Showing posts with label kinfolk. Show all posts
Showing posts with label kinfolk. Show all posts

Monday, August 17, 2020

My "100 Kinfolk" Project is Now Available as a Bundle!

As some of my readers out there are no doubt aware, I spent roughly a year and a half tinkering with what I called the 100 Kinfolk Project for Werewolf: The Apocalypse. For those not familiar with the project, I went tribe by tribe out of the core book, and created a list of 100 kinfolk for each of them. The series was capped off by me teaming up with Clinton Boomer, providing a blowout 200 kinfolk for the Black Spiral Dancers!

Anyway, the project's finally finished cooling, and High Level Games decided it was time for the next phase... putting all the tribes together in a single bundle!

If you've been waiting, now is your chance!


What You Get in This Package

 
For those who just want numbers, you get 13 separate kinfolk lists in this bundle, which amounts to 1,400 kinfolk total! Normally this would run you about $26 if you bought them individually, but the bundle is up for $15. While it means a cut in my royalties, I'm more than happy to take that hit if it means more players are willing to take the dive and put some of these characters in-play at their tables.

Ah, but there's something else, too.

If you're still not sure about the 100 Kinfolk Bundle, though, let me reiterate what I said about it not so long ago in A Response to The "Flaw" in My 100 Kinfolk Collection. In short, I first started this project because I was tired of so many players and storytellers leaning on the edginess of the 90s aesthetic, and using the bad faith excuse of, "it's a horror game," to justify exclusion and poor treatment of players. Since werewolves come from everywhere in the world, and the tribes extend into every part of humanity, I wanted to create a reference that was more inclusive and more welcoming than a lot of the "typical" setups we see. Especially from when the game was younger.

And for those who complained that I ignored too many of the usual archetypes and cringe-worthy things that were tolerated in the game nearly three decades ago, well, I found a place for them. The white-power Get of Fenris kin? The Red Talon kin who wants to murder any human they see? The Black Fury kin who tortures men for no reason other than because they are men? The Shadow Lord kin who abuses their power and makes others suffer for their own personal enjoyment? All of them wound up in the Black Spiral Dancer book.

Because if everything is dark and awful all the time, then what's the point of the game? Werewolf, perhaps more than any other World of Darkness sphere, is about battling the chaos, trying to find the balance, and saving the world. And the only thing that let the tribes succeed for so long was the unity of the pack... without that, everything falls apart.

Just some thoughts to consider, if you weren't sure about whether or not this was a bundle you'd be interested in!

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That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, May 11, 2020

A Response To The "Flaw" in My 100 Kinfolk Collection

As many readers know, for the past year and change I've been working with High Level Games on a project I call simply 100 Kinfolk. The idea was to take the core Gaian garou tribes in Werewolf: The Apocalypse (plus the Black Spiral Dancers as a bonus), and to create a short, simple list of 100 kinfolk per tribe. That way STs would have ready-made lists of allies who could do everything from provide cover fire, to help hacking into the enemy data base, and players could read through the list to find inspiration for their character's background, family, friends, etc.

And, as I said last July in 100 Kinfolk: A Werewolf The Apocalypse Project, one of the goals of this project was to provide support for aspects that are often sorely lacking in a lot of classic World of Darkness projects; diversity, acceptance, and characters who have support systems, driving goals, and healthy coping mechanisms... for the most part, anyway.

This is still Werewolf, after all.

I started getting excited recently, because several of the installments in this collection have been passing Copper status, and they've been seeing some surges in popularity. They're also getting generally positive reviews. However, in one of the reviews I saw something that I want to address, because I feel that the individual who left the following block of text in their review on the 100 Fianna Kinfolk seems to have completely missed the forest for the trees.

"A solid suplement, very useful among many others. It gives STs a chance to focus on a story rather than NPCs. But it has 3 major flaws:
-Many of those kinfolks have been wrongly assigned as male or female at birth. As far as I know it doesn't happen so often. And in these books (the same flaw can be found in other books from this series) you can find at least one character like this. The same is for LGBT Kinfolks. I have nothing against homosexuals, but they are no more than 3% of world's population (according to Google and Wikipedia) so putting at least one in every book is a little too much for me. -It appears that many of those characters were created by copy/paste method. Their bios and sometimes names are similar in different books.

