Here is the essay version of a few very revelatory posts
about the next game (After Saga, which is undergoing some decent levels of
redesign), Parliament of Crocodiles.
The Mechanics
There are a few conceits of the design.
·
The game is about something. So the mechanics
have to support and encourage and allow what it is about.
·
That something is this very specific “driven
killer/ ubermensch” thing with strong horror overtones.
·
The mechanics must be easy to learn (to appeal
to a large market) but have a depth which allows for strategy.
So that was my starting point.
Here is what I came up with:
First, the core mechanics. There
was a brilliant bit of design that I had codified making a previous game called
Valid Actions. It was essentially a mechanization of a conceit that had existed
since AD&D: namely, that you could do things that a person could do. By
stating it in rules-terms, I was able to then deviate from it in different
directions. What this did was create a framework for rules which could give you
a binary yes/no answer to your character’s capabilities without rolling dice.
This freed up a lot of design
space for where the dice mechanics would go. Essentially, the game could say
“there is an answer for that, but the really important things you will roll
for”.
The dice and stats I kept simple,
like D&D of yore. I’ll admit some heavy influence from ACKS and Zack S.
here: they both made their entire game grow out of the stats on the character
sheet.
So I paired the really important
stuff I wanted to roll dice for down to 4 core stats (the following is actually
a quote from the design document):
Violence- Used
to injure, kill or destroy. When you succeed on a Violence roll, you determine
the amount of damage you inflict on a foe and how you inflict it, including
killing them outright. This can also be used to break inanimate objects.
Hunting- Used
to stalk, hide and sneak. If you succeed on a hunting roll then you are hidden
and can get the drop on your adversary, even slaying them soundlessly from the
shadows. You additionally use this stat to evade a pursuer.
Dominance- Used
to frighten, coerce or browbeat. When you succeed on a Dominance roll, your foe
is terrified, entranced or otherwise cowed out of fear. You can bully or terrify
mortals into obeying your will this way, or leave them gibbering wrecks at your
discretion.
Deception- Used
to lie, wear a disguise or blend in. When you succeed on a Deception roll, you
tell a perfect lie, totally convincing your target that you speak the truth.
You can additionally use this stat to blend in with a crowd or fit in socially
despite your monstrous nature
Astute readers will note the degree of power
success gives you. This is actually a consequence of another bit of design that
I did indeed crib from modern game design: shared narrative control.
When you succeed on a roll against a thing?
You get to determine what happens to it, within the parameters of your success.
So, you win a Violence roll VS a guy: You can
hold his throat in a death grip, or tear his head off, or get him in a figure-4
leglock. You get an “up to killing him and anything that could be accomplished
through violent physical dominance” result for the rest of that scene/combat.
This rule was meant to allow player agency,
empowerment and options. When you win that Violence roll, you have power of
life and death over that guy. It’s up to the player how and when it manifests.
If you want to talk frankly about this mechanic, it is
explicitly narrative control. You make your roll, there’s a little chunk of the
narrative you own now. All of the stats do similar things.
The inverse however, is not true: failing a Violence roll
just means you’re injured or driven off. So it becomes a game of risk; how much
damage are you willing to risk to kill this guy? This effect had the happy
result of making the character endure horrific wounds, shrug them off and keep
kicking ass, which was great.
So, Diceless mechanics for the “needs to be answered but not
that important”, very simple stats to allow easy entry, “win a chunk of the
narrative” style diced mechanics to empower characters and grant them options.
The Dice? Right now, you just roll a D6 over a difficulty.
Stat bonuses to the core 4 are provided by options in the power lists, which I
will now talk about forever.
The full treatment of the Mechanics
(I quote here from the playtest
document):
1. The Dark Power Die
The
Dark Power Die (DPD)
This
is a six-sided die, otherwise called a D6. When you want to overcome a mortal
in any way, you must roll over their Capability (ranked 0-5).
If
you roll higher, then you have carte blanche to narrate what becomes of your
adversary (within the boundaries of reason and the scope of the effect rolled)
If
you roll equal to their capability, then the mortal checks you. You cannot
overcome them, though they can do no harm to you in return.
