Fae Nightmares: The Interview.
Fae Nightmares is an Urban Fantasy setting for Savage
Worlds that is currently in development by Brett and Mariah of Dark Smile Games. In Fae Nightmares, you take on the role of a mortal being drawn into the hidden society
of the Fae.
Enter into a shadow war between two Fae Courts in your own city, as you’re thrown headlong into a world of extremes and contradiction where you have to adapt to a new reality or perish. Play characters who are becoming something less human and more like the beings found in stories—the fae, the monsters, the gods, and everything in between.
As of this writing, the
Kickstarter to fund the corebook is halfway to its goal with half a month
left to go. I recently chatted with
Brett and Mariah via Skype instant messaging about this new, progressive-minded
Savage Setting.
Sean Bircher: How
would you like to introduce yourselves to my readers?
Dark Smile Games:
Hi, we are the Dark Smile Games
team, Mariah and Brett.
We started
designing Fae Nightmares when we
pitched the idea of the game to our RPG group at the end of a military campaign.
After scouring our local game store and
the internet, we couldn't find what we were looking for, so we set off to
design it.
Sean Bircher: While Urban Fantasy hasn't made the inroads with
gaming that it has in novels and TV, what was it that the few existing Urban
Fantasy settings lacked that you felt you needed to design?
Dark Smile Games: We found a lot of the Urban Fantasy
settings segregated the Fae out of the world, except for brief periods. We also
found they had a tendency of paying much more attention to the horror and
misery of some tales, while downplaying the wonder, beauty and joy of others.
The Fae, and
these stores, were modern at their time period, and in a lot of ways they’re
like James Bond -- each generation reinvents them to suit their needs. We wanted to capture some of this, and not
just present them as medieval throw-backs.
Sean Bircher: I can certainly agree with wanting to emphasize
the wonder and beauty of the Fae, and I think the best modern versions of the
Fae certainly integrate them into the world... in particular, a certain Canadian
TV show (wink-wink).
Dark Smile Games: That’s funny; the actor who plays Tryst has been in several of
our other campaigns -- none of the Fae
Nightmares ones, though.
Sean Bircher: Wow! Really!?
That's awesome!
The Fae Nightmares setting integrates
Celtic, Native American, and tall tale imagery [including the awesomely bizarre
whangdoodle] into one
setting. What made you decide to bring
in tall tales?
Dark Smile Games: They’re very distinctly North American,
unique, and something you won't see elsewhere. They're also part of the
progression to using modern urban myths as well. We discovered this rich
history that for most part isn’t explored or really known about.
Sean Bircher: You've released a sampler to backers of the
Kickstarter that includes some of those modern urban myths, like the Boogey and
the EMP (an electrical imp). I find
their inclusion pretty refreshing. I was
never particularly comfortable with Changeling:
The Dreaming's hostility between the Fae and the modern world (of course,
the whole Old World of Darkness was like that).
The details on
the courts of the Fae, though, so far seem to concentrate on the Celtic
Fae. Are the Native American Fae and
Celtic Fae integrated, or do the former not participate in the Courts of Roses
and Blades?
Dark Smile Games: They are integrated. Part of the difficulty here is that the
different Native American tribes had very different cultures, much more so than
the historic Celts. In addition, both the
Blade and Rose courts are actually not indigenous to the location. This is
covered in the (short) history section. They are integrated, but it is a bit
more subtle due to the difficulties with cultural commonalities. They [the Native American Fae] are featured more
so in the courts described as pushed out of Arden, [but] the King of the Rose
Court is actually a Native American Fae.
The plot point
also pays homage to some local Native American tales. (Look up Maid
of Mists; it’s the Anglicized name of the story, but that one is in the
main plot point.)
Sean Bircher: I
really like that.
…[W]hat I found
both brave and inspiring about your blurb on the Kickstarter homepage, [is] that
the setting is gender-neutral and LBGT-friendly. I'm not saying that I've ever seen any
discrimination in the Savage Worlds community itself, but a surprising number
of gamers can be pretty conservative.
What made you decide gender-neutrality was a selling point of Fae Nightmares?
