I just love, and the other group has been
knocked for a loop by summer scheduling. In that group we’re two
episodes into a PTA game, but it has been put on hiatus until fall. In

the mean time we’re doing one-shots. Tonight we’re playtesting my

revenge tragedy thing. Last week we had a LAN party.
How did your company, Bully Pulpit Games, come about?

My friends Patrick Murphy, Steve Segedy and I put it together when we
realized we had some interest in publishing stuff. I’d been exposed to
the Forge publication forum, which was (and is) stuffed with practical
advice for people dealing with printers and producing their own stuff.
It was pretty inspirational and the spirit of mutualism was very
exciting. We were like “we can totally do this.”
You recently had a collaboration with Matthijis Holter.  Tell us about
that project.

OK, so Matthijs Holter is this crazy Norwegian I have never met in
person. He wrote a game called Archipelago II, which is mad brilliant
and that became a real go-to game for me. I believe he proposed a
collaboration, and I was all for it. So we decided to take a hard look
at Archipelago and barriers to enjoying it, and make a game that
addressed those barriers. We came up with a pre-made situation and
pre-made characters, two things you absolutely don’t get in
Archipelago II. We built out a really delicious, conflict-filled
relationship map for 5 characters and built some new mechanisms to
drive the action. I applied what i had learned hacking Archipelago for
a thing I did called Last Train Out Of Warsaw. It turned out great -
it’s called Love in the Time of Seið. I can’t wait to meet Matthijs at
some point and play with him!
You’ve stated that your go to games are Prime Time Adventures and The
Shadow of Yesterday
.  Why?  What is it about these games that keeps
you coming back to them?

Well, I honestly think Archipelago has overtaken TSOY in my brain, but
I will still be playing it. Anyway, these games scratch my itch for
light, flexible, relaxed collaborative play that still provides a
sense of challenge and drama in a fun amount. They are easy to get
into, easy to atomize into two hour chunks (that’s about how long we
play on a week night, give or take), and consistently deliver intense
fun.
You also recently had a Trail of Cthulhu adventure published by
Pelgrane Press.  I was lucky enough to have playtested it and it was a
lot of fun.  Tell us about how that came about.

My friend Graham Walmsley wrote The Dying of St. Margarets for
Pelgrane and suggested I pitch them with an idea. “It’s easy!” he
said. It was, in fact, not easy, but it was very interesting and
ultimately rewarding writing for Trail. Now I’m thinking I’ll ask to
do another, since I love weird horror and have no real outlet for that
enthusiasm. I’ll hit you up for a playtest, Tom! This one will be
considerably closer to home.

I will definitely be up for that! What is next for you?

The thing I’m most excited about is that I’ve been invited as a guest
of honor to Lucca, the largest game and comic show in Italy, this
fall. So I’ll be in Italy for the premiere of the Italian version of
my game Fiasco, published by Janus Design, and having a good time with
my Italian friends and generally eating a lot of gelato.

I see Jeepform talked about on Story Games often.  What is that?

Jeepform is a collection of techniques for roleplaying developed by a
group of Nordic lunatics.

http://jeepen.org/dict/

It opened my eyes to some interesting potential that North American
tabletop tradition simply overlooks. When you see an erosion of
character monogamy in my games, or a blending of character and player,
or metagame knowledge intruding into the fictional space, you can
thank Jeepform. It’s cool stuff.
What is it about Jacobean tragedy that interests you?

Well, revenge tragedy specifically was like the slasher flick of its
day – lurid, over the top, cathartic and horrible. It’s such a
departure from its more staid counterparts of the era. So I love the
transgression and naked crowd-pleasing lowest-common-denominator
aspects. I got turned onto Webster, Ford, Kyd and Middleton in
college.

That is very cool.  I need to look into this more.  I think I will like it.
Who is Dennis Sustaire and why is he an object of admiration for you?

Dennis Sustaire wrote and designed for Fantasy Games Unlimited in the
70′s and 80′s. He wrote Bunnies and Burrows, which is my favorite RPG
ever. It’s a game that presaged pretty much everything. It came out in
1976 and you can see him working on what a roleplaying game can be.
Bunnies and Burrows is crazy innovative.
What is your take on the retro rpg movement?

My friend Clinton R. Nixon is a huge fan of the old school thing, so I
get to play some fun games under his tutelage – Dungeon Slayers most
recently. He just bought Lamentations of the Flame Princess so we’ll
be trying that out, too. My other group had a long-ish run at basic
D&D recently, too, which was really fun. There’s a lot to learn and
enjoy there.
I’m really interested in what people think makes a good player.  And
being a good listener keeps popping up.  So that is a key.  You mentioned a
few other aspects but could you expand on your answer a bit.

If you actively listen to your friends they will tell you so much.
What they want, how what they don’t want can be introduced to delight
and terrify them, what buttons you can push and what buttons you
really shouldn’t. If everyone at the table is doing this it is such a
gift. And it is very simple. Just pay attention, be very deliberate
about caring about your friends and giving them the best time you can.
You play board games too if I remember correctly.  What games scratch
that itch?

