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Topics - Meguey Baker

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Last night I played Matteo Turini's new game Novanta Minuti with Epidiah Ravachol and Emily Care Boss. In this game, the characters are the Father, the Son, and Time. The father is dying, and the son has 90 minutes to reach him. On the way to the hospital, the son relives various memories, that the players create and then play. Basically, this is a short-form game that tells a good short story. We all had a good time, and we'd all play again. Here's the AP, with a review below, and you can find more about the game at the website: http://novantaminutirpg.wordpress.com/

We spent a little while going over the rules, sorting out who was going to play which role, and coming up with the memory triggers. The rules currently direct the Father and Son to each come up with 4 memory triggers, that are then shuffled and drawn randomly by Time, who starts the scene. Time also keeps track of the timeline, and based on what happens in the scenes, adds to the Father's time remaining, or advances the clock, making it less likely for the Son to arrive in time,

Eppy played Time, and he asked lots of questions. Part of Time's job is to put pressure on the father and son, and we got some great questions.

Emily played the father, Robert. He was an athletic, outdoorsy type, who climbed mountains and loved sports.

I played Samson, the son. I was into science and staying indoors and stuff. I had a wife, with a baby due in a month or so.

Our set-up was a sunny late summer day in southern California, mid-morning so the traffic's not too bad. On the way there, we had the following memory scenes:

1.Doing chemistry homework when I was 16
Samson needed help, and Dad was willing to try, but he really couldn't help me because he didn't remember anything from high school chem. Also, Time  asked me; "Samson, what does Dad find in the book that you wish he hadn't?" A piece of paper saying "That was a great party last Friday - call me!" I was supposed to be studying at a friend's house. I wound up at a party instead. Dad was pretty mad, and laid on the guilt: "We had an agreement, Samson. You are supposed to call if your plans change, so we can come get you if you need us." I was doing the sullen teenager thing, when you know you're in the wrong but can't admit it. Time asked Dad if I had a way to call home, and I did. I had to say the cell phone was out of range. I felt bad for letting my Dad down. Eventually, I did apologize. IIRC, one white and one red token went to Time for that, and the scene ended.

2.My high school graduation, which Dad almost missed
Oh, I was pissed! And hurt. Dad was off climbing a mountain, and didn't make it there nearly until it was my turn to go on stage. Lots of old resentment about how often Dad had other things to do. Time asked questions about my girlfriend, who was standing there tapping her watch, like I didn't know my Dad was still not there. Then Dad busts in and makes a bit of a scene at the back of the auditorium. We had a little conversation after, when I sort of let Dad have it about how disappointed I was, and how I really had needed him to be there. One white token and two red - Dad put other things before me, and I was angry, but he said he was sorry and gave me a hug.

3.The family gathering a few months back where my wife and I told my parents about the coming baby
This was maybe my favorite scene. Dad was happy for me, and was trying to give me advice about how difficult pregnancy can be, and all I heard was his old-fashioned ideas about how difficult women can be. I was clearly pushing him away. Time asked Dad: "You know you are sick - how do you slip up and make some small reference to your illness?" Dad said "I accidentally say if I get to hold my grandchild instead of when." Samson rolls right over that, counting it down to Dad's out-of-date ideas about how women are the ones to care for the babies: "Of course you'll get to hold the baby, Dad. It's not like it used to be, when women were expected to do everything kid-related."

I don't remember what tokens were given for this scene, but we all saw how close it was getting and that the chances of Samson making it to his father's side were rapidly decreasing. We saw that this next scene had better have some anger in it, to push the time of death back a bit.

4.Taking the train to the winter Olympics when I was no more than 10
Oh, good. This'll work fine. I did not want to be there, going to a big sporting event with my Dad. Red token to Time for Dad putting his agenda before me and not actually thinking about what we might enjoy together. He was so enthusiastic, and I was so not. It really pointed out the differences between us, and how his hopes and expectations for me were actually fine, I was just a very different person than he was.  Time had a pushy New Yorker swear and be generally rude in front of us, but Dad didn't lash out, and the guy moved on. I was unsettled by the near-fight, and showed a little bit of interest in the game schedule, to move on. Dad got really excited, made big plans for all the cool stuff we'd do. Time told about the pictures of us in matching souvenir jackets, Dad grinning and me looking painfully embarrassed. Lots or red tokens for the embarrassment of being dressed exactly like your father, at the Olympics, when you have no interest in sports.

