Directorate 7: THE SOURCE

Directorate 7 is the government’s expendable solution to the most dangerous of problems. It offers a simple deal with people that have done wrong: make the world better and we can make your life better. Cross us, and you die.

THE SOURCE

A D7 contact team is working undercover as bodyguards for the family of an arms trafficker. When he crosses the wrong person, the trafficker and his family come under threat, and D7 offers a deal: work with us and we can protect your family. But that’s easier said than done, and as the clock runs down, the contact team needs to get the family to safety.

Directorate 7: THE SOURCE is a possible project slated for a vote on my Patreon.

Directorate 7: ASSASSINS

Directorate 7 is the government’s expendable solution to the most dangerous of problems. It offers a simple deal with people that have done wrong: make the world better and we can make your life better. Cross us, and you die.

ASSASSINS

A third-world republic has seen a seismic shift in its political landscape, as bribery and crony capitalism has led to a grassroots movement that has shattered the ruling party’s hold on power. Now a firebrand politician offers real change, and the implications have led D7 to activate a contact team to protect them from their enemies—who are numerous and powerful.

Directorate 7: ASSASSINS is a possible project slated for a vote on my Patreon.

Six Stood Alone

One village fears the return of a group of border reivers. They have very little to offer, but the heroes take them up on their offer. Learning about the enemies they will face, do the heroes risk their lives for a pittance? What drives them? Why would they do so? Set in the border area of Scotland and England in the mid sixteenth century, this adventure is inspired by the Seven Samurai and the Magnificent Seven. It is for heroic characters, be they anti-heroes or shining paragons.

Six Stood Alone” is a historical adventure for Sword’s Edge. It includes a new addition to the rules for Scene Elements, and Retainers and Allies. It includes six pre-generated characters.

This adventure was developed as part of a Patreon campaign. If you would like to see more adventures like this, please support the author at Patreon.

HardCASE: a Sword’s Edge Adventure

The newest release from SEP is now available.

On a mission to hunt down an arms dealer connected to several high profile assassinations, operatives in the Contact Team, the kinetic, direct action arm of the secretive CASE – the Clandestine Activities Special Executive – uncover a link between a secretive Russian cutting edge science program, in existence since Soviet Union, and North Korean arms smugglers. The Contact Team is sent to hunt down a Russian scientist linked to this project who is seeking to meet with the North Koreans. What are they planning and how can CASE stop them?

“HardCASE” is a near-future action-thriller adventure for Sword’s Edge. It’s available now at Drive Thru RPG. It includes a new addition to the rules for Challenges in Sword’s Edge and presents six pre-generated operatives from CASE.

This adventure was developed as part of a Patreon campaign. If you would like to see more adventures like this, please support the author at Patreon.

 

Lawless Heaven Now Available

Four cops. One hundred criminals. Countless broken bones.

The Sword’s Edge adventure, “Lawless Heaven” is now available through the Composed Dream Games RPG Marketplace. You can also find Sword’s Edge there.

In this homage to modern Korean action cinema, Three cops and an intelligence operative in South Korea’s industrial heartland face off against a local gang involved in a heroin smuggling ring. The cops have only one order: bust the ring, but no one realizes the true depth of this particular cesspool.

This is an adventure for two to six characters for Sword’s Edge. It includes six pre-generated characters and supplemental rules for chase scenes.

This adventure, and others, are part of my Patreon campaign, which I would appreciate you supporting.

You can find out more about “Lawless Heaven” here.

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.

The Patreon Is Live

The Patreon is now live. You can find it here. The first three releases are complete and ready to go. First, later this month, I’ll release “Lawless Heaven,” an adventure for Sword’s Edge based on Korean action cinema. In October, it’ll be “Face ‘Splosion,” a Sword’s Edge adventure sci-fi actioner that’s an homage to the Borderlands video games. November’s release will be “Judged,” an adventure for Nefertiti Overdrive that bridges the adventure in the Quickstart Rules and in the main book.

I hope this is something you can support. Have a look and decide.

 

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.