Centurion Ruminations

A discussion elsewhere has led me to consider choices made in designing Centurion – one of my games that was not inspired by other systems but was wholly independently designed. Centurion: Legionaries of Rome, as its title implies, is a game about Roman legionaries, and more specifically the kinds of special troops that might find themselves in a testudo facing raging barbarians, but which are more likely to be in advance of the legions, scouting out the activities of those barbarians or even infiltrating the camps or cities of rival civilizations. The development of Centurion seems so long ago (I guess 2012 was a few years back), but I had some very clear design goals.

For a simple system with a strong focus on narrative, Centurion’s dice mechanics are somewhat complex, certainly much crunchier than the other aspects of the game. This was the result of an intent to develop a relatively light game that still required a level of strategy – or, to be more true to the definitions, tactics. Since it was a game about legionaries, the idea was to incorporate the kind of tactical thinking required when you were in a legion. Legionaries had to make decisions for themselves – when to receive attacks and when to strike – but these decisions also had effects on their squadmates – when shifting a shield for a strike, one left the legionary to one’s right vulnerable. So the decisions made on who to build one’s hand to best counter the GM was intended as an extension of the decisions required of a legionary.

In a Test, the GM must assemble their hand of dice first – the character’s stats are based on a number of d6, and these can be used to buy larger dice or used as d6s, and this collection of dice is the player’s “hand” – and this gives the PCs a decided advantage. This was not an unexpected result but was the goal of that design decision. PC s are intended to have an advantage – actually, a few – and the major advantage is the ability to respond to the GM’s hand. This is one way to mirror the incredible professionalism and level of training of the Roman legionaries in comparison to almost any foe that they faced. While PCs had certain other advantages, this one was the primary way in which the training of the legionaries was modelled.

Centurion is certainly not the most popular game that I have designed, but I think it is the one about which I am most proud. This was something that I designed completely from the ground up with a very strong idea about what I wanted it to do. I really believe that I accomplished that, though others might disagree.

How Starship is Commandos?

Starship Commandos is very explicitly inspired by the movie Aliens and the novel Starship Troopers. Recently, an individual had a bit of a disconnect between the perceived nature of those intellectual properties and the game. Basically, the interlocutor saw mortal threat as an important part of both inspirations, whereas in the default mode of Starship Commandos, there is no threat of PC death.

My response is rather lengthy, but as a TLDR, I guess I would just say that the PCs are Ripley and Rico in those pieces of inspiration, and the survival of those characters is never – in my opinion – in question. I would further opine that observation has led me to conclude that players do not invest in characters when they expect those characters to die, that the way players build characters in such situations changes. I explicate a lot more for clarity below, but it’s a bit of a slog.

This isn’t to try to claim that my way is the correct view, just that this is how I interpret the media properties and link that to my game design.

In regards to theme, it is my opinion that while Alien was absolutely survival horror in a science fiction setting, Aliens was not. To me, the question is not will Ripley survive but how. Elements of horror are woven into the story, and that helps to escalate the stakes. The lack of supplies provides the same, while also setting in motion the ticking clock aspect of the plot. The xenomorphs are horrifying and their use of humans in their life process is horrifying, and in this sense the movie is a monster/horror movie. But all of the Alien movies have attempted to approach the subject matter from a different angle and provide a different story – although Alien Resurrection came very close to mimicking some of the themes of Aliens – and rather than survival horror, Aliens seems much more an action movie with horror trappings.

For me, survival plays even less of a role in Starship Troopers. It has aspects of a coming of age story but I read it as an investigation of a militaristic society. I believe the story uses the alien threat as a backdrop to discuss civic engagement, public service, and the military as a focus for both. Again, this is Johnny Rico’s story, and I don’t believe there is much fear as one reads the novel that he might not survive.

So, for me, survival and threat was not a chief theme in either of the identified inspirations. Both included military responses to alien menaces, and that’s what I took for Starship Commandos.

Still, what about the threat of death as a means to build tension? I believe that when adapting intellectual properties to RPGs, one is generally dividing up the role of a single heroic protagonist (in this case Ripley or Rico) into the PCs. The novel/movie focused on just James Bond or Jason Bourne, but in the game, the PCs embody different aspects and competencies of the character. In the novels/movies, the protagonist generally has plot immunity, and in my RPGs, that extends to the PCs. One expects Ripley to survive because it is her movie (something that was not clear in Alien, which allowed it to play much straighter as survival horror), and this extends to the PCs. The PCs are all Johnny Ricos rather than one Johnny Rico and some supporting players.

The threat to the PCs in Starship Commandos is much the same as it is to Ripley and to Rico – there are narrative elements that can be considered a threat, but death is not an obvious outcome.

And this leads me to the death of PCs and the investment of players. To my knowledge, there are no real studies on how players react to RPGs, so we all base our assessments on our own experiences and the experiences of those whom we know. As such, I have no data, only anecdotes. What the anecdotes have led me to believe is that in RPGs with high PC mortality, players build mechanical PCs – PCs built for tasks within the mechanics of the game. They may initially infuse their PCs with personality and backstories, but the effort to do so declines with the repetition of creation. It is my belief that one does not invest in the fifth character of a campaign in the same way as one does a character that been part of five different adventures – or five different stories. One does not identify as strongly with and so one is likewise not as invested in the PC’s story.