-Many of them also have brothers and sisters (sometimes a few of them) who undergone their First Change. If I remember correctly Garou are a dying species so it shouldn't happen so often. Of course, if a ST follow the rules to the core it can be assumed that parents of those kinfolks were pure breeded (high Pure Breed Background).Many of them also have gnostic talent or gifts, a rare thing among Kinfolks. Neverthless it is a very good position to have (ST can easily modify those characters to correct those flaws).

- If I had to point a flaw that cannot be easily corrected I will say that the characters are too "clean". No skinhead/racist among Get of Fenris kinfolks? For me almost impossible (p. ex. in "Rage across New York" there was a skinhead Fenrir)."

The second part is up to personal preference, as the commenter said. However, I feel that the first and third comments are telling, so I want to take today's entry to talk about them.

World Population Doesn't Matter


Let's take this commenter at their word, and say that roughly 3% of the global population is trans. The number is probably higher for a variety of reasons (lack of awareness and education, social pressures not to come out, punishment for those who don't hide that part of their identity, etc.), but let's say for the purposes of this thought experiment that number is accurate.

Kinfolk come from all over the world. They're found in every population round the world. They are a global force. So if that number is accurate, then you would expect roughly 3% of the characters represented here to be trans, wouldn't you? That translates to at least 3 characters per 100 kin (though I'm sure a discussion could be had regarding the Red Talons, if someone wanted to make that point). So the argument sort of falls down on its face from that angle.

You know what I didn't see a lot of demand for, though?

Something that wasn't brought up was that I have far more redheads than the world population might demand. At roughly 2% (far less than trans people by a wide margin), there should only be about two of them per collection according to World Atlas. Not only that, but roughly 18% of the world's population lives in China, and another 3% or so are ethnic Chinese people who live outside of China's borders. Yet I haven't had a single person argue that I grossly underrepresented that particular demographic in this project.

Of course, if you take the percentage of trans people we're using, and multiple it times the billions of people who live on earth, that will give you numbers that are far larger than you'd think. There's roughly 8 billion people in the world, and that means if we accept the numbers (which as I said are likely low-balled), that's still about 160 million trans people around the world. Even if only one half of one percent of them are kinfolk, that's still 800,000 people.

With that said, though, the numbers are completely irrelevant. Because the point of the project, as I stated, was not to accurately represent world populations based on global percentages. The goal was to do my part to give people who are often excluded some kind of seat at the table as part of the writing.

Pushing Back on The Edge


Let's be real here... the World of Darkness was formed in large part from the edginess of the 90s. A lot of the subjects it's covered have been taboo, distressing, or outright awful... it's a horror game. That's what a good horror game is supposed to do.

However, the 90s also saw another unique change in horror; black people started surviving their movies, instead of being the first to meet the business end of a machete.

And that's without mentioning the impact of absolute legends like this one.

Over the past two decades and change, horror has been reinventing itself. It's stepping away from reinforcing status quos, and is changing the faces of many of its monsters. It's asking deeper questions about who gets to be a protagonist, and whose lives are valuable. The deeper questions that, in the best horror, are always lurking just below the blood, guts, and gratuitous nudity.

And those are the questions I want to encourage players who pick up these guides to ask in their games.

At the same time, though, I want players who have often been excluded (or worse turned into nothing more than monster bait for being different) to have characters who say unequivocally that they belong here. So that means there are kinfolk who are gay, trans, and from a wide variety of ethnicities, religions, cultures, etc. Because all too often that hasn't been the case in the games I've seen run and played. Even in werewolf, which is as global as settings get in the World of Darkness, there seems to always be someone keeping the gates and saying that X, Y, or Z character concept would never be accepted in kinfolk society.

Of course, if the individual who left the comment had waited till the series was over, he would have found that harder, grittier, more problematic concepts he mentioned are, in fact, part of this project. The white power Get of Fenris, the Red Talon who wants to wash the forests clean in man's blood, the Black Fury who brutalizes men for being weak, and the Fianna who lets their passions drive them to fits of brutality when they drink to much, or hear no one too many times... I have a place for all of them.

Those are the characters who fall, and will only be taken in by the Black Spiral Dancers collection.

The Appeal of Transformative Fiction


Werewolves, at their core, are creatures of transformation. They wear different faces, different skins, and they are more complex than what they may appear to be. If you don't get why that would appeal to LGBT players, and particularly trans players, just roll the thought around in your head for a while. It's okay, I'll wait.

Don't rush. Take your time.

