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Q&A with Tryst

Q&A with Tryst

Published 12 July, 2024

This kickstarter has been incredibly successful, it feels like this was something sex workers have been waiting for. Was there a particular reason you went the indie route? Were there any particularly sticky obstacles to getting this game published?

Thank you! To be honest, I don’t think that any conventional publisher would have touched this game. I was told countless times (including by publishers) that if I wanted it to be acceptable, I’d have to change the theme. So while I’m glad that I went down the indie route, it was also my only option.

The hardest part about getting the game published was having the perseverance despite all the resistance. At each step of the process – finding a manufacturer, running ads, sourcing reviewers – I’ve had pushback based on stigma, and still have challenges due to the theme. Many people take a real moral issue with me telling my story, and actively work to report and discredit it – but it’s been great to see an opposing force standing up for the cause.

Kickstarter has also been a huge part of the process. It’s a really expensive product to make and I wouldn’t be able to do it without crowdfunding, so I’m eternally grateful for the support it has received.

 

What inspired you to make Nightshift?

Packaging my art and stories into a more interactive format felt like a natural evolution to me. I have previously expanded from static art to animations, and then to interactive products like tarot cards. A board game was a really exciting next step because it gives players the tools to conjure their own narrative within a world I’ve created for them. I’m also really excited that this medium has the potential to reach and persuade people outside of my existing community.

 

Who did you make this game for? Is this game for sex workers, clients, or everyone?

It’s for everyone! A big part of the design focus was ensuring that new gamers could easily pick up the rules unassisted, while giving experienced gamers enough strategic depth and emergent complexity to enjoy it too. I think of Nightshift as much more than a game, because it shares a perspective that many would rather remain silenced – so accessibility to a wider audience is really important to me.

 

How much of your own experience in the sex industry informed the creation and style of this game?

I’d say almost entirely. Many of the customer stories are closely related to my lived experiences and all of the core game mechanics tie to reality. Obviously the real world has to be simplified for a tabletop format, especially when accessibility to non gamers is prioritised, but I’m confident there’s enough there for the uninitiated to gain some understanding and appreciation of stripping.

 

I don’t think I’ve seen a sex worker made TTRPG before, is this the first Sex Worker tabletop RPG?

I haven’t seen one either! The only games that I’ve seen touch on the theme seem to be made by non-sex workers and have players adopt the perspective of the “club manager” or similar. As far as I know, there’s no other board games where you play AS the worker.

 

Did you have a strong vision when it came to the impact this game would have?

Yes, but I really tempered my expectations. I was definitely not expecting it to reach the level of success and recognition that it has, especially not so early through the Kickstarter campaign. There’s been plenty of hate, but thankfully even more support. I’m so grateful for that!

Most online engagement with my work is from people who have self-selected to see it, which naturally shields me from a lot of the stigma out there. Seeing the visceral response from the traditionally conservative and “family-focused” tabletop community has really opened my eyes regarding how much progress still needs to be made – I did not expect to see just how many people believe that sexual themes in board games are not permissible in any form.

 

Are there any misconceptions about stripping that this game addresses?

Many! There are so many misconceptions: that all strippers are exploited, that clubs are all unsafe, or that the job takes no skill. The game highlights that stripping is a performance-based job where you aren’t paid for idle chat, and you need to build real connections with many different types of clients, if you want to get paid.

Ironically, while the game is about stripping, I actually included no nudity because I think it’d detract from the message I’m trying to spread. This game is about work!

 

Tell us about the character creation? What informed their design?

Many of the customers are archetypes that I’ve seen in clubs over the years and a few were inspired by olds regulars of mine. The dancers are each based on a core personality trait that’s often key to winning over customers, and are inspired by the properties of the gemstones they’re named after.

Once the customer narratives were finalised, there was a lot of work to ensure that the wealth, loyalty, and outcomes aligned with how that type of customer would typically behave in real life.

 

Are you yourself a tabletop gamer?

I love tabletop games, but only a few of my friends are into it, so I don’t get to spend as much time playing as I’d like. I have a soft spot for social deduction games like The Resistance and Werewolf for the chaos they create, but also love games with a thematic focus like Betrayal at House on the Hill. I also enjoy the convenience of light games that are easy to share with others (Exploding Kittens, Pass the Pigs), which can get everyone warmed up.

 

Do you have any advice for fellow workers wanting to follow in your tabletop footsteps?

Firstly, it’s really rewarding but much more difficult than I ever anticipated — I’m honestly not sure that I would have embarked on this project if I fully comprehended its scope at the start.

Virtual prototyping via Tabletop Simulator was crucial for game development. It allowed very rapid iterations because I could quickly tweak the game after any play test, and it also opened up a global audience of people willing to help. Books like The Art of Game Design by Jesse Schell were particularly helpful – we spent a very long time trying to strike the right balance of luck, skill, complexity, and accessibility. I thought the toughest hurdle would be iterating the game to a point where it gets consistently positive playtester feedback — on reflection, the other parts were at least as challenging.

Early engagement with a manufacturer is game-changing, if you can afford to do it. Especially for more complex components like miniatures – it’s very possible to design something in 3D that cannot be mass manufactured. The figures you see on the Kickstarter are actually the 3rd design of the minis (an expensive mistake to fix), due to issues with structural integrity and compatibility with injection moulding. I wanted to be certain that people would receive exactly what we advertised, especially due to the skepticism towards first-time creators, and that would not have been possible without funding the manufacturer deposit well in advance of the Kickstarter.

Dealing with entrenched perspectives in the board game community is particularly challenging. 90% of YouTube channels refused to cover it and 66 people have already “review bombed” it with a 1/10 on BGG without having played the game, just because they hate the theme. If you want to go down this path, be prepared for pushback every step of the way.

 

Your work has adapted beautifully across multiple mediums now; is there a video game franchise in the future maybe?

I would LOVE to create a video game. I don’t have any experience in the space, but it is something that really excites me and I have several ideas for sim-style games. Maybe one day!

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