So, as you may have guessed from the
title, I ran the first playtest for AK. It went well, it highlighted
a few issues I thought I had resolved, and a few I didn't know I
needed to address. All in all, a bog standard playtest.
Unfortunately, the issues uncovered mean that the rule's release is
delayed. At least until I have a finished product that I'm happy
with, rules-wise. I'd like to clean it up too. You know, make it look
pretty, but form is second to function in my books so the rules are
my first priority.
The meat of this post will be going
back to my struggle on what to roll in Crucible. At a little shindig
I attended earlier, I talked game design with one of my players, a
fellow designer who has created a few pretty interesting systems.
He's a pretty brainy guy with a mind for math and complexity so his
systems are usually pretty complex to the point where I don't think I
could run them if I tried. That said, he manages pretty well.
Anyways, I mentioned my position that the core conflict resolution
mechanic should reflect the core conflict of the game. This led to me
thinking on the Core Conflicts of Crucible again. For a better idea
of what I'm talking about, read the post titled Design: What do we
roll?
Now the main problem I had in decided
on a core dice mechanic was that I lacked a strong idea of the themes
and core conflicts of the game. So I'm going to take the time to
subject you, gentle reader, to my ramblings on the subject.
As mentioned previously, Crucible is an
urban fantasy game, a genre with a humungous range of themes, tropes
and conventions. The genre spans from books like American Gods to YA
Vampire Romance novels. For the record, Vampire romance will not be
my go to reference. My preference is for a rather dark, hopeless
universe, but not to the same degree as Lovecraft (and, you know,
without the racism). Well, I say preference, but honestly, I think
half of my reason for this choice is habit. In all seriousness
though, a rather grim tone has been consistent throughout the
iterations of Crucible. I hesitate to call the protagonists
magicians, wizards or anything like that, but they will have
supernatural powers. The major thing I want to tackle in this
version, is that having magic sucks.
“Why give them magic powers if having
them sucks?” you may ask. That's part of the what makes the setting
dark, and it also ties into the sort of pseudo-gnostic cosmology I'm
building. Gnosticism, as it was described to me, was essentially
having secret knowledge of The Divine/ God, but I'm extracting just
the knowledge part. So the characters have secret knowledge that
gives them supernatural powers, why is that bad or troublesome for
them? Well, to borrow a term from White Wolf, the Masquerade is
self-enforcing in this setting. Characters gain knowledge of the
supernatural from witnessing it and not denying it. Those with this
knowledge attract predatory supernatural beings that either kill or
possess them. Alternatively, as is the case with the player
characters, one of several groups can find and teach them. Learning
these abilities comes with further knowledge into how the mystical
world works and protects them from the supernatural monsters. As an
aside, those monsters I keep mentioning, they go by the generic name
Shadows. That isn't a placeholder, its the only name all the groups
can agree on, and is only really used in inter-faction discussions.
Each faction doesn't have the whole
picture, they might be working off of faulty information, they might
not know anything about certain aspects of the world, or they might
be entirely wrong about how major parts of the setting work. The
factions also come with a philosophy about how the world works, and
what secret knowledge they have. The philosophies directly (and
indirectly) contradict each other on various subjects.
The standard role of the player
characters in Crucible is to help keep people out of the way of the
supernatural, to prevent Shadows from possessing people, as that only
makes the magical world a nastier place to live in. If they deal with
these problems, then there is less grief for the characters and their
peers. On the subject of grief, part of what makes magic a burden in
this world is the difficulty the characters have making a living. If
they attract monsters to themselves, it's hard to hold down a job.
The character's jobs then become solving these problems before they
can reach the general population.
The player's role in the world gives us
a framework in which to place the core conflict(s). I want a balance
with investigation and horror on one side and action and adventure on
the other. The system needs to do both with equal strength. I can see
two options here. The first option is developing a system that
addresses the needs of both halves without sacrificing one for the
other. The second option is developing two separate but
interconnected conflict resolution mechanics that allow things like
powers to carry over without much extra work on my part. My
preference is for the first, although I worry about it either
becoming a generic system or moving too far into the realm of the
narrative driven system. My reason for not choosing the second is to
keep from devoting two much time to writing the core mechanics and to
reduce overall complexity, both to aid revision. As an aside, I like
narrative driven games and systems, I just don't want Crucible to be
one.
To create a core mechanic that can
equally address the concerns of investigation and action, I first
need to look at the similarities of the two focuses. I can draw a
connection between adventure and investigation as they are both about
uncovering things. Adventure focuses on revealing physical spaces
(E.g. the dungeon crawl) while investigation is a reveal of
information (E.g. Who is the murderer?). Horror and action seem to be
at odds though. One is about powerlessness in the face of opposition
(E.g. Slasher movies) and the other is about overcoming opposition
(E.g. Any action movie, or a D&D combat). Is a game that blends
horror and action possible? I would argue that it is. One of the
major themes of the game is the acquisition of knowledge, so
investigation problems should be easy. Characters are often better
off before they acquire that knowledge, so horror problems should be
hard. In the horror genre, it's never a problem for the characters to
get into the haunted woods/house/campground, but it's always a
challenge to get out. This tells me that adventure problems should be
easy, but action should be hard. In the case of action, I'm not
limiting myself to combat. I'm including conflicts like chases. That
said, I like the idea that if the characters are clever and prepared,
they can deal with the horrifying monsters.
All in all, this breakdown of genre and
theme has told me two things. Actions that a character can take their
time on should be easy, and things that a character does quickly
should be hard. The supernatural abilities that PCs possess will help
even the odds for quick actions as well, so as to not make it
hopeless. But if the external modifiers for a task are how much time
you have, this suggests a time based mechanic, possibly with a die
pool that ticks up. A possible mechanic is something like an
adrenalin surge, trading the ability to make actions on a long time
frame for bonuses while making quick actions. All in all, I don't
know how it will work, but if I end up choosing this as the core
resolution mechanic, I may need to make extensive re-writes on the
mechanics I've already done. Luckily, I was already half expecting
that.
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