Sagas of the Sea Peoples: Introduction Preview

This post was original presented at My Patreon on 16 Aug 2019.

While the research for Sagas of the Sea Peoples continues, I have begun writing the game itself. I wanted to share the introduction with you, in which I try to encapsulate the aesthetic of the game.  

The stories of the Sea Peoples are heroic tales of the Bronze Age untold by the conquerors. These are chronicles of trade, raids, and migration. Your characters are destined to become great leaders of warrior cultures, but the warrior ethos to which many cling may be a hindrance to success even as it is gains one prestige among one’s people.

Welcome to the Late Bronze Age. Iron is on its way but hasn’t made its full impact on cultures, and many of the dominant polities of southwest Asia and the east Mediterranean Sea coast have collapsed or have seen their power and prestige decline. Economic turmoil and war have created a churn of disarray, leading to suffering and desperation.

In the middle of all this are the Sea Peoples. Led by Mycenaean migrants and joined by the dislocated from around the Aegean Sea and beyond, these groups are seen as pirates, raiders, and barbarian invaders by what remains of the great powers – the Hittites, the Levant city-states, and the Egyptians. There are certainly those among them who have profited from the vast ungoverned space of the Mediterranean and its shores, but there are many more pursuing a better life for their families, seeking opportunities and freedom from oppressive hierarchies.

The characters in Sagas of the Sea Peoples have been pushed to the periphery, and now they have decided it is time to push back. Better to die on your feet than on your knees. They pose a threat to the status quo because they are the other – the outsider and the barbarian. They represent something different, something that is motivating change, and the elites do not like change. While belonging to an egalitarian society which struggles with a conservative need to rebuild the structures of the past, the characters seek to overturn the status quo and avoid a return to the hierarchies that destroyed their society. They cannot escape violence – who in this world can? – but they are special because they have recognized the trap of the warrior ethos and they are seeking something else, something that will preserve their lives, their families, and their peoples.

It Came From The Sea! Crunching the Numbers

This post was original presented at my Patreon on 6 Aug 2019.

I’ve embarked on writing for Saga of the Sea Peoples, (which you can follow at my Patreon) and in doing so, I’ve started to consider the costs that would be associated with bringing it to actual fruition, meaning distributing it beyond Patreon. The costs for doing a print product – something more than 100 pages – are pretty prohibitive. A ballpark estimate puts the Kickstarter goal at about US $11,500. My biggest success for Kickstarter was Centurion: Legionaries of Rome which brought in around $5,900 USD. Nefertiti Overdrive only brought in about $4,900 CAD, which was about $3,800 USD.

It’s possible to produce a 125 page book without editing or certain sections I’d like to include – such as considering migration and integration in the context of the Sea People – and using stock art. That goal would be about $3,000 USD so a Kickstarter goal of $4,450 CAD . . . or, to be more careful, $5,000 CAD.

A PDF-only product, substantially shorter, and using stock art, would have a goal of $4,500 CAD. That means I would need 350 backers at $13.50 CAD (around $10 USD) a pop to hit that target. Were I to do the base minimum – editing, consultation, extra sections, and more art as stretch goals – I could set the goal at $2,000 USD, meaning I would need about 150 backers.

Centurion only had 180 backers, Nefertiti Overdrive had 302 backers, and Sword’s Edge had 144 backers. So far, it looks on the edge of do-able, but with definite failure potential. Failure is fine – it means the market isn’t interested and if I want to pursue it, it would be on my own dime with minimal expectation for sales.

One thing I learned from the Centurion vs. Nefertiti Overdrive Kickstarters was the value of high ticket pledge levels. Something like creating one of the iconic characters for the game or being a model for a piece of art can support a pretty heft price tag, but does it help?. For the art, I would have to actually increase the goal of the Kickstarter to compensate for the added cost – three openings for modelling for art would increase the cost by almost $600 CAD while bringing in a maximum of $750. That’s about eight extra backers, so there is some potential but it’s not significant.

