Fate World Tour – Review of “Worlds Take Flight”

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I’ve been writing games in Fate for a while; I’ve had two published by Evil Hat, and have at least more in the works that will eventually be published under Tangent Artists (Dungeon Tours, Ltd., Skeleton Crew RPG). However, I’m officially announcing that I’ve started work on a yet untitled Masters of Umdaar sequel. Will it be for sale, or just a fan project? Published by Evil Hat or by Tangent Artists? A full setting or just a jumbled mess? All good questions, and I don’t have an answer as of yet.

However, it hit me, that I before I dig too deep into expanding this world, I should do some research first. It’s been three years since Umdaar 1 came out, and Fate “technology” has no doubt advanced considerably since then. What breakthroughs and hacks have emerged that I never would have dreamed of?

So, today, I start an epic adventure: To review every single Evil Hat “Fate World & Adventure.”* **

Clarification this will include every Fate World that comes free with backing the original Fate Core kickstarter, plus comes with backing the Fate Patreon. Afterwards, I might take a tangent to review paid Evil Hat projects (Atomic Robo, Strange Tales,) and maybe some third party (ex. Fate Codex), but no guarantees at this point.

**Full disclosure: Evil Hat has hired me on a contract basis twice. I am not currently working for them at this time, but if they offered, I’d definitely say yes.


What this Review Is NOT: If you’re expecting me to use my sparkling wit to sarcastically tear into the fate worlds, you’ll be sadly disappointed. I’m going to keep things positive, because:

  1. I know how hard it is to write one of these things, and
  2. Just because a world may not be my cup of tea, doesn’t mean it’s not someone else’s.

What this Review Is: This is be a quick, cursory look at each the settings; I’m afraid I don’t have time for a page-by-page analysis. I’ll be focusing on:

  • The Pitch – A sentence providing what the setting feels like; this will be using pop-culture comparisons to provide a short-hand.
  • The Genres – What literary and cultural settings and themes the world taps into. (Expect a lot to include “…in space!”)
  • The Summary – This is a longer description, taken straight from the book or the Drive-Thru RPG. (It won’t be my original words but will save you the time to look them up yourself.)
  • The Mechanics – Subsystem: Which variant of Fate does it most closely mimic (ex. Core skills, Fate Accelerated, Skill-less).
  • Mechanics – General: What are significant rule additions, tools, and tweaks not found in the Core book.
  • Reaction – This part is purely opinion. It will be mostly based on speculation, as most of these settings I have no experience playing. Will also focus on possible variants, and ways to hack the mechanics with other settings.

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WORLDS TAKE FLIGHT

Rather than go in chronological order, I thought I’d go with convenience; since “Worlds Take Flight” is one of the few Fate hard copies I own, making it easier to read on my work lunch breaks, I thought I’d start there.

 

The Three Rocketeers

Author: PK Sullivan; Artist: Alex Innocenti

Elevator Pitch: Swashbuckling Musketeers… in space!

Genres & Themes: Historical / Adventure / Sci-Fi / Intrigue / Drama

Summary: Journey through the Holy Roman Stellar Empire and the worlds of Britannica Solaria in this Fate World of Adventure by PK Sullivan! The Queen’s enemies may have disbanded the Rocketeers, but duty cannot be set aside so easily.

A deadly cabal of nobles and clergy threaten to usurp Her Majesty Queen Marie-Hélène’s throne and hand Gallia over to Pope Regulus IV, and the Rocketeers now work from the shadows to protect the queen from threats both foreign and domestic. Foreign spies and papal agents lurk in every shadow as the trap draws ever closer.

A laser-sharp blade and even sharper wits will serve you well as interstellar powers play the game of puppets and shadows. The fate of the crown is in your hands.

Mechanics –  Sub-System: Skill-Less

Mechanics – General: Compound Stunts (Swordplay) – This is an interesting concept; instead of making players create 3 or so stunts, Sullivan has the players create one double-sized Sword-play stunt, which is composed of four micro-stunts (about +1 bonus each, for roughly +4 bonus total). He has a whole list of different micro-stunts which you can mix-and-match, kind of like a tapas menu.