I am big into cooperative games. So I am currently loving the very
excellent Castle Panic, we play a ton of Pandemic, Shadows Over
Camelot. I don’t enjoy competitive games as much any more. I’m
actually working on a cooperative board game of my own right now!
That’s a secret.

That sounds really fun.  I would be very interested in that. The Durham 3 – I really liked the podcast.  The format was unique and I learned from it.  But I understand that you all are kind of over that.  Any plans for any new content from the group?

It’s a lot of work and we sort of stopped enjoying it. So probably
not. Thanks for the kind words, though.

You have me very curious about Archipelago II.  Why has it moved to
first place for you?

It’s one of the best games I’ve ever played.

You mentioned Fiasco earlier in brief.  It’s a uber awesome game.  It’s
the go to game for one of my groups.  And I think your support of it is
superb.  How is it doing for you?

Thanks, really active support was something I committed to and I feel
like it is appreciated and helps sell the game to people who might be
on the fence. The game is doing very well and has gotten a lot of
praise from people I respect. It is also very heartening to hear
positive comments from people playing the game. I’m not getting any
rules questions or confusion, which is a sign that it works the way it
is supposed to. My goal now is to encourage people to make their own
playsets, something you know a thing or two about, Tom! In 2011 we’ll
be publishing the Fiasco Companion, which will include a lot of play
advice, variants, very odd playsets pushing the edges of what the game
can do, a whole new Tilt and Aftermath table combo for doing John
Hughes type romantic comedy. So that’ll be fun! I’m going to hit you
up for some playtesting.
Are there any links or sites you want to direct us to?

Stuff I mentioned:

Archipelago II
http://norwegianstyle.wordpress.com/2009/07/04/archipelago-ii/

Love in the Time of Seið
http://www.lulu.com/product/paperback/love-in-the-time-of-sei%C3%B0/11175733

My blog at Bully Pulpit Games
http://www.bullypulpitgames.com/fairplay/

The Black Drop
http://www.pelgranepress.com/?p=2322

Forge publishing sub-forum
http://www.indie-rpgs.com/forge/index.php?board=12.0

How We Came To Live here
http://galileogames.com/how-we-came-to-live-here/

Altamaha-Ha
http://en.wikipedia.org/wiki/Altamaha-ha

Last Train Out Of Warsaw
http://www.lulu.com/product/file-download/last-train-out-of-warsaw/6088186

This has been a great interview Jason. I learned a lot and it was neat to hear your perspectives. I’m definitely interested in playtesting anything. We have 9 Roosevelts scheduled for our next game day as well as testing a playset that I’m working on for Fiasco. And we all have recently picked up Trail of Cthulhu and hope to get The Black Drop and The Dying of St. Mary’s in soon. Thanks again for the interview.

My Fiasco Playset is Published!


How could I have forgotten?!!

Thanks to Terry for chastising me for it.  It is a playset set in the Reconstruction period after the American Civil War.  Here’s the copy on the website about it.

It is 1867. The American Civil War is over and the South is in ashes. She must be restored to the Union, and the process by which she will be rebuilt and embraced by the victors – well, it is not a smooth one.

In southern Virginia, amid the still-smoldering ruins of late-war battlefields, newly freed slaves mingle with former owners. Carpetbaggers and scallywags look for quick profits. Corruption is the coin of the realm, and the desperate, despicable and insane all look for an angle.

It was tons of fun to build and to work with Jason on getting it just right.

Anyway, jump over here to the Bully Pulpit website in their downloads area to get my playset for Fiasco.  Go NOW!  Then come back.

Welcome back.  Please play it and let me know how it went for you, good or bad.  I need the feedback as I’m working on a couple of new playsets and would like to avoid mistakes made in this one.

Fiasco news


Chris, Kenny, and I are working on a couple of playsets for Jason Morningstar’s Fiasco.  It’s a fun, wacky role playing game.  The playsets are for a Mars base, a local news cast, and Star Trek.  They are fun to build and we should be playtesting them soon.

Fiasco is here.


Jason Morningstar’s newest game, Fiasco, is available as a pdf at Indie Press Revolution.  Here’s the blurb.

It seemed like such a good idea at the time.

Fiasco is a GM-less game for 3-5 players, designed to be played in a few hours with six-sided dice and no preparation. During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It’s like making your own Coen brothers movie, in about the same amount of time it’d take to watch one.

My regular group playtested an early version of the game.  Though we had a rough time with the rules, I like the game.  It allows you create  interesting premises and then find out what happens when everything goes wrong.  I haven’t played the published version and I know that this version is more streamlined and easier to understand than the version we played.  While my regular group will probably not want to play this again (but they may surprise me), I’m most likely going to pick it up.  I’m sure I can find some folks who would be interested.

By the way you should seriously check out Indie Press Revolution if you haven’t already.  A slew of fantastic games are available there and they have super fantastic customer service.

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