Take Me Down to Penumbra City, an Intriguing Tabletop RPG from Margaret Killjoy
Images courtesy of Strangers in a Tangled Wilderness Games Features Penumbra CityTabletop role-playing games continue to ride a wave of popularity that the genre hasnāt seen in decades. Need proof? Just look at Kickstarter: there are over 40,000 games currently running campaigns there. One game, Penumbra City, just wrapped up its campaign earlier this month, being pledged over five times its initial goal of $13,000. What makes this game special is how it examines social class hierarchy with monsters, resulting in stories that can feel both human and fantastical, grounding the scenarios in a way that lets stories head in any direction. Healing isnāt easy in Penumbra City so players need to be cautious as they push on and persevere together, adding a flickering flame of tension to the adventure ahead.
Penumbra City obliterated its initial funding target within two weeks before smashing through some ambitious stretch rewards that backers can already anticipate, including a novel set in the gameās world and a planned expansion for the tabletop role-playing gameās adventure module. And itās all being done by a small but dedicated team.
Strangers in a Tangled Wilderness consists of four individuals. Inmn Neruin, Penumbra Cityās game designer, makes sure the world and all of its rules and innerworkings click together; without them, Penumbra City couldnāt be home to story or adventure. Illustrator Robin Savage is in charge of designing and articulating the gameās aesthetic, art, and style. Margaret Killjoy is the gameās World Designer, which includes making sure that Penumbra City is a fully-fleshed out world, with believable characters and details that fill it all in. And then Cassandra Johns rounds out the crew as the gameās Graphic Designer, ensuring that the text and every little thing have substance and style.
Killjoy, Neurin and Savage carved out some time from their busy schedules to talk to Paste about how work on Penumbra City has been going, what players can expect when itās released, and how everyoneās love of fantasy worlds, history, and politics helped inform and shape this upcoming gameās universe and characters.
Paste: Strangers in a Tangled Wilderness has of course created lots of things, as have all of you in other formats and mediums, but this is your first TTRPG. Talk to me about what this was like, everyoneās biggest surprises, hurdles, favorite parts.
Robin Savage: My biggest hurdle is myself and my own chaotic brain; itās so mean to me sometimes. And I think weāve all had moments where weāve been overly excited, overwhelmed, sad, scared, frustratedā¦ but we have all supported each other through this and come out of it with something that I hope people are really going to love.
Inmn Neruin: The biggest hurdle for me has been trying to balance the game mechanics and make sure that all of the rules make sense. This has also been one of the more fun parts of working on this game for me. I really like thinking about the physics of how a game operates and how that affects the playersā and Game Masterās experience of playing the game. I think there are a lot of games that focus on raw damage output and can turn into a bit of a slug fest. The goal of the mechanic design in Penumbra City is focused on building dynamic conflicts and so itās been fun to think about how different abilities interact with each other and sometimes all the pieces donāt fit together at all and it hurts my brain.
Margaret Killjoy: This thing has been in my head for so long now. I pretty much spent the whole of my 30s working on this game in one form or another. Soā¦ my favorite part is getting it out of my head and into the world? Iām incredibly proud of this game weāve been making. As for me, the biggest hurdle was, well, I started off trying to do it by myself! That was a terrible mistake. Iām particularly excited that weāre working together as four equals. Learning to let go of something like this has been incredibly rewarding. Many hands make light work.
Paste: Congratulations! The Kickstarter campaign has been incredibly successful already. Thereās still some time left as of writing, though itās wrapping up on July 1st. How does it feel for everyone to be approaching the finish as you work to prepare everything? (The campaign ultimately made over $66,000.–Ed.)
And Margaret, youāre writing a novel set in the universe of Penumbra City too. Is there anything you can share from that? And Inmn, the Kickstarterās success also means you get to expand the adventure module. Can you talk about that? And letās talk also about the Hot Tub Pizza Party stretch goalā itās at least a possibility at this point. What toppings are you all thinking about?
RS: Just like youāll find playing Penumbra City, the real toppings were the friends we made along the way- wait no, thatās gross and sounds like cannibalism and half of us are vegetarian at least?
Iām really stunned and overwhelmed by the response to the art in particular and Iām so thrilled to see where else we are going to take this world and its inhabitants. Pizza parties aside, 100K would go a huge way toward empowering ourselves to create so much more amazing work, so the other stretch goal for 100K is ALL THE GRATITUDE IN MY WICKED LITTLE HEART.
