I was lucky enough to spend a few hours trading questions and answers with long-time colleague and absolute GLoG luminary G.R. Michael on Best Case Scenario, the skirmish RPG that will evoke SCP and XCOM and other media with acronym names. He's kickstarting as a zine, and I thought it was a good occasion to get in yet another interview. As with others, I am not claiming anything like impartiality.
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| Not pictured: the artist |
Tradition dictates that I ask you how you got into RPGs. What drew you to them?
a fine, traditional question...
When I was a bairn, I understood that I needed to have a favorite blanket, a favorite teddy bear, and an imaginary friend. While I knew these things were a crock, I had seen firsthand how much delight adults took in me referencing them. Even at the tender age of four I felt a responsibility to keep the public amused.
The imaginary friends were a real hit with my little sisters. They demanded more stories about them, and eventually about the characters of My Little Pony, which I obliged
(not the modern version, I'm old, I'm talking about the characters of the 1984 film)
I continued to spin yarns for them, then for my friends. For many years my cousins and I maintained a sprawling science-fantasy setting over long phone calls made after 7:00 p.m. EST (phone calls before that time would rack up the phone bill too fast). Dissatisfied with our loose... collaborative-storytelling, freeform RP (I feel silly applying these terms to literal child's play but I guess that's what it would technically be), I started to introduce rules. I wrote a bunch of "heartbreakers", which now languish at the veeeery bottom of my Google Docs folders.
After a few moderately successful campaigns, we discovered 5e right around its release in 2014. I became a 5e DM for five years. This was a dark time in my life.
Then I discovered the GLOG and the broader OSR sphere, which takes us to the modern day.In a sentence — I've always been a storyteller Grins
no, that's terrible... just come up with something clever and say I said it
BCS is an urban horror game, a genre that has enjoyed wide popularity. What's your relationship with the genre and how do you keep the horror fresh for players who are well-acquainted with it?
Horror is a modern genre — that is, like modern art or modern poetry, it was born from political and artistic movements in the late 19th and early 20th centuries which formed in response to a growing cultural sense of alienation from a highly technological and increasingly deracinated and atomized world. I've chewed through Arthur Machen, most of Algernon Blackwood's spooky stories, M. R. James, Walter De La Mere, (here the author continued taking ghost story collections off the shelf and reading author names out of the indexes for some time)... One thing that unites their horror work (besides oogety spookety monsters and phantoms) is their focus on characters who are, you know, kind of boring everyday Joe Q. Public guys. If you wrote an M. R. James pastiche today, your characters would all be quaint caricatures of the middle-class of Edwardian England, but to him his characters were contemporary citizens, and the places they encountered unspeakable horror were contemporary seaside hotels or picturesque small towns just a little off the beaten path. I always tell people, Lovecraft wasn't writing "Lovecraftian Horror" he was writing bleeding-edge science fiction with bullshit (Italian race riots, industrial accidents, someone inventing air conditioning) ripped straight from the headlines. Stranger Things is a Stephen King pastiche, but Stephen King... actually King does write a lot of King pastiche, but he also wrote a lot of stories about contemporary citizens encountering unspeakable horrors in contemporary mountainside hotels or picturesque small towns just a little off the beaten path, usually with bullshit (ESP, mass shootings, CIA mind control experiments, delinquent youth) ripped straight from the headlines. Urban horror as a subgenre is, with its focus on bizarre things happening to normal everyday people (who don't deserve it, who are just victims of circumstance), the direct inheritor of the mainline tradition of horror. That's how I view it, and that's why I like it. Heck, I could probably ramble on for hours about what "horror" fiction inherited from "gothic" fiction, which of course was nothing but conventional contemporary (for the 18th and 19th century) people getting menaced by history...
As for keeping the horror fresh, I read a lot of ghost stories and listen to a lot of spooky podcasts. Stick a haunted house from a short story written in 1905 by a lesbian in Australia into twenty-first-century Harrisburg, PA and people will think you're a genius. Collage is a modernist technique, you know.