I have not noted nor witnessed tension at the game table lessened due to the removal of death as a threat to PCs. I received strong evidence of this during the playtest of Starship Commandos, in which the players knew that their PCs had plot immunity but were nevertheless freaked out and extremely tense when they finally did encounter the xenomorphs. Just as with watching Aliens or reading Starship Troopers, it was the build to the scene rather than its mechanics or specifics that fed the tension. I have seen the same when I have run Nefertiti Overdrive, which very explicitly has no mechanic for PCs to receive damage (there is a method to degrade their ability to succeed but not to “harm” them – and this was specifically part of the design philosophy).

So, very long-winded, but I hope it gives some insights into some of the design decisions made in Starship Commandos and how that might run contrary to expectations.

You can find Starship Commandos here.

Karimala – Queen of Kush?

As part of my research into a cultural and historical primer for Nefertiti Overdrive, I’m reading Robert G. Morkot’s The Black Pharaohs. It’s a bit rough going because it’s a very technical book and not a popular history. My readings on Egyptian history have been at the popular history level, and much of the archaeological and historiographic discussions in the book are over my head.

I have hit on a very interesting point. There’s an inscription on a temple in the fortress of Semna in what would become Kush, and it refers to Karimala, whom the inscription calls “King of Upper and Lower Egypt, King’s Great Wife, King’s Daughter.” While she was apparently a great wife to a pharaoh, that inscription seems to suggest she also ruled in her own right. Dr. Morkot’s assumes this is not true, even though he does not indicate a specific reason why it could not be. He does indicate that the hieroglyphs are difficult to decipher, though I do not know enough to be able to make a guess as to why.

I understand that female rulers in Egypt and its surrounding cultures were uncommon, but they were not unknown, and given the accepted – if uncertain – translation, it seems reasonable that someone, quite possibly Karimala herself, considered her the pharaoh. Certainly Hatshepsut ruled as pharaoh, as did Sobekneferu, and possibly Merneith and Ahhotep I, among others. As serendipity would have it, the temple on which the inscription was found was believed to have been built by Thutmose III, with whom Hatshepsut jointly “ruled,” as he was a child of her husband, Thutmose II, and a lesser wife. It was also in the rule of Thutmose III that an attempt was made – possibly by him or his counsellors – to remove Hatshepsut from all monuments and inscriptions: to erase her from history.

The Karimala inscription also relates to a period in which the ruling powers – whomever those might be, let’s say it’s Queen Karimala – turned away from Amun, which created turmoil in the kingdom. The carving shows Karimala giving sacrifices to Isis, so maybe – like Akhenaten – she tried to change the state religion and raise Isis above Amun. Imagine her nation in turmoil as the nobles and warlords turn against her. The inscription seems to indicate that in the end, Amun was returned to his place of pre-eminence, so I guess in our story Karimala would have to lose.

In the end, for me, it’s a great piece of inspiration, a seed that could grow into a really interesting story. I don’t have the knowledge or skills necessary to actually ferret out the truth, but Nefertiti Overdrive is about kick-ass adventures rather than strict historical accuracy, so there’s nothing stopping us from running a game in which Karimala, an acolyte of Isis, challenges the status quo and finds herself embattled by her own subject – though maybe not all of them.

It’s also important not to assume anything. There may be plenty of evidence not presented that Karimala was a wife of the ruler rather than a ruler in her own right, but that’s not included. Unfortunately, it seems very much like an assumption based on expectations, and that is very dangerous.

You can find The Black Pharaohs on Amazon here, where you can also find Nefertiti Overdrive,

You can get the print+PDF combo of Nefertiti Overdrive at Indie Press Revolution.

Adventures in the Anglo-Saxon Migration

When I consume media of any sort, I get inspired and think about how I could apply it to either my fiction or my gaming. Since my gaming is the creative endeavour on which I spend most of my time these days, it tends to default to gaming. This happened when I listened to the most recent episode of the Fall of Rome – and, as a side note, if you like history or just Rome, you need to be listening to this podcast.

Episode 20: “The Anglo-Saxon Migration, the North Sea World, and the Birth of England” got me thinking of Great Britain in the fifth century. Now, this period has been mined pretty extensively, but generally as it relates to King Arthur. Patrick Wyman, the host, had previously mentioned Riothamus, a possible candidate for the historical Arthur, but other than an offhand reference to this being the period of Arthur, he focuses on the much more interesting – for me – topic of the Anglo-Saxon culture and the history and process of migration.

What I really loved was the discussion of a hypothetical Saxon family, their first introduction to Britain through the father’s work as a mercenary in a Romano-British aristocrat’s armed retinue until his grandchild has carved out a “kingdom” for himself. This is something that could work with Kiss My Axe, which does discuss the Age of Migrations but doesn’t look at the Germanic migration into Great Britain. In Kiss My Axe, all Vikings are linked by the Quality of “Sailing” – the term Viking likely refers to seaborne raiders – and I think for an Anglo-Saxon migration game I’d change that to “Honour.” This would work as a pretty common modifier, mostly to the benefit of the characters – providing them with courage in battle and defence against deception – but also as a Weakness, as that honour can easily be used against them in many situations.

I’m thinking of a game in which the PCs arrive in post-Roman Britain around 420 or so, and follow this group of mercenaries as they rise to positions of power and prestige. This version of Britain would include the supernatural aspects that we now consider superstition, and I would be interested in referencing the religious friction of the heathen Saxons vs. the Christian Romano-British.

Right now, I have a fantasy and a modern spec ops campaigns happening, but there’s nothing stopping me from mapping this campaign out for possible later usage. Perhaps backburner until it comes Kiss My Axe’s turn for revision.

You can find the episode in question here.

You can find the excellent the Fall of Rome podcast here.

You can find Kiss My Axe here.