If
you roll lower than them, then you are in trouble. Through luck or skill, the
mortal has gotten the better of you. You suffer a consequence appropriate to
the contest lost.
The categories of
effect
1.
Violence.
Any time you wish to do physical harm to another.
2.
Dominance.
When you want to socially overcome a foe.
3.
Hunting.
When you want to stalk or hide from a foe.
4.
Deception.
When you want to create any sort of lie or falsehood.
2.
Diceless Actions
All
characters have certain actions they can perform or attempt without needing to
roll dice. The following can all be a part of your description of the character’s
actions. They are simply assumed to always be possible unless the GM explicitly
says otherwise.
-Characters
are assumed to be capable of anything a human being can reasonably do. Wearing
clothes, driving a car, walking, speaking etc. Anything that can be done by a
typical person your character can do with a similar amount of effort.
-In
addition to this basic aptitude, monstrous characters have additional
abilities:
Strength: Can lift a motorcycle over
their head. Can flip a car.
Speed: Top speed comparable to a
horse at full gallop.
Reflexes: Manual dexterity and
coordination easily the equal of a world-class gymnast, parkour expert or
acrobat.
Senses: Eyesight keener than an
owl. Hearing, taste and smell equivalent to a wolf.
Mind: Can easily acquire new skills,
master new ideas and learn new languages in a fraction of the time a human
being can.
Lifespan: Immortal unless killed by
violence.
Resilience: Does not die from disease
(though may still be a carrier and suffer symptoms of truly terrible illnesses).
Can endure knife wounds as easily as punches, bullets as easily as severe blunt
trauma.
Needs: Monsters need never eat,
sleep, breath, drink or create excrement. Their only true need is their
insatiable need to kill.
For the rolled actions, there are
mechanics for singular targets and multiple, mortal foes VS monstrous ones, and
defensive VS offensive rolls. Whenever I get the tiers of play completed, then
these actions will scale up and down the tiers as well.
The diceless actions merely generate
a yes/no answer for the players/GM. Can I outrun that guy? Can I lift this
thing? Etc.
The senses are also really sharp,
which gets expanded in the GM chapter by explicitly directing them to give
characters a huge wealth of information about their surroundings (this is to
heighten the “player as hunter” feeling of the game).
In order to pace the game but allow
for a non-nuclear play structure, I implemented a simple framework which shared
the spotlight between all participants. Again, I quote the playtest document:
Scenes/Spotlight
Scenes, Acts and the
pacing of the game
Every
Night of game time there are three acts (dusk, midnight and darkest hour) per
player. Every act is played in a strict order. Each character gets a turn to
have the spotlight and drive the narrative.
ACT
BREAKDOWN
The
Dusk Act
Establishes
or reintroduces the characters, plots and story.
The
Midnight Act
Tension
and danger mount during this act as the characters pursue their goals.
The
Darkest Hour Act
All
of the tension that has been mounting through the session finally culminates in
an explosive climax of action!
Right now the
structure is somewhat loose. I hope to mechanize it by refining what needs to
happen in an Act and making certain that in playtest I can run a given Act
within the parameters I define.
My hope is that this
allows the game to flow (as good games should) but have a structure that allows
characters to pursue their own agendas, even to the point of competition. So far
this has been borne out in playtest, but it needs more defined parameters if
it’s going to do its job.
…..
The Four flavors of Evil
I really wanted you to be able to build your own monster. I
am slightly addicted to categories (and the game needed overarching strategies
so that it wasn’t just a mechanical free-for-all) so I created 4 monster
archetype power lists, each emphasizing one of the stats (and a particular
playstyle).
·
Diabolical, which were your vampire/succubus
style. These powers played on the fear of the spiritual; damnation and deals
with the devil and losing your soul. Emphasizes Dominance.
·
Invasive, your body-snatcher style. These played
on the fear of being invaded physically (like by a parasite) or mentally (like
from hypnosis or memetics). Emphasizes Deception.
·
Primal, your werewolf style. These preyed on the
good ol’ fashion fear of being eaten. Emphasizes Hunting.
·
Monstrous, your Frankenstein-style. Body horror,
pure and simple. And a fair amount of general Squick. Emphasizes Violence.