(deracinated means ripped up from the roots, not un-racialized)
(i know you know that, but you can never be sure with the reading public)
That's very well put. But it makes me think about maybe the most unique feature of BCS, that it's a skirmish game. By dint of being several armed operatives in a clandestine organization, the average BCS player character is a bit separate from John Q. Public.
ah! that's a good thot
High-speed operators operating clandestinely definitely aren't the same thing as, say, a teenaged girl attacked by a wicked clown one Hallowe'en night, or a bunch of gardening store employees in Japan failing to survive the end of the world as we know it, or a woman learning to move on after her husband disappeared while jogging through an underpass
But one thing that makes urban horror tick is... how to put this succinctly...
mm, I was searching for a quotation. I'll have to use my own words. One thing that makes urban horror tick is when characters are put into a situation for which they are grossly unsuited. A conflict between a brave barbarian and a venomous dinosaur is a fantasy story, a conflict between a clever detective and a cunning murderer is a mystery story, a conflict between two mismatched police officers and a city-wide drug ring is a buddy cop story, a conflict between an uptight mother in law who owns a milliner's shop and a neurotic young woman who just married the milliner's loser son is a comedy story.
When you have a conflict between a normal person and an incomprehensible threat which they could not possibly have prepared for, you've got yourself some horror. The PCs in Best Case Scenario being badasses out of a mid-aughts console shooter doesn't subvert that horror, but highlights it: normal people (even ones in body armor, carrying machine guns), get totally rolled by a haunted oil tanker that drives you insane and eats you
Being oo-rah badasses doesn't get them out of it. They're still subject to the, you know, weight of dead generations like a nightmare on their brains, or to the vampires who eat their brains.
Inadequacy is scary.
You've run and written for a lot of games with a more classic structure, where each player has just a single adventurer character in a continuous narrative. How did you approach making rules and procedures for squad-based skirmishes?
I think the first drafts of rules for Best Case Scenario were a blend of those for Albedo (a furry scifi roleplaying game from 1988, wherein you play as the captain of a small band of space marines), Boot Hill (specifically a hack from my friend Xenophon of Athens, who condensed the game into a very simple set of rules for shooting and being shot), and my vague memories of how Rebelstar: Tactical Command on the Gameboy Advance worked. The core of BCS, the meat of each session, is the constant risk of all Hell breaking loose and twenty people having a short but decisive gunfight in a civic library or a fish-canning factory, so I weigh all the rules based on how they'll serve to either push the situation closer to that point or get out of the way and allow it to reach that point on its own. The rules have changed a lot with testing (characters used to have three stats!), but they're in a good place now. Easy to apply, snappy to deploy.
oh, and the original impetus was to have a ruleset which would let me conveniently play Delta Green shotgun scenarios without the pain of Delta Green character creation or skill checks
that's an essential detail
In playtesting, how have players adjusted to controlling these PC fireteams?
They've taken to it really naturally. I ran the game for some line cooks who had never played anything except my version of GLOG before, and was surprised how little trouble it gave them. I was a little concerned, initially, that players might have trouble either keeping track of that many characters and their actions each turn, or roleplaying as multiple characters. But the rules are simple enough that the strategic level is never more than one or two interesting decisions ("a series of interesting decisions" being a good answer to the question "what is a game"), with no minor makework or bookkeeping to distract people. And by the nature of the game, it's not like each of your pawns needs a backstory on the level of a Vampire PC or something. The character concept (high-speed operator for a secret organization) is already set. Give them a cool name, a single quirk and a slap on the ass and set 'em loose to kill or be killed.
Any favorite PCs from playtesting?
John "Little Caesar" Schnatter, CO of OLIVE GARDEN. He died doing what he loved: going really really fast on a dirtbike and getting shot in the chest with a .50 BMG by a sniper 1.3 kilometers away.
Or Poisonous Cloud, a chaplain from an unnamed fireteam (this was really early in playtesting). The player had given him only an unsilenced machine pistol, so to get rid of some alien bikers guarding a suburban home he lured them into the back of a stolen panel van with the promise of meth and then he and the rest of the fireteam (also without silenced weapons) strangled them. In the struggle, a revolver went off, alerting the rest of the alien bikers. Then things really went to Hell...
RIP Little Caesar.
How far has BCS gone from the goal of running shotgun scenarios? To what extent is campaign play possible with such lethal rules and scenarios?
That's a question I'd be really interested in learning the answer to myself. I been running an open table game of sorts where players come and go and (in theory) slowly build up an institutional understanding of the nature of the supernatural threats they're facing, even when the individual footsoldiers of their organization die and are replaced. My other obligations (I run a lot of games) have kept me from utilizing that premise to its full extent. To my knowledge, none of the five or eight people who have run BCS have pulled the trigger on a full-length campaign, though there's no reason it couldn't be done. I have a real hum-dinger of an idea for one — a Narnia-style portal opens up linking the Bush-era U.S. to an alternate Australia in its equivalent of the end of the Pleistocene, and the organization swoops in to secure the oil and plutonium reserves while protecting the Jurassic Park-type enthusiastic scientists and jackass mineral rights speculators from their own stupidity and greed
but that's some foreshadowing for another time...