I got to my father's bedside 1 minute before he died, and he was unable to communicate with me.

We wrote out the last questions and answers, then Time described the bedside scene with my Mom and sister. I went to Dad and took his hand, and told him I was sorry for any grief I had caused him, that I forgave him for any hurts he had caused me, and that I understood why he had done the things he'd done. I told him I loved him, he squeezed my hand and died.

REVIEW
This was a solid playtest of a good game. We had a few questions about the rules, which I think we mostly got right - we have some notes for Matteo, on things we wanted to check. The mechanics worked well, once we got the hang of them. The pacing of the game is perfect for a short-story, and seeing the effects of the memories on the remaining time was a good tensioning device.

The framing story - the father is dying and the son is rushing to see him - sounds emotionally intense, and it has a certain level of realism that some folks might not be at a place to engage, but the bulk of the game is about exploring the relationship through the memories. I come away from the game with a surprisingly strong sense of the family involved. Because all of the ephemera generated by the Father's player and the Son's player is burned at the close of the game, there was a lot of freedom to write things that were more personal than I might have otherwise. We did have one hitch - with two players writing 4 memory triggers each, the chance is there for all of one player's to be drawn, as happened in our game. This is a recommendation I'd take forward, to have each player generate 3 memory triggers, thereby ensuring that at least one from each player would be used. We put the last one back and drew again.

The final question and answer, which is never publicly revealed, comes at the perfect point in the game to provide actual catharsis to the the game. I'm looking forward to playing it again.

2
INC 2012 report


Love in the Time of War , a game by Mario and Lucca.


Ok wow. I had no idea what this was going to be, just that some Italians had made a game so I wanted to play it! Claudia arranged for that to happen, and she also played in the game with me.


Set-up:
It's a one-shot 3-player game. You need some cards and some dice and some scrap paper - we used sticky notes and they were perfect.


The characters are lovers, a man and a woman, and he is away at the front. She is at home, where the effects of war still reach her. And she is pregnant. And they are not yet married, though very much in love. So, one person plays the man (in this case Mario played Abe), one person plays the woman (in this case I played Mary-Ellen), and one person plays the forces of War (in this case Claudia. I suspect it's possible to split War into two players, and have one play the forces of War that the man encounters and the other play the forces of War the woman encounters.


We set our game in the American Civil War, in Virginia. Abe was fighting for the Confederacy. I happen to know quite a lot about this time and place of American history, and so was able to help set the characters in the right place and add details. Even though I suspect Mario and Claudia are less familiar with the American Civil War, they got the feeling of it just perfect. I was really thrilled to play with both of them.


Details:
The couple figure out between them four memories they share that have deep meaning for their relationship and positive qualities they see in each other, one for each season. War gets to attack these qualities and memories. Some examples from our game: the winter Mary-Ellen was so sick and Abe nursed her back to health with such tenderness and care -> Abe is caring and tender. The time that Abe drank too much at the summer social and Mary-Ellen forgave him -> Mary-Ellen can find forgiveness in her heart.


There are a stack of cards for the man (hearts) and the woman (spades), each tied to a different horror of war. A turn of play goes like this: I turn over a card that reveals, for example, that Abe will now witness the death of a comrade, who dies in his arms. War then describes the scene, attacking one of the qualities we have set out for Abe (tenderness, perhaps). If it gets too risky for my liking, I have a mechanical way to stop War from continuing, but it costs me. If I don't interfere, that has consequences too. THEN Abe has to dictate the letter he writes home to me about this event, and it matters how truthful he is, and there's a dice mechanic where Abe receives a die for later. We go back and forth until all our cards are spent, and how many dice we have at the end determines how good or tragic the ending is. Sometimes the soldier lives, but never gets home!


Highlights:
 The game started out with a bang (I think the first card I drew for Abe had him witness a murder, or the like) and didn't let up one bit. I watched War target Abe's strength in one scene, where he could have stayed hidden in the ditch and I was pleading for him to get up and keep going. In the very next scene, War targeted his tenderness, with medicine only enough ease his pain or the dying man's pain,and I was sitting there pleading for him to just be a coward for once and accept the medicine! Sooo emotionally engaging!