In the end, I’m going to push forward with the writing, and can promise you the rules portion. There’ll be some historical discussion thrown in there, and I’m continuing to research the era and the Sea Peoples, as it has turned out to be fascinating, but I won’t have a “history” section per se unless I’m able to finance this some other way. Kickstarter looks like a possibility, but it needs more analysis and consideration.

It Came From The Sea! . . . or maybe the pool

This article was first posted to Patreon on 18 May 2019

Today was the first day this year that I skimmed the pool.

Bear with me!

Skimming allows me to zone out, to kind of enter a Zen space where my thoughts are divorced from my actions. The body does what it needs to do while the mind is free to wander. So it wandered to Egyptian history.

I’ve been doing a lot of reading on the 25th Dynasty in order to write a history supplement for Nefertiti Overdrive, and while reading about the transition from the New Kingdom to the Third Intermediate Period, I came across mentions of the Sea Peoples, a kind of boogeyman often blamed for the Late Bronze Age collapse, which seemed to affect most of the Mediterranean civilizations. The Sea Peoples were apparently a kind of maritime nomadic group that swept in, messed things up, and then moved on until Rameses III of Egypt put them in their place – that place being the Levant. This allegedly led to the creation of the Philistines, who – according to one theory – were displaced Mycenaean Greeks.

Fascinating stuff, you say. So what?

Because I think the saga of the Sea Peoples would make a great game. Here’s why:

Often the Sea Peoples – and “barbarians” in general – are depicted as the villains. Here’s a nice orderly polity, imposing law and order on a specific region, and in come these terrible barbarians who create chaos and suffering. Except those polities were run by a very small elite for their own benefit. Often – especially with Rome – the fight was about stopping immigration. The Goths just wanted to some land to farm, but they weren’t obsequious enough with the Romans. The Gauls earlier had been pretty much minding their own business, ruling polities that had already imposed order on a wide area, but they weren’t serving Rome’s – or at least Julius Caesar’s – interests. Heck, it was a “Celtic menace” that was a factor leading to the empowerment of Marius and therefore Sulla, who led pretty much directly to the fall of the Republic. Those Celts weren’t even really interested in in the Italian Peninsula, though they did attack Roman town and forts in what might be called Celtic territory.

And there are parallels today, as elite interests attempt to portray those seeking a better life inside the elite’s polity as criminals and barbarians. The elite see a threat to the status quo as a threat to their privileges and power, and so change is bad.

I think history has been very clear that change is good.

So let’s have a game with the Sea Peoples as the good guys. Yes, they are forces of chaos and yes they threaten the status quo. But that status quo protect a rapacious elite. Let’s not kid ourselves, the Sea Peoples and other barbarians generally do not come as liberators. Most of them wanted to challenge the status quo, if only to find a place within it. But changing the status quo can be seen as good, protecting a society against atrophy.

All this to say that as this game evolves, it’ll be doing so in this Patreon. I will share here my notes, my thoughts, my intents, and my design. This will not be something for which patrons will pay, but the posts will only be open to patrons.

It will all start with design goals, and maybe even a philosophy.

Wish me luck.

Note: the development of Sagas of the Sea Peoples will be conducted at my Patreon, so if you are interested, look for it there.

The Sword at the Edge of Wuxia

A good friend of mine (hey JJ!) asked about creating characters from a genre like wuxia using Sword’s Edge. Would one do it mechanically or narratively? Would one use SFX? I didn’t really give an answer, but I’d like to now.

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.

Okay, so we have our character, but before I can create Li Mu Bai mechanically, I need to know the setting in which he exists, and this is why I would say the kind of qi powers seen in wire-fu and wuxia stories can be replicated both narratively and mechanically.

If we are playing in a setting similar to Crouching Tiger, Hidden Dragon, there is no need to mechanically represent Li Mu Bai’s more fantastical abilities, like walking along the top of a bamboo forest, flying, or bouncing off of water. These are all accepted parts of the genre, and so I would expect that I could relate how Li Mu Bai acts using those factors narratively rather than mechanically. If Li Mu Bai were instead to be part of a story in which such powers are not common, then I would need to create a Quality that could explain them.

