As I work on mechanics, two separate versions of the game are starting to emerge in my head. Maybe there’s a happy medium between the two, but they feel like two separate beasts.
I’d particularly welcome suggestions, thoughts, critiques, and other comments on this one… (hint, hint).
1) The Underworld Voyage
Whether literally in the Seas of the Dead or not, in this version the voyage gets more attention, being about equal to the flashbacks, attempts at conenction, and humanity piece of play. Forming connections, flashbacks and all that are half the story (maybe even 2/3) rather than the sole focus.
In very broad terms, I’m picturing something like alternating between GM-driven Challenges (probably three Challenges, going for a mythic thing) and the player-driven attempts to connect (the flashbacks, et al, in my lat post). The GM-driven Challenges are conflicts on the ship or off the ship against external issues. Perhaps the ship crashes on an island full of hungry ghosts, or whatever. This gives a sort of Odyssey vibe combined with making the voyage to overcome the curse a literal thing rather than simply hinging on whether they can overcome their pasts and divisions.
I’m picturing something like Mouse Guard, with alternating turns where the GM runs a Challenge then the players each get one connection turn then the GM again then the players, and so on.
In this version, I’d probably have four stats under Humanity: Connection/Hearts, Power/Spades, Silence/Diamonds, and Violence/Clubs.
The red suits (Hearts and Diamonds) are both about openness–with an constructive side (reaching out/connecting) and destructive/reactive side(silence/withdrawing). The black suits would be about asserting yourself–with a constructive side (dominance/taking charge) and a destructive/reactive side (lashing out/violence).
Not surprisingly, I’m building up to a playing card system with this. I have some ideas (some of which I talk about at the bottom of this post) but for now that’s enough. There’d be stakes in conflicts (do you reach out? Then Connection and Silence are both on the table to be raised–Connection for success and Silence for failure, and vice versa for asserting yourself). The four stats would increase. There’d be no safety valve and no way to lower any of them later.
Those stats would matter for the flashback/connection conflicts as well as the GM-driven Challenges.
Finally, in this version I’d play down the End-Game mechanics or cut them. Reaching the last Challenge (the final judgment) is what triggers the resolution, rather than some balance of stats kicking it off or favor or whatever.
2) Focus on Flashbacks
This is the version I presented in my last post. The present is mainly a frame for the flashbacks. What happens in the present is the conflicts to reach out. Overall the story is a psychodrama; there’s no big events on the present voyage–at least until the End-Game.
It’s mechanically simpler. I’d probably only have Connection, Silence, and Violence (and no Dominance). Whether I’d use cards, dice, or something else is up in the air. (see below for some thoughts on the what I want mechanics to feel like). Either way, a single die roll or card flip on each side would be enough.
In this version, I’d probably go GM-less. I’d also really consider making it a game meant to be played in a single evening (possibly with some options and tweaks to allow longer games–maybe simply tweaking the speed of advancement of stats and the triggers for End-Game).
I’m going back and forth. So much so that I’m almost considering making both versions of the game concurrently and seeing which one turns out better and is more fun to actually play.
Some Musings about the Pomp of Mechanics in this Game
So I recently had a conversation with a friend about the role of mechanics, dice, etc… For games where the mechanics are basically a randomizer (i.e. not games where player strategies are as important as the dice) could really be stripped down to roll a bunch of dice, add some modifiers and the whole game’s done–the rest is just acting it out. But neither of us really liked that. The rolling, flipping, scripting, adding up numbers, declaring actions, or whatever that game involves, are part of the ritual, the pomp of role-playing. Whether they matter statistically is a lot less important than how they shape the experience of play.
For this game, the dice or cards are going to introduce elements that shape the story and your character in ways you can’t control, only react to. There’s a sense of waiting to find out how big a bastard you were in the past and whether you can overcome it or if you’ll sink deeper. So it should be a tense reveal. It’s fine to have a single roll or a single card flip, but you should be ready and waiting tensely… and you should be able to tell in a second or less what just happened. I want everyone to be watching the die or card flip and I want them to cheer or groan immediately.