Mary-Ellen fought off an attack by drunken soldiers, watched her house burn, had her baby (a girl, named Sarah after Abe's mother), led her neighbors through the woods to a refugee camp, and refused the polite but intent attentions of a Union camp doctor who thought she could find a better life away from the front as a war nurse. Abe held a comrade as he died, saw a crazy officer with no regard for his men take over the company and proceed to commit various atrocities, saw civilians mistreated, and was wounded in battle.


What I loved about this game:
The scenes make a whole story gel in unexpected ways, because each apparently random event builds emotionally on the one before it. we started late, so it was a little intense, I think perhaps especially for Claudia, who had to keep bringing in the horrors of War.


On that note, though, I loved how War was not the enemy, it was just a force. Maybe there's a way to play War in which you intentionally mess with the players, but it's great played pure, where horrible things just happen by the dumb luck of the card flip.


The dictating letters part is really cool. I made a practice of holding the card I had laid for Mario while he dictated the letter. This made it feel more real in my body that I was Mary-Ellen, reading a letter from my beloved Abe.


And yes, Abe managed to make it home to Mary-Ellen, their baby daughter, and a young boy orphaned by the war that Mary-Ellen brought with her from the refugee camps. They took over a neighbor's abandoned farm-house and re-built their life together. Abe was changed by the war, but not so much as to break the bonds between them. Their terrible and horrific war story ended well.


To wrap up - find this game and play it. It is great.

3
Gioco Concreto / [AP from INC 2012] 1001 Nights
« il: 2012-05-31 10:51:02 »
INC 2012 report - 1001 Nights
(To the folks who where there - Hello everyone! First, thank you for your gracious welcome to me as a guest of INC - I had a fantastic time. I am only sorry I could not play even more games, or meet each of you that attended. Next time, find me and say hello!)

This was my first game at INC, and to run it in English with no translator, for mostly people I'd never met (Mario had helped me bake cornbread earlier that morning). At the table to begin were Mario Bolzoni, Alberto Muti, Mattia Bulgarelli and myself. Alberto mentioned a friend was running late, so we started character creation without him. I read the examples of the different senses in Italian, with the patient pronunciation correction and occasional guidance from the other players. This helped get everyone at the table comfortably speaking English together, and put us in a cooperative mood from the start. This also let me see how the other players interacted with each other and with me.

The characters around the table: Mr. Mario chose to play the newest wife of the Sultan, Aziza, as yet unsettled in her role, and a little out of her comfort zone. Alberto played Behman, the visiting scholar of Euclid, who has been set the task of cataloging the Sultan's treasure - he's stuck here until it is complete, and the storehouses are vast. Mattia played the astrologer Kuziamah, a sever man with an eye for nice things - including the young Sultana. I chose to play Melia, the favored musician, secretly in love with the Sultan's bodyguard, the NPC Schraz Daud. Over the course of character creation, many things about all the characters were revealed, such as Melia's childhood far from Court, Kuziamah's alchemical interests and his willingness to be bribed, and Behman's loneliness. As we were in the last stages of character creation, +Fabio Succi Cimentini arrived, and Mattia quickly caught him up to speed as Danash, the dark-skinned hawk master.

I have all of the character sheets, and it is interesting to see the notes players made about the other PCs, whether it is the apparent age of the PC or a key phrase of their description or a word that sums up the attitude of the player's PC towards the other PCs.

To the game itself.

I had each player introduce their character in an audience chamber, before the young Sultana. As the PCs were all of a similar social status, and useful to the higher levels of Court, the Sultan had decreed Aziza should interview them and get to know the staff. It started out with a bang, as Kuziamah unrolled a long tale of the alignment of the stars and the prospects for conceiving a child. With already a hint of unseemly attention on his part to Aziza's sex life. The others followed suit, interrupting Kuziamah, who got to look indignant, and eventually they described plans for a garden to please the new Sultana. This made me think of stories involving gardens and fertility, and so to Rapunzel. But how to find my Story-level characters, and enough to go around? That's the question.

The answer is easy - begin the tale, and move as quickly as is pleasing until there are enough characters on the scene. I told of the devoted husband and wife, unable to conceive, and their willingness to try every answer. Ok, that's two Courtiers, but which ones? I watched the characters and considered my motives in casting them, where I wanted to poke fun, where to say a true thing. I talked of an old woman who directed the lovers to a garden holding a certain fruit. A fruit? Was I going to cast a Courtier as a fruit? And clearly the old woman was a walk-on part, although I could have stopped there if I had only three players, and cast her as the third. But no, I had one more Story-level character to find. So into the garden I take the lovers, under cover of night, by the light of the moon and the inconsistent stars. The players had already declared a couple of interests, so they were beginning to see how the mechanics worked. And then I see my four Story-level roles.