These all manifest as lists of
character options (Dark Powers is the working name. I might get a little more
flowery in the final product). You’re not locked into one list either; mixing
and matching is where the “build your own monster” stuff comes into play.
I’d like to give a more in-depth
treatment of the four archetypes here. In the order in which they were
conceived, I will now discuss them in as much detail as exists for them.
Diabolical
This once composed the entirety of
the character concepts of the game. The original draft had a very general list
of “dark powers”. They evoked such powers as the vampires in let the right one
in, the lost boys, Bram Stoker’s Dracula, and interview with a vampire.
However, when playtesting early
drafts of the rules the players would throw curve balls at me. They brought
some very unique and fascinating ideas for different monsters to the table.
Since the game was in such a proto-state, if they wanted a power or ability that
didn’t exist in the list, I just made one on the spot and added it in.
It got to the point where I found
myself dreaming up new powers which, though they didn’t fit the “vampire”
paradigm, were too cool to not make a few rules for. The list got big.
When I decided to add the deep
levels of metagame and late-game, the need to have distinct strategies
converged with the need to construct identity from the dark powers list. Hence
the archetype lists.
The Diabolical list has all the
cool vampire powers of that original list. In addition, I saturated it with a
liberal dose of demoniac flavor, giving it a Faust-y vibe.
·
There is a set of powers that lets them forge
binding magical contracts
·
They can grant wishes in exchange for services,
devotion or sacrifice
·
Their magical rituals are powered by blood and
have their own urges. They can use these rituals to summon demons, cast
powerful spells and other “warlock”-y things
·
They are the lords of Dominance. They swiftly
acquire and expertly leverage masses of mortal thralls
·
Even when not expressly using blood magic, their
powers tend towards the “magical”: mesmerism, shadow manipulation, flight,
ritual resurrection…
I wanted people to Choose from this
list to have powers like the classic Dracula. But I wanted these abilities to
share his need for a power base to leverage them. Without it, they are left
vulnerable.
Primal
If you’re going to ape white wolf
(and it cannot be argued that I’m not doing so) then the sequence is: vampire,
werewolf, other stuff. Also, I have a big soft spot for werewolves. Maybe you
can thank Ron Spencer’s awesome depictions of them. Maybe an American werewolf
in London had something to do with it. I dunno, I just love the hell out of the
little creeps.
But past the werewolves (or
were-whatevers), my wife came up with a really cool idea for a Selkie
character. She kind of blended mermaid with siren with angry sea goddess and
made this fantastic character concept out of it. So “elemental” got added to
the shape-changing and became a more general “nature red in tooth and claw”.
I like to think of these guys as
the abominable snowman, or bigfoot, or wendigos. More abstractly, things like
gargoyles or any clearly bestial or primordial thing can be represented with
these.
·
Naturally, changing shape is a staple power. But
it is more specifically “changing into something monstrous” Or “changing into
an animal” or “Changing into a living embodiment of an element”
·
Elemental affinity and control grants them a
broadly-applicable and thematic set of powers
·
To reflect their strong ties to their
environment, their list emphasizes territory building and defense over
acquisition
·
They are the undisputable masters of hunting.
Meaning you can run AND hide, but you’re still screwed
·
In addition to human minions, they acquire a
fierce and versatile army of beasts. They can also gain large bodies of a given
element as a sort of minion
·
They can direct and enhance weather and plant
growth to nightmarish degrees
·
They can acquire strange abilities mimicking
such life forms as moles, bats, wolves, spiders, etc. They enhance nature’s
tools to monstrous proportions
I wanted these guys to have a
“don’t disturb the sleeping dragon” kind of vibe. Urban legends spring up
around their small territories. Those who do not heed the warnings of these
tales find themselves in the belly of the beast. Tactically they favor a
defensive playstyle, growing with slow inevitability like the tide.
Invasive
The genesis for this archetype
uniquely arose out of playtesting. I can’t really take credit for it! I had two
different testers both of whom went for different versions of the
“body-snatcher” type. In both cases they way outstripped the acquisition/power
curve of the game as I’d envisioned it, so in both cases they broke the game in
delightful ways. I learned a lot about what the game didn’t do and couldn’t
handle from these testers. This archetype was adopted almost defensively; I
needed to codify what you could and couldn’t do with this kind of character,
and clean off a place for them on the power curve.