IN: Iām pretty excited we hit all of our original stretch goals, which still feels completely unreal. But, Iām certainly biased in being especially excited about the longer adventure module that I get to write now. Iām excited to get to experiment with form a little bit. The module will explore the player charactersā relationships with the various factions of Penumbra City. And, as our tagline suggests, the campaign will probably revolve around finding your friends and killing a god king. Weāre hoping this will be a dynamic adventure that players wonāt be able to just murderhobo their way through and may involve embodying more than one character and uniting disparate factions. Iām really excited about exploring campaign mechanics that allow players to explore deep narratives where winning doesnāt always mean surviving. As some games are about slowly becoming demi-gods, Penumbra City is about becoming the heroes of the revolution, but sometimes heroes donāt make it.
The hot tub cosplay pizza party would be unreal. A fun fact is that the four of us have never all been in the same room despite having worked on this game for years together. So, if the first time we got to all hang out was cosplaying as our favorite Penumbra City characters and eating pizza, with mushrooms obviously, then that would just be delightful.
MK: We set the initial stretch goals as like āha ha wouldnāt it be funny if we made $30k, $40k? if so, letās write some more books.ā Then it quickly became apparent that was exactly what was going to happenāwe hit our initial goal in less than four hours. Pretty soon it dawned on me that Iād be writing a novella set in the world. Which, yeah, as everyone as said, it feels unreal. Itās not out of the blue, this successāweāve all been making games, art, theater, books, all of that for decades at this point. We just werenāt certain exactly how this game would hit, you know?
So I figure, Inmn is writing an adventure module thatāll ask the big questions, like āis this god king really immortal, what happens if we shoot him with crossbows and rifles and stab with swords and sic demons on him and rally together all the gangs of the city in the process?ā Iāll go another route, so that everyone has a chance to see a bit more about the world, about daily life. Iām guessing the story Iāll tell will be a bit more intimate.
Paste: Can you share anything with people that have never played a tabletop role-playing game that will help them approach Penumbra City? It seems like the game is meant to be more accessible game newcomers, but do you have any tips for Penumbra City, and starting out a tabletop game in general, for the first time?
IN: I think playing TTRPGs is an exercise in collaborative storytelling between the GM and the players and so for Penumbra City, itās no different. The players and the GM should decide together what kinds of stories they want to explore, whether those feature a series of intrigues to uncover a community threat, a deep exploration of the charactersā backstories, a grinding crawl through a dungeon of strange and hungry creatures for impressive loot, or a plan to unite the Revolutionists and take down the god king. Players should look to the world of Penumbra City to see how it can help them tell their stories in the ways that they want to. Penumbra City is a radically queer place and so we hope that this world as a setting can help people who donāt always see themselves easily represented in other games more easily find the stories theyāve been waiting to tell. Penumbra City is a large and complex world, so for new players, I would encourage them to start small and to not focus too heavily on the rules. Start with a group of friends in the Plaza who get asked by a friend from the Erreni Federation to help clear some giant centipedes out of their favorite pie shopās basement. Explore the city like you would any city, street by street, building complexity and finding new friends along the way.
Paste: I love these characters, a motorcycle-riding dog girl, rat kings, and nightmarish patchworker whose scalpels are feared by all. Can you talk to me about where some of the inspiration came on these, and about how your love of fantasy storytelling and fictional worlds, and your knowledge of politics, history and involvement with activism inspired the characters and world of Penumbra City?
MK: Well the original setting came out of my head, so I guess Iāll start. The pieces of this game have been floating around in my head and notebooks and computers for so long! Weāve done so many versions of these characters, too, through playtests and for me through bits of fiction. But in general, the character classes grew out of the world weāre writing. I knew some basic stuff right awayāI wanted to write a world about people revolting against their immortal ruler and arguing about the best ways to do that. Since itās a fantasy world, it opens up an incredible number of possibilitiesā¦ I guess why not have the healer class be a terrifying street surgeon who uses fungus and flesh to stitch up wounds.
When I was a kid, history seemed boring. That didnāt last long. As soon as I started looking around the world and asking myself āhow can we improve this?ā and āwhat have people done in the past? Whatās worked?ā history became this grand sweeping narrative that weāre all players in. The world of Penumbra City absolutely comes from that, though of course as fantasy. In particular, I found myself drawn towards a lot of the social upheaval and struggles that ran from, I donāt know, 1880-1940 or so? Striking workers, cooperatives seizing farming land, antifascists of every stripe trying to stop the rise of facism. But also during all of that, you have this explosion of culture, of theater and art and theology and philosophy and queer politics. Soā¦ that, plus demons and difference engines and mycomancy.
Paste: How long is a typical game of Penumbra City? What can players expect and how does it compare to the length/time to learn for other TTRPGs?
