11
Aug

Creator Spotlight | An Interview with Brenda Cass of Skirmisher Publishing

In a world where gamers are always on the go, TSRPG (Travel-Sized RPG) is the perfect game for those who want to enjoy a roleplaying experience without having to lug around a heavy rulebook or dice. Created by Brenda Cass of Skirmisher Publishing, TSRPG is a lightweight game that can be played anywhere, with just a few simple rules.

In this blog post, we interview Brenda Cass to learn more about TSRPG and her inspiration for creating it.

TSRPG by Brenda Cass and the Skirmisher Game Development Group

What inspired you to create TSRPG?
The very first draft of TSRPG was written, I think fittingly, on a hotel notepad while I was on vacation with some gamer friends. We ended up with plenty of downtime between activities that we’d normally occupy with gaming but, not having brought any of our usual tabletop stuff (dice, rules, characters, etc), that seemed unavailable to us. At the time I was participating in somewhat regular game-design challenges on d-Infinity.net, so I told my friends I’d design a game that could be played without any of that stuff. It began as a thought experiment and a fun little challenge but ended up working super well in play.


What are the key features of TSRPG that make it a travel-sized RPG?
The game’s original design constraints were that all the rules had to easily fit in your head, there couldn’t be any book keeping, and it couldn’t require any physical randomizers like dice, etc. As a consequence of those constraints TSRPG has simple mechanics that are solely concerned with creating and moving along a shared narrative. Character sheets, such that even they need to exist at all in TSRPG, fit onto a cocktail napkin, hotel notepad, or whatever small piece of paper is at hand. Randomizing outcomes involves guessing numbers, and most importantly the Storyteller has no stat blocks, hit points, ability points, or what have you to keep track of; their only job is facilitating the narrative and helping make sure everyone’s having a good time.


How does TSRPG differ from other tabletop RPGs?
TSRPG differs from other tabletop RPGs in a few ways. It is a high-trust, rules-light system, which makes it feel very different from a lot of the crunchy RPGs out there. It’s diceless, which is definitely a less common feature (don’t worry dice fans, there are optional rules for using them). TSRPG puts a lot of emphasis on crafting a shared narrative with other players in the pursuit of overcoming the story’s challenges as a party, which is a bit different from the mode many folks are used to that involves selecting one of their character’s abilities when their turn comes around in the initiative order.


What are some of the challenges of designing a game that can be played anywhere?
I have to assume that people playing TSRPG are going to be just as resource constrained as I was when I wrote the draft and played it for the first time. For a lot of designers the reflex with RPG design is to have a kind of “more is more” sort of mindset, but for a game like this any mechanic we add potentially puts it over the edge into something that can’t be played on the go. I’ve encouraged folks in the Skirmisher Game Development Group to go play TSRPG with family, friends, or strangers while they’re out traveling. This informed a lot of design decisions that we never had to consider before, PDFs of scenarios are probably being viewed on a cell phone rather than a laptop, new rules need to be highly modular so that they can be selectively added or ignored depending on how many rules folks are up for keeping in their heads, scenarios are more likely to be interrupted so encounters need to be easy to pick up and put down. We find ourselves having to adjust and adapt a lot of what we’ve been doing because TSRPG is so different from anything we’ve done before.


How have you seen TSRPG be used in different settings?
The nice thing about TSRPG being a rules-light system is that you don’t run into any mechanical conflicts with different settings. I’ve seen it used for post-apocalyptic, fantasy, sci-fi, modern day, fairytale, horror, you name it, and there’s already scenarios published for most of those genres.


What are your plans for the future of TSRPG?
The big plan right now is a self-standing game, with its own unique setting, that uses an adapted version of TSRPG that we’re calling “Aesopia”. Aesopia will feature animal people and lean toward humor, quirkiness, and absurdism; it’s the sort of game we wouldn’t want to pair with a more mechanics heavy system. It will have everything folks need to run their own scenarios in that setting and also several supporting scenarios written by us. Skirmisher also recently published a kind of “conversion kit” for playing old school adventure modules using TSRPG called “OS-TSRPG”. It makes it so you can bring your favorite module along with you in a suitcase or backpack and play it on the go with little to no prep. I’m excited to see similar tools for scenarios designed for other systems.


What advice would you give to someone who is interested in trying TSRPG?
Watch one of the samples of play on Youtube, then pick out one of the pre-written scenarios that sounds the most fun to you and give it a try. They’re cheap, they all have a copy of the core rules in them, and any scenario specific mechanics are called out inline. The core rules all fit on one page so learning them isn’t a big time commitment. I’d also say that because TSRPG is a high-trust game, don’t play with jerks because they can really ruin the experience, but I’d also give that advice for playing any other game.


What are some of the challenges of running TSRPG for a group of players who are not familiar with tabletop RPGs?
Fortunately TSRPG is very accessible to folks that are new to tabletop RPGs, and I’ve run many sessions where you’d never know the people at the table had never played an RPG before. The advice I give to new players is to think of their favorite media, books, tv, movies, set in that genre for inspiration on what characters like theirs might do to overcome challenges in the story.


How do you balance the need for simplicity with the need for depth in TSRPG?
TSRPG offers a modular set of optional rules that can be used to add mechanical depth to the game. Optional rules don’t rely on each other, so that leaves players free to cherry pick specifically the ones that are relevant or fun for their scenario without having to worry about breaking the game. A lot of folks will miss the tactical depth of a more rules heavy game, and that’s okay, TSRPG wasn’t designed to scratch that itch. I think that for a lot of people, while TSRPG wouldn’t be their primary system (though I do know several folks in Germany that play TSRPG exclusively now), it could be the second system they learn and turn to because of the flexibility it offers.


What are some of your favorite scenarios for TSRPG?
“A Midsummer Night’s Scheme” because playing a Shakespearean fairy is a hysterically fun time, “Temple of the Banished Suns” because we got to finally do a crossover with fantasy artist and friend Amanda Kahl’s “Age of Night” comic series (and now she can’t claim she isn’t a game designer anymore).


What are some of the things you have learned from the feedback that you have received from players of TSRPG?
TSRPG almost wasn’t published, I didn’t think folks would be very interested in the quirky little game I wrote on a trip many years ago, but was I ever wrong. Folks have hacked TSRPG to run it GM-less, sent in translations of the game and its scenarios for three different languages, used it in classrooms to help teach English, and so many more things that I never expected. Players have definitely shown me how vast and creative the tabletop RPG community is.


What’s the most creative thing you’ve seen a player or GM do with TSRPG?
This expands a bit on one of my answers to the last question. The most amazing thing I’ve seen done with TSRPG is using it to teach English to kids affected by the war in Ukraine. The same group of volunteers has also translated it into Ukrainian, and Skirmisher has partnered with them to distribute copies of the rules for free to Ukrainian people that are interested in them.

You can find Brenda on Twitter. Skirmisher Publishing is a small press publisher of tabletop role-playing games. They are known for their innovative and creative games, such as the award-winning TSRPG. Skirmisher Publishing is committed to providing high-quality games that are both affordable and accessible to gamers of all levels. They also offer a variety of free resources for gamers, such as character generators, rulebook errata, and adventure modules.

Award Winning!

Gold ENnie for Best Website 09'-11'


Silver ENnie for Best Website, Best Podcast 2012-2013
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