Also, these guys wound up getting
some of the more “alien” powers. There are echoes of H.P. Lovecraft and Whitley
Strieber in them.
·
Their signature power is puppeteering the body
of a human being.
·
They have powers which leverage their inhuman
anatomy. Prehensile limbs, masses of tentacles, elastic musculature, etc.
·
They can also spore and spawn in distinctly
alien ways. Their method of acquiring minions is very “invasion of the
body-snatchers”, including cloning or infesting human minions with psychic
larva.
·
They can acquire telepathy, telekinesis and
invisibility
·
They are masters of Deception. They worm their
way into positions of power and make obedient husks of crucial personnel.
·
They have powers which aid them in espionage,
sabotage, and shadow-wars of all kinds
The space I carved out for these
guys in the long strategy of the game is one of trickery, cheats, and dangerous
but quick paths to power.
The idea is that they can swiftly
invade people of power and authority, but risk a lot in leveraging their power
before they fully absorb the nuance of their stolen identity. Where the other
archetypes are resource-management, this one is risk-management.
Also, I lumped a lot of what I love
from such classics as Alien and David Cronenberg’s Shiver into this archetype.
I love the “monster as body parasite”, and baby, these guys are it.
Monstrous
This game is a monster mash, so I
had to invite Frankenstein.
Something about dead, necrotic
things shambling to life is too beautifully grotesque to leave out. The images
of corpses dragging themselves out of graveyards was so intoxicating to me!
This archetype got a lot of
classical “monster” stuff, hence the name. They got the undead thing (not the
sexy vampire kind, but the nauseating zombie kind). They got some “unstoppable
golem” elements from Jewish legend. Also, I was heavily inspired by the body
horror of David Cronenberg, so I gave them a lot of squicky powers to bring
that into the game. Finally, to add a touch of dark ages, I gave them the powers
of plague and corruption (which synched nicely with their “despoiler” vibe).
·
Many of their powers corrupt and spoil resources
cherished by other monsters. Monsters, however, may still use them (well, once
at least…)
·
They can draw minions from the ranks of the
dead, as well as transform victims into powerful, monstrous servants
·
They are the champions of Violence. Whether it
be from sheer ferocity or a numb resistance to bodily harm, these guys are
formidable foes
·
They create sicknesses that spread their
influence with their symptoms
·
They use their flesh as both body and tool. They
can spawn minions from themselves, forge their body into weapons, and so on
·
They are incredibly resilient to death. Even
torn to shreds, they can sew themselves back together
·
They can survive and thrive in the most extreme
and toxic of environments. Indeed, they often create such places of power for
themselves
Strategically, these guys are pure
powerhouses. They favor (and excel at) direct, uncomplicated confrontation.
Their long-game strategy is lopsided though: because their larger-scale powers
putrefy and destroy resources, they have a “boom and bust” playstyle which
grants them blasts of overwhelming offense followed by cycles of surly defense.
As you can see, each list encourages a different playstyle,
which I should get into because it is what I’m currently plowing through.
The Big, Invisible
game
So here’s where I got clever.
Taking a nod from Settlers of Catan, Magic: The Gathering,
Risk, etc., and combining it liberally with the “territory acquisition” aspects
so gloriously illustrated in Damned Cities, I made a long game informing the
night-to-night play of the game.
Let me expand exhaustively on that. In this game, you can
steal money, use it to fund a shady criminal empire, and become a crime family
kingpin. Or, you could hypnotize your way up the corporate ladder and become a
CEO of a major corporation.
Or if that’s too much, you could just hollow him
out and live in his skin. Y’know, whatever.
What I’m saying is you can become rich, influential,
politically powerful, etc. etc. In addition, if you just want to create an army
of zombies or demon slaves? That’s cool, you can do that too.
But it takes a while, and there’s resistance. I mean, that’s
kind of a no-brainer. Of course the cops and the government and concerned
citizen groups are going to object to the zombie thing.
But you can acquire that power… And, there’s always the
chance you turn that power on a fellow player. And take their stuff.
So that’s the implicit engine that drives acquisition of one
kind of power or another.