IN: I think the leveling structure that weāve created in Penumbra City lends itself to generally shorter games than some TTRPGs. For instance, our leveling system kind of ends after level 5. Players are free to continue exploring characters after they hit level 5, of course, but we hope that generally short campaigns will allow players to explore playing different classes and characters more often. I think that Penumbra City can be easily learned in an evening. The mechanic system is very simplified, requiring almost no math and very little referencing of modifiers or tables. Mechanically, a character can be created in less than ten minutes and a lot of the other rules can be learned along the way. We wanted to develop a system that made for easy math and light number referencing while providing players with creative and interesting abilities that enhance the narratives of the game rather than focusing on raw damage. Besides the rule book, some dice and imagination all a party needs is to answer the call to adventure. And not get eaten by giant murder cranes.
MK: Our sessions have been running about as long as a game of any other TTRPG, which tend to just be the likeā¦ limitations of coordinate free time for 4-6 people? I love roleplaying because it can so easily expand and contract time. Sometimes you spend half your session justā¦ with all the characters hanging out at the pie shop comparing weird backstory information. Other times half the session is a particularly epic battle against pressgangers or something. Itās just all up to the players, and it can be different session from session. Thatās not unique to Penumbra City, of course. Itās just something I love about the hobby that I donāt get anywhere else. Thereās also been an explosion of interest in TTRPGs more broadly latelyā¦ Once the gatekeepers were cleared out of the way, it turns out that all kinds of people love to play. Iām excited for Penumbra City to be part of that, so weāre working as hard as we can to make sure our language is inclusive and clear and to provide the extra resources, like the GMās guide, to make it accessible.
Paste: Penumbra City was a collaborative effort, like most games. Can you talk about how it was approaching this as a team and how doing this as a group informed the project and made it better?
RS: Margaret has been inspiring me to draw for over half of our lives now, and through Inmnās game running and playtesting we have all helped to shape this world during the development process. And Casandra has put their talent into making the art and story into a layout and design that will be not only beautiful but functionalāI got pretty emotional when I saw it all coming together for the first time. And we have so many other friends along the way who have inspired us, talked us down off of ledges, etc. I feel like weāve been dreaming of this for so long, but this perfect combination of people has come together and it all feels right for this moment in time as well.
IN: I love seeing how all of our separate roles influence each othersā processes. I remember talking about the demons that Goeticists summon and there were questions of how to portray them. There was a concept that Robin really liked that differed slightly from a world lore aspect that Margaret was exploring and mechanics that I was creating for the creatures. But, we loved the art so much that we altered aspects of the world lore and game mechanics to match up with the art. And, then when considering layout questions about how to represent information taxonomically, which led to changing game mechanics to make everything cleaner. All of these changes led to a much more dialed in creature. Itās just fun to see how connected most aspects of the world, game, art, and book are
Paste: Margaret, I want to ask you about your work on Cool People Who Did Cool Stuff. Itās such a great podcast because thereās obviously so much suffering in history but people and communities can also be bright beacons of hope. Itās so inspiring learning about the communities and heroes in history that have bravely pushed back against instruments and institutions of suffering. Can you talk about how the podcast informed Penumbra City, and also vice-versa, if it has?
MK: Yeah, for sure. My day job is that I run a twice-a-week history podcast, it comes out every monday and wednesday from Cool Zone Media. In it, I try to talk about, well, hopeful stuff. The kinds of thing I find hopeful, which has a lot to do with different people from different walks of life coming together to fight (often physically) against bigotry and oppression. Like weāve got episodes about the Jewish assassin who took out the guy whoād ordered the death of his family, about sufi wanderers who broke gender and political expectations, about the Diggers in England who demanded that common lands stay common lands, about strikes and rebellions against authority and exploitation. Iāve been running that show for about a year now, so most of Penumbra City was written well before I started, but frankly itās the same thing, right? Penumbra City is designed from the ground up to be a game about people from different backgrounds working together to fight for a better worldāor at least just have fun.
And honestly as we go into the final stretches for writing Penumbra City, now that I know history even better than I did before, Iām finding more and more ways it influences the gameā¦ especially anything related to Weimar Germany, that time in 1920s Germany when street gangs in shifting alliances fought for control of the country. Obviously, it didnāt go well, but antifascists did the damndest to stop Hitlerās rise.
Paste: Margaret, do you have a favorite episode of Cool People Who Did Cool Stuff,, or an episode youāve researched that inspired you the most? Everyone, are there any parts of history that youāve researched that have inspired you and informed your work on Penumbra City?
MK: Oh geez, I love all my little podcast children equally? Except maybe right now I extra love the episode about The Battle of Cable Street, which was this time in 1936 when Jews and Irish Catholics teamed up in London to just completely overwhelm and destroy the rise of fascism in the UK. It sort of coalesces everything that I love about history into one place, that episode. Plus, of course, all the many episodes on the Spanish Civil War, especially the episodes I did last summer with Jamie Loftus about the role of the womenās militias in that fightāwhich, once again, pit a scrappy alliance of antifascists against an authoritarian foe. Which, I hate to keep harping on this specific theme. Itās definitely not the only way to play Penumbra City! Itās just whatās on my mind these days forā¦ some weird reason.
