Monthly Mecha: Anti-Desert, Lichen Arrowsmith, and Lyric Mecha RPGs

Mecha TTRPGs Monthly

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Monthly Mecha: Anti-Desert, Lichen Arrowsmith, and Lyric Mecha RPGs
anti-desert: a guide to mech piloting in the age of legends.

This is Asa Donald with your monthly mecha rpg for June. This newsletter is 100% free. To support it, me, or my games, sign up for my upcoming Kickstarter Violent Delights: a chess-based RPG about Romeo & Juliet. If you’d like to hear more from me, you can follow me on bluesky.

In this month's newsletter, you'll find:

  • Community content, including several new releases;
  • Our featured mech ttrpg, Anti-Desert; and
  • An interview with the creator, Lichen Arrowsmith.

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Curated content from the community

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Community Content

Salvage Union is being translated into Portuguese with a plan to release in Brazil. New Order are handling the translation and will be launching a crowdfunding campaign in June for the translated version of the game.

Salvage Union RPG
Sobreviva em um mundo pós apocaliptco enquanto explora o que restou a bordo de seu mecha!

Physical copies are now available for Infinite Revolution: Lightspeed exosuit dogfighting. The Veil, a race of entropic alien predators, have swallowed the stars, and they're coming for the rest of your solar system next. It's time to take it back—for yourself, for your loved ones, and for everyone back on Earth. The bold visual design caught my eye, and it will surely catch yours as well.


Community Releases

Kaiju Kontrol wins silver in Canada Roles Awards for one-shot games.

Kaiju Kontrol
GMless 3 to 6 player game of humans with issues controlling Kaiju and smashing cities and monsters. Paperback; 60 pages; black n white

A TTRPG of Giant Monsters — or Robots!

The OSG LOCKED IN Mecha Game Jam for this July. A game jam about the cockpit as a coffin. This game jam originated as a tossed-off idea on the podcast On the Shoulders of Giants (OSG), a podcast about mechs across media and why we love them. This jam is intended to explore a trope/theme we’ve enjoyed running across in mech media and prompt mech-loving creatives to make more.


Personal Releases

Violent Delights: A chess-based RPG about Romeo and Juliet
In the lead-up to my next Kickstarter, I've been publishing essays and interviews about repurposing board games for RPGs. Here are the first three in a series of six:

Romeo kisses Juliet in a chequer-floored ballroom.
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I stumbled across Anti-Desert recently after a sudden inspiration to revisit lyric games — games that emerged from a design movement in 2019 that was more concerned with the artistic and poetic qualities of games than their playability. I first heard about Lichen Arrowsmith and Anti-Desert in an episode of the Lyric Ludology podcast featuring snow (Songbirds, Lilancholy, .dungeon), and I was instantly hooked when she described its mechs as "playbooks, like you would find in a Powered by the Apocalypse game, but they're all basically miniature lyric games."

As a lyric game, Anti-Desert is definitely less concerned with conventional play. It's a game for which reading is a form of play. It requires the reader to work to derive meaning from it, to fill in gaps. It's also interested in bridging the gap between you and your pilot, in bringing play to the real world, in inspiring action as a game that is about climate change. And I love that Lichen writes themself into the game's fiction, as they are visited by a machine known as Deus Ex and called to action.

The text is a wild ride, and although it isn't right for everyone, it will firmly nestle itself into the brain of sickos like me. Of course, Anti-Desert is not the only mecha lyric game. If this one isn't your cup of tea, you can find others with the "lyric" tag on itch.io. Another game that I recommend is Dia's a body within a bigger body does (not) lose its definition: a mecha game.

Anti-Desert

Writing, Art by Lichen Arrowsmith.

Anti-Desert on itch.io

An interview with Lichen Arrowsmith:

How do you see Anti-Desert participating in the lyric game movement?

Asa: Anti-Desert is tagged as a lyric game on itch. How do you see Anti-Desert participating in the lyric game movement?

Lichen: I'll preface this by saying that it's been five years since I wrote Anti-Desert and, young as I am, I have changed a lot artistically in that time. It is still, however, a piece I feel proud of and I intend to return to the setting in my writing. So, this is more of a retrospective on the piece than an accurate reflection of my inspirations and ideas at the time (the specifics of which I have forgotten), but I think I will still have interesting things to say about the game.

The key idea behind the lyric game movement, as I see it, is that there is literary and poetic value to the form of roleplaying game manuals. Everyone in this hobby has spent hours and hours pouring over long gamebooks preparing for a session. These are frequently tedious in their writing and reading them is a task done in spite of the text rather than for the joy of it, because there is some framework of a real game in there that we want to play. With lyric games, we focus on the joy of the text rather than the game contained in it and we can use the tropes of gamebooks, such as second person instructional writing, to prime the reader to respond emotionally in specific ways. I'll get more into this when I talk about other lyric games for a later question.