Dark Smile Games: We're both people who have been extremely
uncomfortable with the way women are presented in a lot of RPG art and stories.
We did set out to make sure that both
genders were represented equally. The Queer component, however, was actually
unintentional, and likely just a byproduct of who we are -- and who our game
groups are -- that has become ingrained in the setting. It’s something we noticed cropping up in play—it
makes sense for the Changelings [Fae
constructs left to replace mortals who have joined the Fae, and one of the four
possible player character origins] who can change apparent gender at will,
but there was significant bleed-over of this affecting the way other PCs interacted
with characters and the world.
We've been very
fortunate to have a wide range of people from different backgrounds in our game
groups and playtesters, and this has really shone through in the world.
We were unsure
about actually promoting the queer & LGBT inclusiveness of the setting, but
we had so many people -- game designers, players, etc. -- ask us to and that really emphasized how
important it was, because it’s so uncommon.
Sean Bircher: I'm really, really impressed. 90% of my gaming is duets with my wife, and
the idea that I'm not going to have to rewrite a setting to create a world she
wants to explore is so great. Especially
since that setting is going to contain TWO plot point campaigns! Why are you including two campaigns in the
setting? One is hard enough to write!
Dark Smile Games: They explore different aspects of the
setting, and different styles of gameplay. The first campaign leans more into
the intrigue, while the second is much more hack and slash (though both contain
elements of the other). They're also a great way to introduce players to
different parts of the setting.
Sean Bircher: I like that there's enough of a setting that it
rewards that kind of exploration. As
good as Pinnacle's classic plot points like 50
Fathoms and Rippers are, once
you've finished the campaign there isn't much left to do with the setting. I assume Fae
Nightmares is meant to be more of an open-ended game world?
Dark Smile Games: Because it’s got the social and
intrigue in with the hack and slash, it tends to be easier to extend games
beyond the plot points. We wanted players to be able to explore the world in
way similar to what we have. The world is open ended, though finishing the
first plot point does tie up certain threads, leaving us free to open up new
ones in another book!
Sean Bircher: Always a good way of
expanding the line.
…What that I
haven't asked would you like the readers to know about Fae Nightmares?
Dark Smile Games:
The setting is heavily researched.
This is a
different take on Fae lore than a lot of the other Urban Fantasy settings.
We've had people ask us how does this differ from Changeling, from Dresden,
and Marchland, and the best answer is
that it does differ substantially, but to catalog the differences would take
most of a book. ;)
The biggest ones
are that the Fae aren't segregated in their own worlds, you're a part of the Fae
court; the courts are not cyclical seasonal courts, but rather completely
discrete organizations--some of which are more modern than others. The
Parliament of Filth views itself as being very progressive: unionized, with
proper healthcare and dental befits (provided your dues are paid in a timely fashion)
The Fae are also
not universally erratic, whimsical, selfish, and/or sadistic--those individuals
exist, but the Fae have individual personalities as well. As one player put it,
their character can understand their logic, even though they may disagree with
it, and the timespan they're working on is different.
Sean Bircher: Very interesting.
I really like that the Fae aren't inscrutable, just kind of obtuse. Before I forget to ask my signature question,
what should one drink while playing Fae
Nightmares?
Dark Smile Games: That should depend on your court. Parliament
of Filth: a rusty nail; the Blades: a full-bodied stout; and the Roses: a half
glass of ice wine in a Waterford crystal goblet with live music in the
background. (The first book assumes you`ll be playing a Rose--the ones after
that will be expanding on the other courts to make them playable)
Sean Bircher: I think the Roses might be my favorite already. [In fact, the night after this interview was
completed, I had a glass of Canadian-made Cryomalus ice
cider at Max’s
Wine Dive. Magnificent stuff!]
We know from the
Kickstarter and the preview that Fae Nightmares is set in the fictional Arden
City. Is it meant to be a fictional
Canadian city, or generically North American?
Dark Smile Games: We`ve done our best to make Arden
generically North American, but with its own personality. This way the GM can
make their call as to where they would like it to be. There is a strong
influence from Toronto, as that’s where we`re from, but also from Chicago
through one of our playtesters.