Conspiracy – This is very neat concept that I will have to investigate more thoroughly in the future. Rather than creating a villain first and the objective later, the Conspiracy model does it in reverse; what is the objective, and who are the agents carrying it out. Sullivan also introduces rules for unraveling the mystery a bit at a time.

Reaction:

Skills – I must give PK Sullivan points for guts, I think he was the first Fate World to rewrite the system without skills or approaches. I’m not itching to make a skill-less setting myself anytime soon, but I can say- it does require the players to start with a large amount of fate points. If you have group with a lot of larping experience, I’d look at this book for tips on making your system skill-less. The only downside is it does make it harder to port other fate mechanics from other worlds INTO Three Rocketeers after you’ve started the campaign.

The swordplay stunt system is great for quick character creation; if I wear to create my own character, I would enjoy making my own micro-stunts, but I think a short list would be perfect for first time players, or for conventions. I also see how the composite micro-stunts would work well for other settings (perhaps for creating inventions?)

Of all three, the conspiracies have me the most excited; I’ll keep it in mind the next time I craft villains. The one thing that I would can as a disadvantage is that the Conspiracies use skills when the players don’t. On the one hand, this seems a little out of play. On the other hand, this makes it even easier to hack it into an existing campaign!

The one thing I’d add, were I to run this setting, is the Swashbuckling Duel rules from the Fate Toolkit. To me, these rules best represent the slow build of tension in a cinematic sword fight; amongst armor-less, sabre-wielding duelists, the first successful hit is often the last! (I suspect this system can be a little time consuming, so I’d save it for named NPCS).


Frontier Spirit

Author: Nick Pilon; Artist: Steen

Elevator Pitch: Princess Mononoke meets Ghostbusters… in space!

Genres & Themes: Frontier / Adventure / Sci-Fi / Fantasy / Spiritualist / Environmental / Exploration

Summary: Despite its long history, the Commonwealth has only civilized a fraction of the galaxy. Life on an undeveloped colony world is hard. The problems are never-ending: pirate raids, corporate claim-jumpers, outlaw settlers, unpredictable weather…and an alien spirit world unused to coexisting with sentient creatures.

Natural disasters, storms, subsistence, and even basic survival are all much harder when the world really is out to get you. Can your colony survive? 

Mechanics – Sub-System: Fate Core Skills

Mechanics – General:

Portfolio – A way for creating NPC antagonists that are intrinsically tied to the impending issues.

Facets – The idea of creating a powerful, “final form” of a spirit, and then 2 or more smaller “facet” versions of the character that appear earlier in the story.

Reaction: From a setting standpoint, I am impressed by how Pilon introduced a setting that clearly sets up the tension between the industrial settlers and the native spirits; in many settings, this would done in black and white, with the humans being bad and the spirits being good. However, like Miyazaki’s “Spirited Away,” Pilon makes it a little more ambiguous, letting the gaming group work out for themselves which side is wrong, if anyone at all. I can also see facets as great way to create multi-leveled villains that are beaten more than once (ex. a video game boss for Save Game; a DBZ style villain with multiple forms).


Sail Full of Stars

Author: Don Bisdorf; Artist: Elisa Cella

Elevator Pitch: Pirates and Navy Battles… in Space!

Genres & Themes: Sci-Fi / Fantasy / Steampunk / Alternative History / Age of Exploration / Swashbuckling / Political / Naval

Summary: In the year 1850, three empires struggle for control of the solar system: The Ottomans, whose vast Earthly empire may soon become obsolete; the Chinese, who pioneered the construction of rheoships; and the French, the new masters of alchemy. Wherever patrols are weak, pirates menace the shipping lanes. Sailors whisper rumors of dragons swimming through the black void. Fools and madmen push the boundaries of alchemy, heedless of the consequences.

Track down pirates, brave the stars, and mount shipboard battles in this Fate World of Adventure by Don Bisdorf.