In creating Li My Bai in a fantastic, wire-fu setting, I’d be looking more to his character than to his powers. To me, the key part of the character is his fight against injustice. He arrives, seeks out the wrong, and attempts to right it. So I would make his Concept “Knight Errant.” That touches on both his martial skills but also his questing nature. I think his training would be his Background, and so I would make that “Warrior Monk.” I’m tempted to make his Faculty “Martial Arts,” but in this setting, most characters would be martial artists, so I’m going to call his Faculty “Sword Mastery” – this reflects the style that we see him use through the movie.

Here’s where I would deviate from the expected. To me, it is neither Li Mu Bai’s physical power nor his intelligence that drives his martial arts, but his force of will and sense of justice. I’m linking his “Sword Mastery” to Charisma. I’m also going to throw in an Element there, which is probably sub-optimal, but I think his “Arcane Medicine” is important, but that needs to be linked to his Cunning – I have a really hard time justifying it as a Charisma Quality, even though mechanically that would make sense.

As for Pivots, I believe his Goal would be “Justice for All,” his Quirk would be “Doomed Romantic,” and his Style would be “Contemplative Tornado of Violence.”

So Li Mu Bai in a fantastical, kung fu setting would be:
Concept: Knight Errant +4
Background: Warrior Monk +2
Faculty: Sword Mastery +4 (Charisma)
Phy +0; Cha +6; Cun +0
Arcane Medicine (Cun) +2
Pivots
Justice for All; Doomed Romantic; Contemplative Tornado of Violence.

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.

I think his Pivots all still work really well, but I would replace “Doomed Romantic,” with “Knight Errant.” I think it’s important that the GM understand that this is important to the character – and that’s the role of the Pivot. I would love to work the doomed romance in there, but I think that could be done through the level of narrative control a player has. I could insert it into the story and link it back to his Knight Errant, many of whom – in European lore – were part of tragic love affairs.

So to insert Li Mu Bai into a more conventional fantasy, the character would look like:
Concept: Mystical Sword Master +4
Background: Warrior Monk +4
Faculty: Perfect Balance, SFX +2 (Charisma)
Phy +0; Cha +6; Cun +0
Leap of Faith, SFX (Cha) +2
Pivots
Justice for All; Knight Errant; Contemplative Tornado of Violence.

So that’s how one could create a wire-fu, qi-powered warrior like Li Mu Bai both for a game that is specifically set in a wuxia environment or in a game that is in a Western-style fantasy. In the end, I prefer the former version, because it is much more about the character than his abilities. I think characters are more evocative when players can reveal their cores through their Qualities, but everyone enjoys something different. The beauty of light systems is they tend to be able to be flexible and hit a variety of targets.

At least, that was the plan with Sword’s Edge.

If this sounds cool, please check out my Patreon, for more adventures and games.

Building a Non-Combat Challenge in Sword’s Edge

In the last post, I shared with you some of the thoughts I had about building binary challenges. This and the other recent posts grew from discussions with a friend in the UK, Bruce. Much of this sprung from a question about representing a spaceship crash-landing and how to best represent that. And that’s what I want to share this time, how I would create a crash-landing scene as the mechanical component of a scene.

USS Vengeance Crash from Star Trek Into Darkness.

Now, it is possible to do this as a binary challenge, as discussed in the last post. If this isn’t supposed to be a major scene, more like a speedbump or a reminder how dangerous the adventure is, it could be created like a binary challenge, a minion Narrative Character (NC) – hit the emergency gravity compensator and the ship will right itself.

If I wanted it to be a bigger scene, something that has impact on the characters and their narrative, I’d likely set up multiple NCs, one for each PC and probably create them all as regulars. So, for example, you might have the piloting challenge of keeping the ship on course, an engineering NC of the engines overheating, and a navigation challenge of finding a soft landing spot. Depending on the situation, maybe there are enemy fighters on the ship’s tail and another character is gunning for them (in this case, maybe three enemy fighters, an easy explanation for a Regular).