But the Method….
That’s up to your choice of Dark Powers. Each list has its
favorite play style, and like in M:TG you can mix and match to varying degrees
of effectiveness.
To reiterate, the general outline of the styles is thus:
·
Diabolical: Get resources and minions quickly, leverage
them to generate powerful magical effects (kind of like getting rich quick and
making WMD’s)
·
Invasive: “Earmark” powerful late-game resources
through your ability to infiltrate and influence them. Lots of risk, lots of
potential gain.
·
Primal: Defensive. Slowly acquire and
consolidate territory and use it to increase your personal power. Kind of like
Green in M:TG, actually.
·
Monstrous: Boom and Bust. You burn through
resources and territory, ruining them, but get a huge payoff in return. High
offense style.
All of this cleverness and high-concept metagame design is
the masterpiece underlying the engine. Which is to say, it’s complicated as
hell and I hate it. I’m slowly, slowly cobbling it together, but GOD it sucks.
Big stick, subtle
carrot
All of the territory acquisition stuff is the promise of the
powers a character explicitly has. It’s the not-explicit carrot. But there is an explicit stick. Two, actually:
Urge and Retribution.
Urge is a meter that builds up night by night as you play.
As it grows, it makes your need to kill have a bigger and bigger effect on your
character. When it maxes out, you do
everything in your power to find somebody to kill.
It’s a simple mechanic, but it means that characters are
constantly dealing with managing it (it drops down to 0 when you do the deed).
It also means they’re dealing with Retribution.
Retribution rises as character rub the ruling powers the
wrong way. At the start of the game, the ruling powers of course are our modern
society and governments. So, breaking laws or just doing notorious and
unpleasant things draws down Retribution.
This is another meter like Urge, but as it builds more and
more powerful forces make life hell for the character. What starts as a nosy
private detective often ends in a SWAT team kicking down your door.
The Scale, all the
way up to Armageddon
Finally, I want to talk about scale.
You start out with a monster, a liar, and that’s it. You’re
Norman Bates in his hotel. You’re Dracula in his castle.
You leverage your considerable powers first to fill your
urge, but after that? It’s up to you.
If that invisible carrot motivates you, you’ll pretty
rapidly climb in power. As the game progresses, ideally, you will start to
influence entire districts of a city, then the city itself.
I’ve limited the initial design to “city” being the biggest
thing, but this will likely get upped to “the whole world”. The trouble has
been giving each “tier” some personality, verisimilitude, and a
downward-cascading effect on lower tiers without the system getting cluttered.
But yeah, eventually your powers and Urge grow to the point
where you’re a biblical terror. Streets run red with blood, etc.
Your foes upgrade too. Initially they’re gumshoes and
desperate survivors seeking vengeance, but eventually you’ve got to stare down
your own personal Van Helsing.
What Needs to Get Done
The resource system. I’m caught in
a bind between realism and playability, between hyper-detail and necessary
abstraction. I’ve been studying real-world economy and industry, crime family
monetary structure, tax laws, accounting handbooks, etc. etc.
This system is so critical to the
balance and verisimilitude of the game that it needs to be damned near perfect.
Until something that is aesthetically and mechanically pleasing arises as a
viable system through playtest or a stroke of genius, this crucial facet is
going to hold back the rest of the design.
The Dark Powers. These have to
uphold both the “cool” factor of the iconic powers and the strategy of the
silent game. I’m very confident that I can flesh these out: the thing that was
holding me back was the strategy aspect. Once I figured out that the rate of territory/resource
accrual is the cornerstone of silent-game strategy, everything suddenly became
gravy. I’ve just got to actually write the rest of them and playtest.
The tiers of play. The thing about
these is that larger-tiers need to define aspects of lower-tiers. I also need
to choose jumps in power that work with everything else and scale from “lives
in a basement” all the way to “I just conquered Australia”. I’ve got it done up
to “city”, but it just needs another round of cleaning-up and redesign before I
add the bigger tiers.
The rest of the design hinges on
getting all of that done. I’ll need to scale the rolled actions and dark powers
with the tiers of play, but that kind of design comes naturally to me so it
should follow on that big design’s coattails.
Once all of that is completed, it’s
done and off to editing.