"So, Behman, would you play the devoted wife Rahima? And Danash her loving husband Amid?" These to underscore Behman's longing for a loyal friend and Danash because as Melia I could not think of Kuziamah as a loving husband, and I envied Danash his care for the beautiful and powerful birds, so to make him the care-taker of the woman Rahima was logical. I also wanted to make Kuziamah's declared interest in the lovers quarreling more challenging.

"Noble Sultana, please show us the queen of beasts, the tigress who stalks them" By this I curry favor with Aziza, but also I tell her she can find strength in herself and that she has more power than she realizes.

"Kuziamah. will you play the voice of Allah, who tells true things to all creatures, unlike the wandering stars." Here I slight Kuziamah's astrological skills. Again.

The Story we played out was really, really beautiful, full of danger and devotion. A few moments in particular remain very strong in my mind: Aziza as the tigress realizing her power and offering the lovers a choice between three terrible outcomes; Rahima seizing the opportunity to take matters into her own hands, Amid putting himself between Rahima's blade and the tiger's teeth, and the voice of Allah finding the lovers worthy at last, and finding a way to solve the problem without going back on his word. Everyone brought really great descriptive and evocative phrases to the table, and it was a great story. One thing that makes it roll along really well is when people grasp the need to declare interests in the Story and look for ways to make pointed remarks about the other Courtiers - once that happens, it's all good.

Back at Court, some of us advanced and others were rebuked in private. Then the Sultana Aziza was next to tell a story, as every die Mario had rolled had gone against him in the first story. I found it fascinating how hesitant we other Courtiers were to suggest things that might displease the Sultana in her own Story - lots of good in-character social pressure there! In the story that followed, Mario chose to pass up the first opportunity for four Story-level characters (the three brothers and the little bird) in favor of a more complex combination a bit later on, to better illuminate the things Aziza was interested in seeing. So we had a slightly shortened second story about the poor love-struck boy, the princess, the bird, and the prince, and in the end Melia won her ambition - a return of Schraz Daud's affection!

In our conversation as we were cleaning up for the next group, someone commented that this was such a different game of 1001 Nights from one they had played earlier, which was much more cut-throat and competitive. I was glad to have had such a nice environment in which to play, and time to play a more spacious game. Something I really like is how there are different experiences to be had depending on what you put in - if you have only a short one-shot in a crowded noisy convention hall, it can be excellent fun but quick and brutal, where in a more relaxed setting, the game really opens up into something entirely lovely.

Questions and comments welcome!

4
Gioco Concreto / [AP from INC 2012] 1001 Nights
« il: 2012-05-31 00:18:14 »
Hello everyone! First, thank you for your gracious welcome to me as a guest of INC - I had a fantastic time. I am only sorry I could not play even more games, or meet each of you that attended. Next time, find me and say hello!

Some of this will no doubt over-lap with Fabio's excellent post here: http://www.gentechegioca.it/smf/index.php/topic,7280.0.html, but as I intend to post this other places as well, please forgive any repeated information. Now, on to the game.

This was my first game at INC, and to run it in English with no translator, for mostly people I'd never met (Mario had helped me bake cornbread earlier that morning). At the table to begin were Mr. Mario, Alberto Muti, Mattia Bulgarelli, and myself. Alberto mentioned a friend was running late, so we started character creation without him. I read the examples of the different senses in Italian, with the patient pronunciation correction and occasional guidance from the other players. This helped get everyone at the table comfortably speaking English together, and put us in a cooperative mood from the start. This also let me see how the other players interacted with each other and with me.

The characters around the table: Mr. Mario chose to play the newest wife of the Sultan, Aziza, as yet unsettled in her role, and a little out of her comfort zone. Alberto played Behman, the visiting scholar of Euclid, who has been set the task of cataloging the Sultan's treasure - he's stuck here until it is complete, and the storehouses are vast. Mattia played the astrologer Kuziamah, a sever man with an eye for nice things - including the young Sultana. I chose to play Melia, the favored musician, secretly in love with the Sultan's bodyguard, the NPC Schraz Daud. Over the course of character creation, many things about all the characters were revealed, such as Melia's childhood far from Court, Kuziamah's alchemical interests and his willingness to be bribed, and Behman's loneliness. As we were in the last stages of character creation, Fabio arrived, and Mattia quickly caught him up to speed as Danash, the dark-skinned hawk master.

