This post was first presented on 23 Jun 2019 at Patreon.

The Wall is a game about being part of an occupying force and the ethical challenges the characters will face in trying to maintain their humanity – or at least their moral core. In the game, the occupying forces are explicitly stated to be from another state – the occupying power. Watching the reporting on the widespread protests in Hong Kong, it provided another example of how the “occupiers” – or at least the occupying force – do not always originate in a distant land. For the citizens of Hong Kong, they faced a group employing force against them in the interest of the ruling elite who were – ostensibly – their own government.
This is not so unusual in history, nor is it restricted to authoritarian regimes or – in the case of Hong Kong – local representatives of an authoritarian regime. Canada has had its own moments, and not so long ago. Both the FLQ crisis and the Oka crisis saw employers of force – and in both cases, the Canadian Forces, Canada’s military – acting against Canadians in the interests of “the state.” Note: this is not to say that the state was wrong in employing these measures nor is the intent to conflate the FLQ and the Mohawk Warriors, but these were cases of military forces acting as security forces within the borders of Canada.
Many of the difficulties the kind of occupying force in the Wall would face remain for these state assets, especially since in an open and democratic society which values the rule of law, the employment of force against one’s own citizens should be an extreme last resort. However, in all of the cases I’ve mentioned – the Hong Kong extradition bill protests, the FLQ crisis, and the Oka crisis, the occupying force came/comes from a community outside of the target community or protects an outside community’s interest. In Hong Kong, the police were really acting in the interests of the Communist Party of China, which is the ultimate sovereign whom the Government of Hong Kong must propitiate. In Canada, the government and parliament’s interests are in the continued federation of the provinces and territories to the benefit of the mainly anglophone, white population. This put it at odds with the FLQ and the Mohawk Warriors, which were pursuing what they likely perceived as the interests of a minority, marginal, and/or victimized group.

The Wall is about the tensions between the characters and the rest of the occupying force, the elites, and the dispossessed. In these cases, the elites would actually be part of the polity directing the characters and the occupying force. In the game, that polity – a distant dictator or empire – does not have a mechanical function, so it’s loss changes only the narrative and not the mechanical structure of the game. In a game which replicated an internal crisis, the elites would be the portion of the society and/or population that is in the majority or at least that part of the population that is not marginalized or victimized. This part of the population supports, accepts, or at least does not protest the government’s actions against the marginalized group – the the protestors in Hong Kong or the indigenous residents of Kanesatake and other communities who side with the Mohawk Warriors. .
The tensions with the rest of the occupiers could narratively be described as perhaps different organizations – the PCs are police or security forces while the rest of the occupying force is military, or perhaps the reverse of that. It could even just be the tension between a team that is questioning the tactics or the entire premise of their deployment against fellow citizens and the rest of their peers, who accept and perhaps even relish in the action.
Finally, the marginalized group is the dispossessed. They have the same mechanical function, however the dispossessed may not seem removed from the general population in situations like the Hong Kong protests. Bloomberg (the news service) reported 2 million people involved in the protests on 16 June 2019. The population of Hong Kong is around 7.7 million, so that’s a pretty hefty percentage of the adult population confronting the government and police.

They had the numbers, but their stand against their government and confrontation with state security forces makes them the dispossessed- for the Wall.
Playing in these kinds of games might not be for everyone. This is not to say that exploring modern political protests through the Wall is political while other games aren’t – every inclusion and exclusion in the narrative of a game shapes its politics. I would expect it is plain that the Hong Kong protests are immediate in a way that the Spanish occupation of the Low Countries simply isn’t.
As always, be considerate of each other, and try to figure out a way for everyone to get the most of the game without anyone being hurt or made uncomfortable in an unwelcome manner.

Of course, in order to fashion spotlights that sing, one needs to know and understand the characters. If one doesn’t know about the characters, one can design events that provide relatively generic spotlight moments – something to do with a good fight, something to do with a good sneak, something that needs magic, something that needs persuasion. These kinds of spotlights can be adapted on the fly to better suit the characters as the GM recognizes them or the players present them. This can be difficult to accomplish along with all the other tasks and responsibilities a GM has in many games, but doing so can really help to make the session memorable.
I can imagine a group of soldiers overseeing such a construction. The workers are peasants with whom the soldiers might have a lot in common, but the PCs saw that there was social mobility in the military. Some might be mercenaries, and some might be “auxiliary” troops, soldiers from neighbouring cultures hired into the military. The base of operations would be a fortified camp.
Most of my home games run three to four hours, and to be honest, only about 3/4 of that is actual play time – on a good night. I get through maybe four scenes, sometimes up to six if the players are focused. Depending on attendance, I have three to five players at the table. If it’s a good night with a couple of players missing, there’s the chance for each character to get the spotlight. When everyone’s attending – usually the nights when the lowest percentage of time is devoted to the game – it’s unlikely each character will get the spotlight in a session.
But what about at conventions, where you are running a one-shot for players you don’t know? My convention games are generally designed to run for about 3 hours and 30 minutes of a four hour block. You have to expect about 15 minutes at the outset for introductions and a quick rundown of the system. I usually have a 10 minute bio-break half-way through the four hours, and then I plan to end about 10-15 minutes before the end of the block, so that we can clean up and be away from the table to allow the next GM at least 5 minutes to prep the table.
So, D&D happened last night (as I write this). We took up a lot of time getting characters ready. D&D is at its most complex with character choices, especially if you come at the game as a complete novice. Without preconceptions and assumptions, nothing is apparent and everything is mysterious. Two of the players had no exposure to D&D5E and had not had played D&D for ages – for at least one of them it was pre-3E.
My intent had always been to address the system-setting clashes in the narrative. Give a narrative explanation for the spells. Address the prejudice to the Aelfar through role-playing. The latter works. The former?
For this example, I’m going to use the character of Li Mu Bai from Crouching Tiger, Hidden Dragon. This should provide a kind of objective target from which to draw Qualities.
Were Li Mu Bai in a more common setting, like a straight-up fantasy, or semi-historical adventure, I might need to add more mechanics to justify his more “magical” abilities. I think in such a case, his Qualities would be about his abilities while his core character is expressed in his Pivots. I would change his Concept to “Mystical Sword Master,” and his Background to “Warrior Monk.” To really hit this on the nose, I might go with “Supernatural Sword Master” for Concept and “Mystical Martial Arts Monk” for Background. For Faculty, I think I would use “Perfect Balance,” but would still link it to his Charisma for the same reason. I could mark this as an SFX Quality, as something that allows him to do actions outside of the laws of physics. I would also have the Element “Leap of Faith,” as he doesn’t really fly, more jumps really well. This time, I can link it to his Charisma since it is powered by his qi energy.
So, why is Physique +2 and Cunning +0? Because in my mind, wrestling the ship’s control to keep her flying isn’t as good as the knowledge and alertness to choose the best options and methods to keep the ship on the course the navigator provides, when the navigator provides it.
What if there is a good reason to create this NC all on its own. It doesn’t matter then reason, but let’s say there is a good story or character reason to create a binary challenge – a do it or not kind of challenge.
To reiterate, Momentum is about who controls the conflict – who is in the driver’s seat. The winner of the Momentum Test is considered “active” and the loser “passive,” but this is only because the terms “attacker” and “defender” have the context of combat whereas Tests in Sword’s Edge can be about anything. In this article, let’s agree that the active character is attempting to change the status quo in a manner that benefits them and the passive character is attempting to stop that change. Both might be active, but only one is acting on the status quo – the passive character is instead acting on the active character.
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 Salvation – Aliens, 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.