With Anti-Desert, I was intentionally reacting to what I felt was a certain staleness or repetitiveness to gamebook writing and sort to write more poetically than functionally. The book speaks directly and frequently informally to the reader, and the line is blurred between player and character. We move somewhat chaotically between sections, weaving in narrative sections such as the opening and the Deus Ex story with direct instructional portions like "Building the living grid" and "What is XP?". There is a game here that can be played, but the reader has to put in some work to find it. I've never played it and I doubt anyone who enjoyed the book has, but it functions anyway as a piece of written art.

What about the mecha genre appealed to you for a game about climate change?

Asa: What about the mecha genre appealed to you for a game about climate change?

Lichen: Mechs are capable of embodying a large number of concepts simply because they are mirror images of ourselves and when we pilot them we inhabit them fully. In Gundam they are the concept of the future, in Evangelion they are trauma, in Escaflowne they are the legacy of war, in Heaven Will Be Mine they are the disconnect between body and soul that being transgender can make you feel sometimes. The idea of the mech and pilot becoming a single unit, of synchronisation, or feeling what the mech feels is so prevalent because of this.

Mechs are also inherently full of self-contradictions. It's a classic joke that Gundam is anti-war whilst entirely built to sell you toys of war machines. Anti-Desert is about climate change, but it's specifically about electricity and machinery. It is a direct response to the rejection of technology, power and modern innovation in the face of climate change. The mechs are this tension. Deus Ex is maybe the clearest articulation for this — it is the resurrected form of a machine built to destroy, and it channels nuclear fission, perhaps the most dangerous (but perhaps most necessary) source of electricity.

Who should try (to read or play) Anti-Desert? And why?

Asa: Who should try (to read or play) Anti-Desert? And why?

Lichen: The place I was in when I wrote Anti-Desert was one where I felt very scared for the future of the world. I still am, of course, but back then I couldn't manage it nearly as well. The text you see on itch.io is a "play-kit" because it is significantly cut down from a larger document that I was working on and which was essentially all of my anxieties about the climate poured into a single piece of writing. It was very sad, but also very cathartic to write, and I think people found it cathartic to read. So this is who I would recommend Anti-Desert to the most- people who are scared and need some catharsis to help manage those anxieties. There's a whole bundle of hope in there too, and I hope people can find it and grab hold of it.

What inspirations or touchstones does Anti-Desert draw on?

Asa: What inspirations or touchstones does Anti-Desert draw on?

Lichen: I was embarrassingly under-read on the mecha genre when I wrote this, in all honestly, but I of course drew heavily from Evangelion. Between writing the original text and releasing the playkit, Rebuild of Evangelion 3.0+1.0 released and quickly became one of my favourite films of all time. It also deals with hope and reconstruction in a devastated world.

For the climate side, I was strongly influenced by the climate sci-fi of Kim Stanley Robinson. In particular, New York 2140 (which I admittedly never finished) features a New York that is mostly flooded due to rising sea levels and is now filled with boats and walkways between skyscrapers. I think it's really important that we be both realistic and optimistic about climate change and Anti-Desert is a game about adapting to dire circumstances and building something precious and valuable in them. The climate horror of Jeff Vandermeer, and Annihilation in particular, was vital for providing me with aesthetic material.

I also have to mention Desert. The name "Anti-Desert" likely sounds quite abstract for those not familiar with the original text, but it's called that because it's a direct rejection of the book Desert (and also a riff on Jared Sinclair's Anti-Sisyphus). Desert is a post-civilisation anarchist book that posits the inevitability of our lives being disrupted by climate change and the necessity of embracing suffering and worse lives in order to weather the storm. One of the first stories I wrote for Anti-Desert was about maintaining a hospital's power through a blackout, directly because Desert suggests that we need to accept that old and disabled people will die as we cut down on our power usage, which I find repulsive (as well as being factually inaccurate). Anti-Desert is about accepting the inevitability of climate change but refusing to ever stop fighting to live good lives.

What other games would you recommend?

Asa: What other games would you recommend?

Lichen: The purest crystalisation of the lyric game is Riverhouse Game's We Are But Worms: A One Word RPG. I mentioned before that when we sit down to read a gamebook we are priming ourselves to receive and follow instructions. A sufficiently concise and powerful instruction can change your life. I won't spoil the word, go read this one.

Sol Race-Malone's What is an RPG? is a great commentary on a tired gamebook trope. Crows Danger's Fight Truck is a powerful and cathartic expression of queerness. Geostationary's An Annihilation Fangame is a great example of instruction-as-poetry. Shelves' Schwa's A No-Humans Death Stranding Clone and & You are the light moving through the hole (18+) are incredibly affecting texts and experiment with form in ways I've seen no one else do. In all truth, Shelves' might be the greatest and most under-appreciated designer of our time.