I have all of the character sheets, and it is interesting to see the notes players made about the other PCs, whether it is the apparent age of the PC or a key phrase of their description or a word that sums up the attitude of the player's PC towards the other PCs.

To the game itself.

I had each player introduce their character in an audience chamber, before the young Sultana. As the PCs were all of a similar social status, and useful to the higher levels of Court, the Sultan had decreed Aziza should interview them and get to know the staff. It started out with a bang, as Kuziamah unrolled a long tale of the alignment of the stars and the prospects for conceiving a child. With already a hint of unseemly attention on his part to Aziza's sex life. The others followed suit, interrupting Kuziamah, who got to look indignant, and eventually they described plans for a garden to please the new Sultana. This made me think of stories involving gardens and fertility, and so to Rapunzel. But how to find my Story-level characters, and enough to go around? That's the question.

The answer is easy - begin the tale, and move as quickly as is pleasing until there are enough characters on the scene. I told of the devoted husband and wife, unable to conceive, and their willingness to try every answer. Ok, that's two Courtiers, but which ones? I watched the characters and considered my motives in casting them, where I wanted to poke fun, where to say a true thing. I talked of an old woman who directed the lovers to a garden holding a certain fruit. A fruit? Was I going to cast a Courtier as a fruit? And clearly the old woman was a walk-on part, although I could have stopped there if I had only three players, and cast her as the third. But no, I had one more Story-level character to find. So into the garden I take the lovers, under cover of night, by the light of the moon. The players had already declared a couple of interests, so they were beginning to see how the mechanics worked. And then I see my four Story-level roles.

"So, Behman, would you play the devoted wife Rahima? And Danash her loving husband Amid?" These to underscore Behman's longing for a loyal friend and Danash because as Melia I could not think of Kuziamah as a loving husband, and I envied Danash his care for the beautiful and powerful birds, so to make him  the care-taker of the woman Rahima was logical. I also wanted to make Kuziamah's declared interest in the lovers quarreling more challenging.
"Noble Sultana, please show us the queen of beasts, the tigress who stalks them" By this I curry favor with Aziza, but also I tell her she can find strength in herself and that she has more power than she realizes.
"Kuziamah. will you play the voice of Allah, who tells true things to all creatures, unlike the wandering stars." Here I slight Kuziamah's astrological skills.

The Story we played out was really, really beautiful, full of danger and devotion. A few moments in particular remain very strong in my mind:  Aziza as the tigress realizing her power and offering the lovers a choice between three terrible outcomes; Rahima seizing the opportunity to take matters into her own hands, Amid putting himself between Rahima's blade and the tiger's teeth, and the voice of Allah finding the lovers worthy at last, and finding a way to solve the problem without going back on his word. Everyone brought really great descriptive and evocative phrases to the table, and it was a great story. One thing that makes it roll along really well is when people grasp the need to declare interests in the Story and look for ways to make pointed remarks about the other Courtiers - once that happens, it's all good.

Back at Court, some of us advanced and others were rebuked in private. Then the Sultana Aziza was next to tell a story, as every die Mario had rolled had gone against him in the first story. I found it fascinating how hesitant we other Courtiers were to suggest things that might displease the Sultana in her own Story - lots of good in-character social pressure there! In the story that followed, Mario chose to pass up the first opportunity for four Story-level characters (the three brothers and the little bird) in favor of a more complex combination a bit later on, to better illuminate the things Aziza was interested in seeing. So we had a slightly shortened second story about the poor love-struck boy, the princess, the bird, and the prince, and in the end Melia won her ambition - a return of Schraz Daud's affection!

In our conversation as we were cleaning up for the next group, someone commented that this was such a different game of 1001 Nights from one they had played earlier, which was much more cut-throat and competitive. I was glad to have had such a nice environment in which to play, and time to play a more spacious game. Something I really like is how there are different experiences to be had depending on what you put in - if you have only a short one-shot in a crowded noisy convention hall, it can be excellent fun but quick and brutal, where in a more relaxed setting, the game really opens up into something entirely lovely.

Questions and comments welcome!