Let’s take piloting as an example. It might look like:

Keep Her On Course (good regular) TN 17
Concept: Rough re-entry +2
Phy +0, Cun -2, Cha +2

You’ll notice that Charisma is an option as a Trait to use against this NC. To be honest, the only way one could really use Charisma in such a way is if there is a crew one is commanding. If this were Star Trek, that would fit. The PC needn’t be the captain, it might be the helmsman working with other crewmates to get the ship levelled out and under control. If it were something like Serenity and the PC is Wash, it might look like:

Keep Her On Course (good regular) TN 17
Concept: Rough re-entry +2
Phy +2, Cun +0, Cha
Note: Charisma cannot be used for this NC

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.

This NC is a regular, so the PC needs three successes to overcome it and remove it from the scene. In creating it, I would imagine what each success might mean. I think for piloting, that’s pretty easy. First success gets the ship basically under control. She’s bucking and not flying straight, but the pilot is wrestling to get her on course rather than lacking any control at all. The second success has her pointed in the right direction, but she’s bucking and the controls are sluggish. The pilot feels like they could lose it at any moment. That third success is what finally bring the pilot relief. The ship is going where she should go, with some bumps and shimmy, but that’s normal for a rough re-entry. The pilot has done it!

Then I would do something similar for each other challenge, keeping all the PCs busy, because if it is one NC, they can work as a group to beat it, and unless it’s a great hero, they’ll likely do that without much effort. These NCs should be tailored to the PCs – these should provide spotlights for each PC and showcase how each has a role in the team and on the ship.

That’s how I would approach building a non-combat challenge that is supposed to be an important scene providing character’s spotlight and moving the story forward in an exciting fashion.

In case you were wondering, I would estimate that with four players (and therefore four PCs) this scene would likely last between ten and twenty minutes. Some groups are all business, working through the scene mechanically with some narrative but not a lot of extraneous discussions. Other groups like to discuss possible responses, what would look best, often bringing in character personality and backstory. But if you are running this at a convention, a scene like this would likely take about fifteen minutes.

The Binary Challenge in Sword’s Edge

In the last couple of posts, I’ve written about some of the perceptions and ideas that helped design Sword’s Edge, how I view failure and the purpose of Momentum. Let’s now look at an example of a binary challenge and how SE replicates it . . . or fails to do so.

By a binary challenge I mean something that is generally seen as a “do it or don’t.” The example I want to use is jumping over a chasm. In general, when viewing this, it looks binary – one gets over the chasm or one does not. How does a binary action work with Momentum and then Action.

To be honest, when I run a game, this isn’t something I would make a mechanical challenge. There would need to be something significant about it to justify making it a mechanical challenge – a Narrative Character (NC). Does a PC have fear of heights? Is there something about the challenge that touches on a PC’s pivots or other qualities? Generally, things like climbing trees (or buildings), jumping, or smashing through doors are part of a scene, but aren’t the heart of a scene (the goal or purpose of the scene), so I don’t really bother with them.

Let’s say we do. Let’s say there is a good reason to make this an NC, I would then ask myself: “Is this a prelude to something?” For example, to see the sniper before the sniper takes the shot or notice the warriors waiting in ambush. If it is, I would give the NCs a Quality (generally an Element) specific for Momentum that reflects this. The success or failure of Momentum then tells us if the PCs succeeded or failed.

In the case of jumping the chasm, is it to get into a fight? To rescue an individual? Is it in pursuit of a villain? In some of these cases, I would build it into the NC as above. In the case of pursuit, I would represent it as an Element for special use – something like “Using ground for advantage (Physical) +4.” This provides a mechanical replication of the chasm to be jumped over which remains binary for that round, but then does not follow through to the next – the PC either overcomes it or is delayed by 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.

In this case, I would definitely make it a minion – one success is all that is needed. I would make sure its rank represented the difficulty of accomplishing the task, and give it a fitting Concept. Still, looking at something like jumping over a chasm and considering how I have described Momentum, one might wonder how it fits together. What happens when the PC has Momentum but fails in the Action Test? What happens when the PC fails Momentum? What happens if the PC fails both Momentum and Action?

Okay, in general I allow the players to narrate the results of their Test. Leading up to the Test, I ask, what they are trying to do, and when we have a result I ask what happened. Sometimes, the player asks for input, so this would be my input.