Sean Bircher: Good to hear. One of the blogs I follow is Mightygodking dot com out of Toronto, so I
feel like I've got a bit more insight into life in Toronto and Canadian
politics than many Americans, but I think a more generic setting works best.
Speaking of
"generic," why Savage Worlds?
As much as it's my favorite game and I use for more social and
investigative games, there's no denying it’s built on a miniatures skirmishing
system. What makes it work for you?
Dark Smile Games: Savage Worlds is a high success system,
and that works very well for this setting. The concreteness of its rules also
works well for our play style. And maybe part of why we like it because we`re
both wargamers as well -- it seems very intuitive to us. But the high success level
of the system was the biggest factor.
Sean Bircher: I've never thought about it that way, but the
high success factor is probably one of the reasons I find it works, too. Are you adding any new subsystems to the
game, or do you find the minimal social conflict rules work well enough to
resolve disputes without getting in the way of role-playing?
Dark Smile Games: Introducing mechanics for social play
is always tricky--we want to instinctively just play it out, because it’s
"just talking", something we`re already doing. With that in mind we
tried to keep additions to system minimal and unobtrusive. We did add a new social skill, Trickery, and a
new modifier to social interactions, based on status within the court.
Sean Bircher: Glad to hear it.
Too much in the way of systems and it breaks the immersion. Can you share what Trickery does?
Dark Smile Games: Trickery is the art of manipulating
information, to make it say what you want, without resorting to lying. Social
subterfuge at its best.
There are so many
stories of the Fae being unable to lie, and many of the cultures we reference
have taboos around lying, that we felt it was important to include this in the
setting. Lying is actually a capital
offense to the Courts currently in the setting.
Sean Bircher: Good to keep in mind. My stock trickster NPCs will have to be even
trickier than usual.
Dark Smile Games: We've had a player use it to seed a crowd
with discontent about a blood pit match, another to trick particularly
unintelligent minions away, and of course, to cover up their tracks socially.
It’s a part of
the lore!
Sean Bircher: I like the attention to the original lore, but
I know how tricky it can be. I tried
writing my own Urban Fantasy Fae setting a few months ago for FATE Accelerated,
and differentiating the various similar yet distinct types of Fae (side and
alfar, trolls and ogres) was pretty demanding.
What's been the most challenging part of choosing what lore to use so
far?
Dark Smile Games: There's so much great material, paring
it down is painful. This is why we only went with the limited scope; we've
already had to remove a lot. Part of this actually shows up in the bestiary,
with the "categories" and "similar to" sections we
added--not all of those Fae listed as similar will be in the bestiary.
To some extent
paring down the lore its easier than we thought… as long as we remember to look
at it through both the lens of how useful is it for a game -- what function
would it serve, is it flexible enough that people can add their own spin on it
-- and the second lens of how updatable
is it -- would people understand it without a lot of explaining, or is it too
heavily archaic?
Sean Bircher: That makes sense.
Fae Nightmares comes from your own
actual-play experience. What have been
the greatest moments of the original campaign?
Dark Smile Games: …From the first campaign, there was
turning the car into an owl, with the PCs still in it. One of the characters
was accused of treason in front of the Queen of the Court, and successfully
defended himself, while the other players prevented a double assassination
attempt without anyone being the wiser.
One of the
highlights of the current campaign was when a changeling courtier ended up in a
blood pit match and was the sole survivor among twelve combatants, who
successfully killed the giant venom spitting frog with a butter knife another
player had enchanted.
The most powerful
moment for Brett was when one PC (Kes) was caught by their pack in a
relationship with a member from the enemy court (in a time of war-this is a
capital crime). The one character (Rocky) said that she wouldn’t have to worry
about others finding out, because if she betrayed them, he would deal with it
personally. Both the gravity of the
situation, and the compassion with which it was done were perfect for the
world.
Sean Bircher: Sounds pretty awesome. I really look forward to playing in this
world! Good luck with the
Kickstarter!
Dark Smile Games:
Thank you. Cheers!
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