RS: There’s a champagne bottle molotov cocktail in the background of one illustration in honor of the Josephine Baker episode, for when she fled Paris from the Nazis with a car full of champagne bottles full of fuel. I know thatās maybe not what the bottles were for, but I choose to believe they were at least in part maybe intended to fuck shit up. The episodes on the resistance during the Spanish Civil war, queer resistance during Weimar Germany and WWII and conversations we had before and after, all these things have crept into the art in their own ways.
IN: I think the pieces of history that feel especially exciting are a lot of the tiny cultural pieces of antifascist resistance that can be found peppered through history and peppered through Penumbra City. For instance, something I particularly love in my communities is radical theater and theater has been a part of antifascist resistance forever, from Shakespeare writing positively about the Enclosure Riots in As You Like It, to hearing about anarchist theater troupes in Chicago in the late 1800s, to groups now like Bread and Puppet who having been doing radical street theater for decades, to the playwrights and actors who were writing and putting on plays for their communities in the Vilna ghetto during the Nazi occupation while awaiting an uprising. And even though there isnāt a theater kid class (except maybe there really needs to be one now), the Erreni and the Outsiders both have differing but vibrant theater traditions.
Paste: Margaret, youāve written a few books, including your latest must-read, Escape from Incel Island, and youāve also created music, zines, and now Penumbra City, a TTRPG. Whatās next? Could you see yourselves designing a videogame?
MK: Iāve wanted to make videogames since I was tiny. Iāve always had a brain where once Iām consuming something artistic, I want to try making it too, and in middle school I used to program games in this ā90s game-making program called ZZT. That said, lord, I donāt know that Iāll ever have the time or resources to do what Iād really like. When I was younger, it would have been an RPG, for sure. These days, I like playing RPGs with friends more, so Iād guess Iād want to write the lore for some strategy game, with base-building and alliances and battles and such. Yeha, thatās what Iād doā¦ Penumbra City would make a great videogame, but especially if it used the medium to tell a story thatās at larger scope than, say, the TTRPG where everyone only gets one character.
RS: A videogame would be such a wild thing to do. Iāve got galaxy brain just thinking about it. I donāt know if we have the resources to do such a thing, but gosh, what an absolute dream. Iād love to start doing comics, if weāre on the subject of dreams, and you can bet if we DID make a videogame it would have a super sick instruction manual with cool illustrations in it, like the ones that captured my imagination when I was a kid.
Paste: Talk to me about the zine and art prints, which are available as add-ons for backers. This concept art on the campaign page is so detailed. Is there anything you can share about the creation process behind these, like their inspirations, or what people can expect from them?
RS: I wanted to use the watercolor look to create a world that seems always a little murky, and mysterious. We talked a lot about whether or not to do full color art, but for this world the black and white with tones of gray felt more appropriate ultimately. Beyond that, a lifetime of being a nerd with a weird brain prone to falling down weird rabbit holes and obsessions, as well as a career in fashion design, have all crept in through the cracks. The art print with the Owl Demon is one of the first things I created for this game and still one of my all time favorites. Itās my hope that the art I create for this game can engage the creativity and imaginations of the players, and maybe make them feel seen in a way I think so many of us didnāt get when we were younger, and a lot of us felt like justā¦ lonely little weirdos.
IN: We are including the zines as add-ons to further help players get started. Although the core rule book is all a group needs to play Penumbra City, weāre creating the introductory quick-start adventure and A GMās Guide to Penumbra City to make it even easier for groups to get started. The introductory adventure gives players and GMs an introduction to the world and mechanics of Penumbra City that can either be self-contained or the start to a longer campaign. A GMās Guide to Penumbra City gives the Game Master easily accessible resources to drop into adventures, including resources for navigating Reputation dynamics, NPCs, adventure hooks for different factions, tips for running combat, and cool loot.
Paste: Final thoughts?
MK: Just that weāre excited to be part of this growing world of indie games. Weāve seen a massive outpouring of imagination in the field in the past decade or so, and seen so many new players. Iāve come a long way from playing D&D in my friendās basement in elementary school, in terms of my life, but the core idea of it: get together with your friends and make something beautiful happenāhas been core to my life. I think roleplaying games are important, not just to kill time, but to develop and reinforce our sense of self, to experiment seeing the world through other eyes, and also to create something beautiful that usually only exists for that evening, living on only in memories and inside jokes.