What happens when the PC has Momentum but fails in the Action Test? The PC makes it across but doesn’t land well on the other side. They barely made it and are hanging over the edge. Think of Indiana Jones in Raiders of the Lost Ark, at the beginning when Alfred Molina leaves the whip on the other side of the chasm. Indy jumps, doesn’t quite make it and is hanging there. Another failure? Starts losing handholds. Another failure? Falls for a bit but catches a root or outstretched rock. Etc.

What happens if the player fails Momentum but succeeds in Action? The PC thought they were ready to make the jump but realizes, as they reach the edge, that they aren’t going to make and skid to a halt before going over. Catching their breath, the PC can try again – they can try to Seize Momentum – or maybe they realize there’s no way they can simply leap over this chasm, and they stop to consider alternatives.

Failing Momentum and the Test? I would use a narrative similar to the one above about landing badly and scrambling for handholds, but in this case, the bad landing knocks the wind out of them – or worse. Since this would likely be Physical Stress and therefore Penalty Ranks to Physical, I would continue to represent failures as things that would hurt, like a the slipping down the side and grabbing something wrenches out the character’s arm, and then fall they lose their grip and fall, only to land hard on an outcropping of rock or protruding root.

To be honest, SE doesn’t work great for binary challenges. It’s not really designed for that. As with any generic system, it has its weaknesses, and this is one of them. SE was designed to run the kind of games I like to run, and in those kinds of games, most binary challenges are part of a greater action scene and so rarely stand alone as an NC.

Representing Momentum in Sword’s Edge

In my last post, I tried to illustrate some of the thinking regarding success and failure in Sword’s Edge, and specifically with Momentum. This time, I want to talk about how one can represent that in the narrative.

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.

How does this relate to the narrative of the game? What does this look like? Consider a fight scene in a movie: while the protagonist might generally be shown succeeding – especially when facing mooks – there is often a point at which there is some kind of setback (especially in a Jackie Chan movie!). The character is momentarily thwarted, but this generally leads to a new and different attempt that succeeds in some way. The character in this case did not lose Momentum – they really still controlled the fight – but they did not succeed in that particular action.

Now, this is different from the big fight scenes when the protagonist is fighting a boss or mini-boss, as this is much more like a fight against a regular or hero – a success doesn’t result in an outright win, merely progression towards a win. Sometimes, in such a scene, you can actually see where the opponent Seizes the Momentum. This usually leads to another moment where the protagonist steals it back, but there is often a moment when the tables turn on the protagonist until they can reassert control of the fight.

But what about other situations in which the visual of controlling a situation is not so obvious. Let’s take the example of a starship crash-landing on an alien planet. In such a situation, what does failing to control the situation look like? To me, that would be the PC unable to concentrate, unable to focus, forgetting the processes or lacking a real solution to the problem. Failing Momentum means that the situation is out of the PC’s control. She’s flailing about, maybe doing something, but not doing anything right.

And then a failure when the PC is the passive party – on the defensive – means that the PC has done exactly the wrong thing due to this lack of confidence or confusion. I’d likely narrate this as the PC having a crisis of confidence, questioning her ability and knowledge (a Penalty Rank to Cunning).

I think we can all think of examples in our own lives in which we did not have control of a situation. We were faced with a problem and lacked a way forward. We did not have Momentum. But then we took a chance, took a stab at a solution – uncertain if it would work but unwilling to allow the situation to persist or even degrade. That was us Seizing Momentum. Get it right, you have control of the situation and can now influence the status quo in your favour. Get it wrong? Yeah, really bad things can happen.

So that’s how I think about representing Momentum and failure in the game. It can be more clear when one is representing combat, but the same dynamics carry over into all resolutions.

Failure in Sword’s Edge: A Consideration

My buddy Bruce in the UK asks the best questions, questions that make me really think about my game and why it does what it does. From those conversations, I’m cribbing some thoughts to share in order to help give people a better idea of the philosophy behind Sword’s Edge design.