Narration is also important. In fact, I think the roll or flip should happen early: Frame the scene, (set the stakes?), roll the dice, narrate. The point is to want something, have it hinge on the dice, then roll… and have the dice be immediately readable.
Another important thing, for this game, many things that are traditionally pure player-choice (how the character is played, PC on PC interactions, your backstory, etc.) are largely mandated by the mechanics in this game. In fact, the main conflict of the game (connection) would be a given in most games. You don’t have complete control over whether you reacted with anger or withdrawing, etc. in the past. There’s a balance where a lot of things are driven by the dice or cards but you have a lot of narrative control to weave it in and say what it means. I think that constraints aid creativity and tend to lead to better results than more open situations a lot of times.
Note: I’m talking about this game; for other games different systems may work better. For example, rolling lots of dice, adding successes, angling for bonuses, re-reolls, etc., can be satisfying, too. But for this game, the tension comes from the elements out of your control and those need to be spotlighted heavily and all the otehr stuff stripped away. But the spotlight’s got to be big enough, too… it can’t be a casual roll with no tension.
On the other hand, the first version of the game above might involve more detailed mechanics. In that one, I’m considering doing things like dealing two cards the player can look at and one face down. The two the player sees can be played in either order. The first card is the stakes (and the suit matters) while the second card is the score to resolve the conflict (and the number matters). Sometimes it’ll be easy–your higher card is different from the suit you prefer for the stakes, but sometimes you’ll have to choose which gets the one card that you want for both.
Like I said, I’m conflicted. Right now, writing this, I prefer the second game version and the simpler mechanics above (i.e. a single roll/card flip on each side). An hour ago I preferred the first game version and the mechanics in the paragraph above about choosing which order to play the cards. (Note: The simpler system could work for either version of the game, but I’d only use the more complicated, choose-the-order card system for the first version.)
Again, comments very welcome.
And that’s it for tonight.
-John B.
John, i like elements of both mechanics. from the post it looks like you’re trying to pull the two apart but you could still just as easily knit them together. also, in the first, where you’re using a deck for resolution, have you considered going more oracular or abstract with the suits? Have you seen Ganakagok where its deck has a point value but also a vague color oracle that you narrate into it? For example, a Spades draw in your game could refer to Oars and the Sea and a win or play of spades would require some nautical element to it.
digging the Sea of the Dead, River Styx, Sailing through Limbo thing.
- eric
Thanks, Eric!
I haven’t seen Ganakagok, but I’m really digging the idea of suits being vague color oracules. I really like mechanics that use more than one dimension of a dice roll, card, etc. I had been thinking along the lines of tying the suits to the four stats… though come to think of it, that isn’t necessarily opposed to the color oracle, either. Hmm. Maybe the acting character’s suit pulls in elements into the present-day narration while the defending character’s suit pulls in elements into the flashback (or vice versa so each character’s draw influences both parts).
-John B.
Bill White used to have the older version of the game up for free but that may have lapsed as he’s just rereleased the book with a printed deck. There’s plenty of free Ganakagok info here to get a sense of how the cards pace the story… http://www.ganakagok.com/
This game gives me a sort of sense of the TV show Prison Break, which deals largly with flashbacks and how they tie into the present storyline.
Maybe have a small chart, I just love charts!
Suit=Ability=Current=Past (or SACP)
Just one question:
From what I’ve gleemed of reading a flashback occurs between 2 player or player game master. How would you involve flashbacks that link more then 2 people?
Hahaha… I was just thinking about making a chart pretty similar to that. Great minds think alike.
I see the flashbacks being between a two player characters. That said, I’m thinking that other player characters can get involved, but it would be in a supplementary roll. I’ve also been thinking about the role of the GM and other players in flashbacks. I kind of like the idea of the GM and/or players not directly involved in the flashback playing supporting NPCs. I also like the idea of the Queen being a palpable presence in many flashbacks, even if indirectly. So… yeah. What I can say at this point is one PC vs. a single other PC is the core system but I haven’t ruled out bringing in more elements.
Speaking of which… I just realized that using playing cards for court scenes adds the face cards as royalty. I mean, there are four Queen cards in a deck, for heaven’s sake. It would seem like a waste not to use that somehow…
-John B.