Thanks for reading and more soon!
As of today I'm exactly one week out from the event! Next Saturday is the big day..... so I think things are in a pretty good place in terms of preparation. The last few things are painting up a few more minis and then printing out all the packets. In the spirit of 'work with what you have,' I decided to use these absolutely brilliant Hieronymus Bosch miniatures by Andrew May. I'd backed them on Kickstarter a long time ago, and they'd been sitting unpainted, but they seem perfect for the weird, otherworldly, mutated beings I imagine inhabiting the Mass. Plus, as an art history dork, how could I possibly resist getting these? They felt too special to use for a long time, but I decided now was the moment.
I've been focusing on the process of building the boards so far, but I thought I'd take a minute and talk a bit about the process of writing the scenarios. I've done a bit of game-related writing over the years, but it's not something I've pursued extensively.
A few years ago I wrote the Wig-Maker's Fingers for Into the Odd, which was an utterly fascinating experience (thanks for the encouragement, Max!) I've always enjoyed writing, but over the years, most of my creative energy has gone into making artwork. So, when I got back into RPGs and then tabletop games, writing felt like accessing an unfamiliar side of my creative practice. At the same time it was a very freeing experience- the speed at which an idea can be captured and to a certain extent realized in writing is so much faster than the process of making an object, at least the way I go about it.
So, I tend to start with a very messy Google doc. I jot down a bunch of ideas, and often these ideas will suggest other things to look at, and it ends up being a soup of links to Wikipedia articles and maybe some images and then bullet points and half finished sentences that interrupt each other. Sometimes I think it's better to start ideas on paper, but I type and gather info so much faster digitally than I can write by hand, so the messy document is usually where things begin.
The other point is that game writing is much different than any other mode of writing for me. It requires a whole bunch of potentially disconnected ideas, rather than pursuing a cohesive thread or narrative. The goal is to create a series of ingredients that are flavorful, unpredictable, and compelling, then hand them off to players and dice rolls to see what happens. Give the players a world, a context, throw some surprising, highly specific items and events at them, and that, at least for me, is where a lot of the fun comes in, whether for RPGs or tabletop games. It becomes more of an exercise in imagining a world and all its bits and pieces, as opposed to developing characters or stories- that's for the players.
For this undertaking I wanted four game scenarios with some specific events for each game (to add flavor and unpredictability). Cauldron has great tables for things like treasure, foraging and mutations, but I wanted to write my own versions of these for the Mass, since it feels like an unfamiliar object would have its own set of possibilities. So I ended up writing new tables for Treasure, Mutations, and Foraging.
I will admit that I wrote most of the item and event tables with Cauldron open in the background. I love the flavor and slightly jokey, knowing tone of the writing in Cauldron, and it helped to keep the things I was writing in dialogue with the game itself.
That said, as the writing the four game scenarios proceeded (I wrote scenarios and rules for the four games roughly in order, followed by tables), I did find myself leaning much more in a sci-fi direction than the magical dirty swamp that is Cauldron. Maybe a nudge was the fact that one possible treasure in the game is an actual machine gun. Which really cracks me up, but it also points to older visions of sci-fi/fantasy in which the genres blend more fluidly- think Jack Vance's Dying Earth, or Goodman Games Mutant Crawl Classics, both scenarios in which the game/story is set in a post-technological world, with magic appearing amidst the ruins of a sophisticated technological civilization. Or just the fact that early editions of Warhammer Fantasy and 40k/Rogue Trader were essentially rules compatible, so one could potentially mix and match the games at the table.
I'm also drawn to more surreal and somewhat silly visions of a technological future - the absurdist humor of Hitchhiker's Guide to the Galaxy and Red Dwarf was formative in my teenage years. Another slightly more esoteric source I recently revisited is Daniel Pinkwater's Borgel. I cannot recommend this very strange book enough. A young man accidentally goes on a surreal journey through Space Time and the Other with his 'uncle', a mysterious man named Borgel from 'the old country' and their talking dog Fafner, in a clunky old car called the Dorbzledge (that might be spelled incorrectly but it doesn't matter). Various campsites, galactic fast food stations, and a trip to Hell later, it comes to a rather uplifting conclusion, involving the discovery that one form of the Supreme Being is the Great Popsicle. (Seriously go read some Daniel Pinkwater if you haven't already, you owe it to yourself)
And there is of course visual inspiration to draw from as well- I know there are so many tropes of adventurers realizing the thing they're walking on is alive, but the first image that popped into my head is this wonderful illustration of a forest troll by the Norwegian artist Theodore Kittelsen. I grew up reading a lot of Norwegian folktales so many of his images live in my mind, and it really embodies that idea of an ancient lifeform that exists on a nearly geological time-scale, like a living mountain or a nearly immortal sloth.
In the game world, I don't find myself hugely drawn to writing a bunch of new mechanics or new games- I like to dig around in a game that already exists, but one which is open ended enough for me to envision new things without being trapped in a lot of existing lore. Cauldron fits this bill perfectly- as does Into the Odd. I'm really not interested in playing or imagining in a world with extensive existing stories, like Star Wars or Lord of the Rings. I'm much more interested in creating narratives and situations that might be fun to play in, rather than designing all mechanics of a game from scratch. I guess I would say have a story brain, as opposed to a game design brain, and that's just fine by me.
Anyway, that's a quick outline of the writing process so far. I also want to extend my thanks again to Matt Farmer (@ierthling) for a really keen and thorough and generous review of what I'd written. Matt caught so many things that would have made this unplayable, and offered numerous really excellent suggestions that will make the whole endeavor much more fun and surprising. It's not publication ready by any means, but I think it will do for a one-day event packet. I am delaying doing the final edits and formatting, though. Next on the list- making tokens!
Photos by @michaelcwiatrak_art Well the day finally came! Yesterday we played The Mass in the Cauldron at Top Deck Games in West Philly. T...