5
Segnalazioni e News / Psi*Run in time for Christmas!
« il: 2011-12-23 15:46:15 »
Today I am putting the finishing touches on my new game, Psi*Run. Here's a bit from the game text:

You don’t know what’s going on. You don’t know where you are. Maybe you don’t know who you are. You’ve been held captive, who knows how long. Moments ago, you broke free. Now you are struggling to remain free long enough to piece together your own past. You have amazing powers that can help you survive, but those same powers also carry the risk of disaster. And the people chasing you? They’ll stop at nothing to get you back.



6
Gioco Concreto / Roleplaying games con i bambini
« il: 2011-11-12 20:16:33 »
So, as I am now a little shy about my Italian, and this is meant to be clear, I will write in English. Please respond in English or Italian, as you prefer.

Vincent and I have been making games and playing games with our children for 10 years. As I see it, the whole desire behind system and rules and mechanics is to structure the natural "let's pretend" that children everywhere create. As the child grows, the complexity of the stories grows, and the need for rules increases. My oldest son is currently playtesting his first game, Blasters For Hire. My youngest son is currently starting to discover GMing through telling me stories about my character (a girl named Penny) who fights dragons, or maybe befriends them, and there are occasionally challenges Penny must face. This is a very easy sort of game for me to play while I am working, so we are both happy.

For a year, I ran a gaming group at Sebastian's school, for children in the 6th grade (so ages 11 and 12). The game was Storming the Wizard's Tower, a game Vincent designed with that age-group in mind. I've run Psi-Run for about a dozen different school and library groups of teens. I've run the excellent and little-known game called Big Night for various groups of children, some of them as young as 3 years old. This, plus my own children, plus my own experience as a child starting to game, leads me to three insights.

-Children want actual meaningful situations and conflicts. They want to solve something, achieve something, discover something.

-Children will come up with far more interesting stuff that I will, if I can avoid putting them in a role-playing 'railroad'. "What do you do?" is a great question, especially if followed by "Then what happens?!?"

-If I assume a child is not mature enough to bring something thoughtful and creative to the table, I'm wrong.

So, a real-life example, from a recent game: it's the middle of October, and we're having a game day at the local store - JiffyCon Playdate.  My middle son Elliot, who is 11, is running Murderous Ghosts for Vincent. Elliot describes the sub-basement, the damp walls, the uneven floor. Vincent's going along, expecting to go easy on Elliot, since it's a horror game and Vincent knows all the mechanics and how to play them. Then Elliot describes the ghost - a large roundish white thing with little weird ears on top of it's head and stubby, useless looking hands. Elliot says "It's standing with it's back to you and it's licking the wall."

Vincent was freaked out for two days.

7
Generale / Un'introduzione a me
« il: 2011-11-07 18:45:42 »
Ciao a tutti! Qui è un po 'su di me.  Si prega di  perdonare il mio uso della lingua inglese - il mio italiano non è ancora  all'altezza del compito. Imparerò!

I started playing D&D in 1978, when I was 7. Since then, there have been two years that I have not been actively playing, both of which involved a cross-country move and a year spent finding the local game community. As a teen, I played in various games including a Robotech/Macross hack of D&D written by the GM, a girl a year ahead of me in school.

In college, I ran a LOT of Ares Magica, including some home-brewed hacks, and met Vincent Baker and Emily Care Boss. I also played on the ElfQuest MUSH for 6 years, doing code work, running a feature character (Clearbrook), and other stuff.

I wrote the game 1001 Nights: a game of enticing stories, which was nominated for Indie Game of the Year 2006. I just returned from Lucca Comics and Games, where I was a guest of Narrativa. Currently, I am putting finishing touches on Psi-Run, a game about people with super powers and amnesia, which will be out by Christmas. I'm also working on a second English edition of 1001 Nights, and trying to trick the mechanics for Twist (a game about irony) into place.

When I'm not designing or playing or thinking about games, I am a textile conservationist at a local museum, co-chair of my local quilting guild, sex education teacher, learning Arabic and Italian, and the mother of three sons. I was an Emergency Medical Technician before having children, and I've studied Middle Eastern Dance for 10+ years. I also dabble in the Society for Creative Anachronism (emphasis on 1375 Germany), watching and feeding the wild songbirds in my yard, and the Occupy Together movement.

I like talking to people about any of the above! Ask, and I will try to answer.

Grazie,
 Meguey

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