Sword’s Edge Pre-Orders

In case you didn’t back Sword’s Edge through Kickstarter, the PDF is now available on pre-order. It is not exactly the final PDF and is considered an advanced preview. I won’t be sending anything to print for another week or so, and some changes might still be made. Once the print version is finalized around mid-August, a finalized PDF will be available and will be delivered through the pre-order site at Backerkit.

The PDF won’t be available anywhere else until well after print copies have shipped – hoping that most of the backers will have their print copies before non-backers have a chance to purchase – so the only way to get the PDF before October if you didn’t back the Kickstarter will be through pre-order.

It’s also important to note that the price for a PDF is in Canadian dollars while the final product will be sold in US dollars, and since the Canadian dollar is only about 80 cents US, you can save some money by buying early.

And I didn’t even mention the work being done for my Patreon. That’ll be coming in September.

Save up your pennies!

You can pre-order here.

Studio Firebase Oats Rakka

Neill Blomkamp isn’t resting on his laurels but is creating some amazing speculative fiction shorts. Both Rakka and Firebase are out now, and each of these provides tons of inspiration for both writers and RPGers. I’m only going to look at it from an RPG perspective.

Rakka is kind of an apocalyptic/bodyhorror/alien invasion short which looks at the way humans try to fight back. There are shades of the backstory for Terminator – which became a frontstory(?) with the imperfect Terminator SalvationAliens, eXistenZ, and District 9 while still remaining briskly original. For inspiration, there is the enemy itself – one that has both technological superiority but also psionic superiority – those humans that survive the aliens’ experimentation (maybe the super-powered PCs?), and the hinted-at saviours of the world. Is the Earth caught in the middle of an interstellar war, useful because of its strategic location? Does one side view Humans only as an irritating pest while the other recognizes sentience? Or do our saviours merely seek to use us as proxies, to avoid their own casualties while still hitting at their opponents?

I actually enjoyed Firebase more than Rakka. Neither one is really complete, although Rakka feels like its complete, just ambiguously so. Firebase teases more to come. It has many elements similar to Rakka, but this time it’s in Vietnam during the war and the force being faced seems more supernatural than interstellar. What could be interesting is taking the premise of Firebase and transporting it to the Democratic Republic of the Congo, trapped in decades of fighting and insecurity, and use it along with a riff on “Heart of Darkness” – itself the inspiration for Apocalypse Now. As the team gets closer and closer to the River God substitute, things get weirder and weirder. Reality is breaking down, but the characters/PCs are able to stand outside this decay for some reason – maybe for reasons they also don’t understand. I think the premise is very cool, and it is ripe for use in an RPG.

I can’t wait to see what else comes out of Oats Studios, because I will bet it will be as pregnant with inspiration as these two pieces have been.

You can see both Rakka and Firebase at Oats Studios.

Values and Rewards

I’ve been bugging a couple of other designers about their games, one because he asked me to and one because I’m helping with playtesting. I really like both of these games and I think I see ways they can be improved. As with any critique, it’s up to them to decide if there is value in my comments, and value is what is forefront of my mind right now.

Games have values hard-baked into them. Whether intentional or not, a game has activities it values and others it does not. Just because an activity is necessary for a game to function does not necessarily mean the game values that activity. All my games include rolling dice as a randomizer, but the games do not value this. I can confidently say/write that because none of my games reward dice-rolling. They reward the results of dice-rolling, but that could be the result of any randomizer, and I have chosen dice because they are the randomizer I understand the best.

Right there I revealed what I’ve been thinking about: rewards as signifiers of value. A game will reward what it values. The main mechanical reward in Dungeons & Dragons is experience points. There are other rewards which have a mechanical function – they effect the “behind the scenes” system that gives structure to the narrative/story – but they also exist within the story. Experience points – at least as I understand them – are wholly mechanical. PCs gain experience points from defeating enemies. In 5e, one can provide story rewards or rewards for noncombat challenges, but these are optional. The system rewards defeating monsters, so the game obviously values defeating monsters. You can do a lot of things with the D&D system, but if you are running it “rules as written,” your PCs will be fighting and defeating monsters and other opponents because that is what the game values and what it rewards.