I normally ask this at the end, but since you bring it up-- what are your hopes for any future works after fulfilling BCS? Are you hoping to start publishing regularly?
Good close personal real-life online friend Sam Sorenson, whose many wildly successful projects have almost definitely possibly been positively influenced by adjacency to me in some way, you know, maybe through animal magnetism, has told me I should participate in ZineQuest many times over the years, but this is the first time I've listened. So far all I've really had to do for this project is write RPG rules and lay them out in a .pdf, which is how I have fun on Wednesday nights anyway. Assuming the process of getting these rules printed out doesn't involve cutting off any fingers, I don't see why I wouldn't do this again in the future. I have an OSR superhero game sitting in the drafts that will knock everyone dead, literally, chaos and carnage, blood in the streets. I have a whole mess of hexcrawls, dungeons, campaigns and more... as with everything else in RPGs, the problem is that there are only so many days in a week and so many years in a lifetime. So, yes, definitely hoping to start publishing regularly.
Awesome. What finally made you take the leap this year?
2026 is the Year of the Gamer.
Pass it on.
lol
Back to BCS. What advice would you give to new BCS DMs for creating good scenarios?
The zine'll have a whole section on this (as well as a bunch of missions for your gaming pleasure). If you have thirty minutes until the session starts and you have literally nothing ready: first find or think up a striking mental image, like "a human arm reaches out of the tide pool, then a second, then three more. then ten more, then a hundred more, as an inchoate mass of all the missing resort guests drags itself towards you like a titanic amoeba," or "a puppet wizard". Second, either find a blueprint of a building or take a screenshot of a field somewhere on Google Maps; both of those things will come with a scale and you can use them directly as a map. Third, write up a paragraph as a mission briefing, telling the players where they're going and giving them some ominous foreshadowing of the threat. Optimally you'd have time to stick in, you know, some NPCs to talk to, some clues lying around — but a location with a monster hiding in it will get you 80% of the way there.
The gunfighting rules will carry you mechanically. What you need to provide is that one compelling mental image.
A lot of urban horror games have some degree of investigation. How do you know how much rope and foreshadowing to give players in advance of when you expect the monster to jump out?
I suppose it'll depend on the group. For me, in a mission about investigating a monster (as opposed to doing some social infiltration, or just charging into a hostile location guns blazing), it's the ol' three beats. Have an initial warning, which leads a breadcrumb trail to a more significant scene, which leads a trail to a confrontation. Don't keep people waiting for too long, but don't rush a good tension building. One of the three missions mentioned on the Kickstarter page is actually all about this, actually (the other two are, of course, a social infiltration and a guns-blazing battle)
what's the justin alexande rule, the three clues? never feel like you're giving too many clues, players are terrible at interpreting clues. they need as many as you can think of.
Pretty good! We're strategizing some real bangers
What does that look like for the two of you?
deus ex parabola draws a picture in Microsoft Paint, and then Locheil draws something fantastical
here's the deus ex parabola prompt for the drawing on the kickstarter page Neat! What a pro.
I'm not a very visual thinker, so I just put all my trust in Locheil
haven't been disappointed yet
I feel like we've covered a good amount of territory. As a parting treat, what's one of your RPG hot takes?
Everyone talks about, "we need more tactical options. We need more player tactics. Players need more options in tactical combat." Giving players more options will either 1. slow the game down further, because players need to make more decisions, or 2. not slow the game down, because there's one golden path that is always optimal. I say we need less tactical choice. I am anti-tactics.
this will be the subject of a STUNNING blogpost which will SWEEP the 2027 Bloggies
Looking forward to it. Thanks for taking the time to talk about Best Case Scenario, currently sitting at $1,187 on Kickstarter with still over two weeks to go I wish you luck in fulfilling your campaign.
Anyone interested in picking up a copy of BCS, or at least in checking out some more disconcerting photo-edited images can check out the kickstarter here. I've always been really impressed with Michael's writing skills and creative vision (which he's demonstrated with surprising facility just now in the stifling genre of the interview), and I'm hoping that the success of this project will encourage him towards doing more sooner rather than later. It's $7 for a PDF and $15 for a printed copy, both very reasonable for the words written or for the art alone, let alone combined. Selfishly, I'd really like to see enough new backers to get over the line to the stretch goal which will expand the example scenarios into their own booklet.