And for those who are thinking about raising the specter of acceptance by their own kind, the commenter did bring up a good point; the garou are dying. Slowly but surely they're dying. That means they can't afford to let their communities fall apart over minor disagreements. And, if you read between the lines, kinfolk communities are meant to be supportive and cooperative. They are the backbone of the fight against the Wyrm, and many of them maintain ancient traditions all their own.

Every part of the LGBTQ acronym (including the letters not seen here) has been around as long as humanity. From the very gay warriors of Sparta and Athens, to the two-spirits of many Native American tribes, archaeologists have found mountains of evidence that queer folk have been a part of every society and every civilization probably all the way back to the days of the caves. Which means that, by the canon of Werewolf, they've been around just as long as the tribes have. And rather than disregarding that, you get a lot more mileage out of asking how this element adds to the stories you can tell, and the elements you can draw on.

Without Light, What's The Point of Darkness?


Something else I mentioned in my previous post, but which I feel it needs to be reiterated, is that light is a necessary element for a horror game to function. And the World of Darkness is, without question, a horror setting. I went to college in Gary, Indiana, and I've seen with my own eyes the crumbling streets, crooked alleys, and rising smoke that inspired both the setting, and the site of one of the biggest hives in the Werewolf setting... stuff can get bleak between these pages.

Many PCs and character sheets has this world devoured over the years.

But if a setting is all darkness all the time, you have no contrast. Without contrast, there is nothing to generate horror. Horror isn't just violence, bloodshed, trauma, and scars... it is knowing what came before. A shattered mirror or a destroyed painting has no weight on its own; you need to know what it was for the destruction (and the story of that destruction) to have a meaningful impact on you.

That is why the kinfolk I present are so "nice" and "clean" as I was accused of; they're meant to be your allies in this fight. They are going to be people you come to depend on, to care about, and who are going to be placed in danger. They may be friends, lovers, family members, or other close NPCs who are tied your backstory. Their lives and their sanity being on the line means nothing if you don't care about them. And if your werewolf loses control and wounds or murders them while in a frenzy, but the kinfolk was an antisocial jerk that no one liked or wanted to work with, players are going to end up with a, "world's better off without him," feeling.

You don't want that. You want them wracked with guilt, burning for vengeance, or raking themselves over the coals for not protecting them like they were supposed to. You want them to feel a wound they can't regenerate, because that is the core of where the drama comes in werewolf. It's a lost cause that refuses to give up, and where the garou are (often literally) their own worst enemies.

Looking To Get Your Copies?


If you made it through all of that and want to take a more detailed look at the kinfolk project, I've provided my affiliate links below! If you do get a copy, please leave a review, and help spread the word. The Black Spiral Dancers are currently being written (will update the links when they're complete), and if the demand gets loud enough I may revisit this project to include Stargazers, Fera, and other aspects of the Werewolf sphere.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, July 15, 2019

100 Kinfolk: A Werewolf The Apocalypse Project

If you've ever played Werewolf the Apocalypse, then you know there is a lot to take in when it comes to that game and its setting. There's the centuries-spanning lore of the world, hundreds of monsters of flesh and spirit alike, factions, camps, allies, threats, and all of the dark nooks and crannies of the World of Darkness that always seem to hide another rabbit hole for you to fall down.

One of the more interesting elements of the game that often gets overlooked, though, are kinfolk. The little brothers and sisters of the garou, these humans and wolves help pass on the potential to become a shapeshifter to their children, but they also act as the support staff (and in many cases the backbone) of the nation. They're the ones that run the guns, stamp the papers, move the supplies, and clean up the messes left behind by werewolf packs, and it's a largely thankless job.

Garou are the rock stars, but kinfolk are roadies, stage hands, mixers... you get the idea.
Something I noticed, as well, was that a lot of storytellers (and players if I'm honest) sort of forget that kinfolk are even there, except as a nebulous force that can sometimes help out. Like shoemaker elves. And even when people do try to include kinfolk, they can often feel at a loss as to where to begin with them. Who are they supposed to be, what are they supposed to do, and how is it supposed to help the nation?

Well, hopefully I've got some answers for you.

The 100 Kinfolk Project


I've been writing storyteller supplements for a few years now, and of all the disparate project I've put out, I noticed that the most popular ones were always lists of background characters. Characters the storyteller doesn't really plan for, because they aren't an important part of the current campaign, nor do they function as a set piece. Collections like 100 NPCs You Might Meet at The Tavern, along with 100 Merchants to Encounter, for example, are the ones that have some of the biggest consistent sales.