If there is a reward in the game, it is because that is an activity in which the game wants you to engage. However, when designing a game, I think it is easy to disassociate rewards from values. Sometimes, we design at an instinctual level and only later review and consider what we have created. Rewards are a part of design, and the giving of rewards is not bad, but it does make the activity one is rewarding a required part of the game. Sure, one does not need to engage in that activity – no one is coming to your house to force you to defeat monsters – but the character will actually be penalized for not doing so. The character will not be rewarded while other characters undertaking the activity will be.

In my experience, when designing a game, it’s super important to ask yourself does the activity I am rewarding have value? Do I feel it is valuable? If it is not and does not, why am I rewarding it? So in Sword’s Edge, there are two activities which the players control that provide rewards – hitting Pivots and having a character act in a way that might seem sub-optimal, but that fits in the genre being replicated. Like D&D, there are other optional ways, but these two are “rules as written” (basically, Luck exists to reward players as a way of reinforcing activities at the table to which the GM or group has assigned value).

Why do Pivots have value? Pivots are the signposts that tell everyone about the character’s goals, quirks, and style. They are also signposts to help GMs design adventures. By hitting those, the player is reinforcing the character as expressed by that player. This in turn means that if the player wants to change her vision of the character, there is incentive to change the Pivots which then assists the GM in fashioning adventures that will speak to the player and character. There are two levels of reinforcement, but the mechanical one is likely the one that will motivate as the other – the enjoyment of the game – might not be significantly impacted.

You know who I’m talking about . . . right?

Why does following genre conventions have value? Following conventions has value as it helps to support an atmosphere and approach which the group has agreed it wants to foster. There’s no problem playing a Stormtrooper in a Star Wars campaign, but remember that the characters in Star Wars are basically good. They can be anti-heroes, but they fight the good fight, so that Stormtrooper needs to abandon the Empire/First Order and help the Resistance. The player still gets to play the character desired while being rewarded for sticking to the genre on which the group has agreed. This balances the desires of the player and the group.

So when designing a game, consider what your game rewards. That signifies value. Did you intend your game to value that activity? Is it in keeping with the concept or stated aims of the game? Rewards are good. Values are good. Consistency is better because it generally delivers a better play experience, closer to the stated aim of the system.

At least that’s what I think.

Patreon-izing

As Sword’s Edge slowly moves towards completion and delivery to its backers, I have been using what time I have to get some other projects in order. Right now, both Lawless Heaven and Face ‘Splosion are ready to go. These are Sword’s Edge adventures designed for convention play, meaning they are one-shots with prepared characters, although they could be introductions into longer campaigns if so desired. Right now, I am working on the Nor’Westers, which may get a new name for its release, and is different than the other two releases in that it is a campaign, though one built of the truncated summaries I use to run adventures, which I tend to lump together as one-pagers.

Along with these three Sword’s Edge products, I have a Centurion and a Nefertiti Overdrive adventure that I could release, as well as a possible second campaign product (a covert special forces campaign set in modern Africa) that could be completed.

You may wonder about this flurry of activity. It is because I am intent on exploring another type of crowdfunding – Patreon. Unlike Kickstarter, Patreon is a subscription service in which one pays a specific amount per month or per release. My intent is to set mine to “per release” and to release adventures as well as some other items at a planned rate of once per month.

As it stands, I’ll have three months (possibly four) covered, and I intend to keep that buffer going – so I will always have some extra time in case there is a month in which I am unable to get a product completed. Each product will be around 20 pages. The idea is that they will be provided to backers of Patreon. Depending on the amount of money I am making on Patreon, the products may then be sold elsewhere or they may remain available only through Patreon. Along with adventures, I intend to offer game supplements – such as an Egyptian history and culture supplement for Nefertiti Overdrive and a Sword Noir supplement for the new version of Sword’s Edge – and fiction – I am toying with the idea of a serial novel along with speculative fiction short stories.

This will happen once Sword’s Edge reaches its backers as a PDF. I don’t want to put a date on that as all is going well and I don’t want to raise expectations only to then have to dash them.

I’ll be talking about this both at the SEP Google+ community and on Twitter.

I hope that you’ll be kind enough to support me on Patreon when the time comes. If you like what I do, it is a way to make sure I keep producing.

You can find the SEP G+ community here.

You can find me on Twitter here.