I want to start off by discussing failure. A component of the philosophy of failure in Sword’s Edge is if a player character (PC) is unable to succeed, it generally means the narrative character (NC) can Seize Momentum, which is what the NC should do. This is not the case if the player is simply getting bad die rolls. That’s frustrating but it doesn’t highlight a power disparity on which the NC can capitalize. Bad runs of dice rolling can be frustrating, but there are no real ill effects for the PC. In the case where the PC and NC are pretty evenly matched, it’s kind of up to the GM if they want to risk a Seize Momentum which could end the scene very quick.

I generally have NCs attempt to Seize Momentum whenever it appears at all likely to succeed.

So that’s the idea behind Momentum, but how does one narrate failure on a Momentum Test?

Here’s the thing with Momentum – it’s controlling the situation. That’s kind of easy to see in a fight, especially something like fencing or martial arts. In both of these cases, once that kind of control is established, the controlling party generally ends up winning the exchange. That’s the idea of Momentum.

While I tend to use the terms “passive” and “active” actors, Momentum and Action in SE is really about attacker and defender, if we define attackers as the character attempting to change the status quo and the defender as the character attempting to counter the attacker. Both are active, but one is attempting to change the status quo to gain an advantage (attacker) and the other is attempting to obstruct or redefine that change (defender). The defender is not affecting the status quo, only affecting the attacker.

So, a Momentum failure means that the character does not have control of the situation and is trying to counter the actions of the attacker. In the Action Test that follows, a success by the defender means that the character has foiled the attacker somehow. The character does effect the action, but not in a way that moves the character toward completion of a goal. The character’s success in this case is directly related to the actions of the attacker.

The case of a Momentum win followed by an Action failure is the reverse of this, where the PC is the one attempting to redefine the status quo to their benefit and the NC foils this attempt somehow. The PC may even succeed at their action, but the outcome does not benefit them in the way they had hoped and this is due to the interference or other action of the NC.

That’s a kind of dive into how Sword’s Edge envisions success and failure, and how Momentum is intended to feed into that. It is somewhat different than many other games, so I hope this helps give players and GMs a better idea of the mechanics and narratives of Tests.

 

 

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.

HardCASE

I have kind of penchant for super-powered black ops and spies. Now, I think the absolute best was the short-run by Warren Ellis (big surprise) on Secret Avengers, but I was also a huge fan of John Ostrander’s Suicide Squad comics and The Boys by Garth Ennis. I’ve written some short fiction, but nothing that has seen the light of day other than a very perfunctory homage to The Boys.

From Secret Avengers 18, Written by Warren Ellis, Pencils and Inks by David Aja, Colours by Raul Allen, and Letters by Dave Lanphear

It looks like a system that I created to mimic Borderlands – which I had titled F#ck You Up – will be the basis for a new campaign/playtest in the super-black ops genre. I’m calling it HardCASE.

The PCs each have one particular superpower in that they are the absolute human pinnacle of that skill or ability. So, for example, a character like Deadshot would have Firearms or Aim, whereas Hawkeye would have Archery. Shang-chi could have Martial Arts, as could Iron Fist.

There will be much more to the characters, including Drivers and Training – so while Hawkeye’s power would be Archery, a Driver would likely be “Prove Myself” and Training in “Hand-to-Hand Combat.”

I already have a few ideas for adventures, using the basic backbone I had planned for Mission Creep, Mission Crawl and jazzing it as befits a comic adventure. I’m not going to lighten it or turn it into NextWAVE: Agents of Hate, but this has changed from the Activity to DC’s Checkmate, which means that the badguys will also have powers.

I might recycle some of the stuff from Mundus Novit – which has pretty much disappeared into the dustbin of RPG history – but this is going to be a very different take. In Mundus Novit, part of the direction was that the general public basically knew about superpowers. In HardCASE, it still isn’t general knowledge.

So now I need to adapt F#ck You Up to meet my intentions for HardCASE and to get my ideas on paper – virtual paper that is.

I have chosen to accept my mission.

You can find out more about Secret Avengers, Suicide Squad, and The Boys.

You can find out more about Mundus Novit here and read the fiction tie-in Dark Horizons starting here.