You see a man sitting at a table. What's he look like? Ugh... he's... smoking...
Since I wanted to stretch my wings a bit, I thought I'd put together something that took that basic premise, but extended it into Werewolf. The idea was to create 100 unique kinfolk for every werewolf tribe, thereby ensuring that no matter who was at your table, or where your campaign was taking place, that there would be a list you could draw some background characters from. I reached out to High Level Games, pitched this project, and we got cracking on making some kinfolk!

So far the completed tribe lists includes:

At time of writing I'm elbow-deep in the Silver Fangs, and already making notes on the Shadow Lords. Additionally, if you don't see your favorite tribe up right now, check back later, as I'll be updating this list whenever a new collection comes out!

What Makes These Collections Useful?


When I first started writing NPC collections, I wanted to make sure they were more than just a general collection of names and descriptions; I required them to be useful in some way to the people who were bringing them to the table.

In my fantasy gaming collections that meant including characters with knowledge about the local area, who could lay out rumors, identify magic items, sell the party sundries, or who might be hired to tail a notable NPC. Some of them were meant to act as security, and a few of them were just for local color, but the majority had some purpose they fulfilled, and some use they could be turned to in order to help you keep the story moving forward.

I wanted to do the same thing with my kinfolk collections.

Sometimes you just need the right cog to keep your machine ticking away.
The kinfolk in these lists aren't here just for set dressing. From private detectives and tech gurus, to police officers, snipers, soldiers, and nurses, they're here to help make sure that any pack has support in its endeavors to fight the Wyrm. You'll find investigative journalists, stock brokers with insider information on enemy organizations like Pentex, and even models, entertainers, and diplomats who can all ease the red tape associated with getting into places that could otherwise prove to be quite a chore. Some of them can wield gnosis, and some of them are expert crafters, capable of furnishing garou with items they wouldn't be able to find anywhere else.

And since many werewolves started their lives as just kinfolk before their first changes, these lists can also act as inspiration for people who aren't sure who their character should be.

What You Won't Find In These Collections


The World of Darkness is a horror setting. Full stop, no questions asked. It is a crumbling world where the shadows are deeper, the mean grow cruel, and where suffering has teeth. It's a world of blood and guts, where even a moment's distraction could send you howling into a blood frenzy, corrupting your soul in ways that will haunt you for the rest of your days.

However, those who read through these kinfolk collections will notice a decided lack of those kinds of themes. Instead you're more likely to find characters with tight communal relationships, who have living spouses, children they care about, and a decided lack of self-destructive coping mechanisms (for the most part, there are a few stand outs). You'll also find that, contrary to a lot of World of Darkness supplements out there, that characters in these collections are not shunned for their ethnicity, or punished for their identity. Nor will you find problematic allies of the sort who support atrocious causes or espouse hateful ideologies, expecting you to tacitly put up with them if you expect their help.

And you lost me...
Why do that, you might ask? Doesn't that seem like it would be the opposite of a supplement that would fit a horror game?

Well, there are two reasons.

The first, and most important, is that kinfolk still have the blood of the garou running through their veins. They are communal people (and animals), and what makes them different from normal people brings them together. They are part of a great secret, and that can be binding. They are tribal, and that means you defend your own. Especially when you're a rare resource that's precious for the continued existence of the garou nation as a whole. There are mechanisms in place to help kinfolk resolve their differences that aren't available to normal people, as well, ranging from mediation by garou, to bringing their troubles before their community elders. So while there are certainly resentments, frustrations, differences of opinion, and the occasional grudge, the kinfolk presented here are much more like average people who are banded together in a common cause.

The second is that kinfolk need to have something that's actually at risk to make it matter when they're in danger. If a character's entire life has been one long tragedy after another, and they've been kicked down the stairs at every turn, then it just isn't going to have any real impact when yet another terrible thing happens to them. That's true with PCs who try (often unsuccessfully) to walk that grimdark edge, and it's especially true for the supporting characters along the way. You want players to care about these NPCs, to want to protect them, and to feel responsible for them. Which is why a majority of them tend to be likable, willing to help (if not always eager), and why most of them are busy living lives filled with goals, drives, and plans.

Because cutting all of that short is a much bigger fall, and your players will feel a much heavier impact if the hammer comes down.

Also, while we're on the topic of World of Darkness stuff in general, and Werewolf in particular, you might find the following posts quite useful for your upcoming games:


Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you do check out any of my guides, please leave a review once you've had a look!

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!