Mechanics – Sub-System: Fate Core Skills

Mechanics – General: The book features some of the best rules for detailed ship aspects I’ve seen. Similarly, it includes rules for crews, including combat.

Reaction: Compared to many Fate Worlds, this one is a little on the “crunchy” side; it might be ideal entry point for classic gamers who are used to more complicated systems like D&D or wargames. I am eager to try out the crew rules, which would work for supporting NPCS in any setting.  If you’re not interested in the historical setting, you can easily port it to another world (for example: if you want to port “Aether Sea,” but with Fate Core.)


Gods & Monsters

Author: Chris Longhurst; Artist: Manuel Castañón

Elevator Pitch: Campbell’s Mythology meets Lycanthropes (NOT in Space!)

Genres & Themes: Mythology / Fantasy

Summary: The world is young and majestic, and humans eke out a living and dream of civilization.

But you are not like them: you are a god. A primal creature, your soul a blazing font of power, your body an expression of your nature. The more extreme your behavior the greater the power you can wield—but it is easy to become lost in a single facet of your existence and cross the line from god to monster.

Perform mythic acts, skirmish with rival pantheons, and walk the line between power and control in this Fate World of Adventure by Chris Longhurst.

Mechanics – Sub-System: Fate Accelerated

Mechanics – General: While I had previously thought of Fate Approaches as opposites, Chris Longhurst came up with something I never dreamt of: putting them on sliding scales. He also came up with the idea of having your power and approaches grow (which can sometimes be a bad thing, turning you into a monster!) There is also the godly power mechanic, which involves stashing power in stations to avoid overload.

Reaction:

Fate is a really forgiving system, allowing players to succeed in ways that stricter systems would not allow. “Gods & Monsters” just doubles-down on this, giving players literally godlike characters.

This can make it a very difficult game for GMs to run. I suspect that they are two ways around this:

  1. Think of them less like “gods” and more like demi-gods; they are weaker, lesser gods that fight, adventure and fight monsters, much like your typical adventure team.
  2. Focus on the difficult decisions; you can do X, or do Y, but not both.

Longhurst cleverly built the second into the geas and power of the characters; they can grow stronger and stay true to their god’s nature (but at the risk of growing monstrous), or you can have they show free will, go against their nature, and grow weaker (but further from the edge).

Were I to run a game (and I desperately want to), I’d focus on the etiological, “just-so” stories. Rather than assume that the mortal world is complete, I would take a popular “just-so” story and reverse engineer it.

For example:

GM: The mortals are cold all of the time, and are always tripping in the dark, hour after hour. They ask for your help.

Players would eventually come to realize that, in this world, there is no sun. This sets them on tasks to make the sun (gathering dangerous materials to get it), as well as finding a balancing act that doesn’t involve mortals overheating or frying.

Guide the ending to resolve towards a permanent feature of this world, although it might not be the one you anticipated when you started the story. They could go a completely different route and find a solution without the sun, such as, “…And that’s why we have volcanos,” or “…And that’s why the first humans died out, and why we have ice people instead.”

Lastly, I wanted to give a shout out to the artist, Manuel Castañón, as the art in Gods and Monsters is absolutely stunning. All four artists in this book did a great job, but Manuel’s art is inspiring.

EDIT: I nearly forgot! On an earlier blog, I gave my house rules for mashing up “Gods and Monsters” and “Masters of Umdaar,” where players get to be the lost Demiurge. Here it is again, “Gods and Masters.


 

That’s it for this entry. Next up will be “Fate: Worlds Rise Up!”

Until then, game on!

Game Chef 2018 Finalist Entry – Cardenio

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It’s another catch-up entry. This time, I’m going to focus on my entry for Game Chef 2018, “Cardenio.” I was delighted to see that it made it to the finals. I’m going to repost it here in its entirety, but this time it’ll have director’s commentary.


First, what is Game Chef? (No connection to Uranium Chef)

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From their website:

History – Game Chef is an annual design competition for “analog” (non-electronic) games, challenging participants to write a playable draft of an original game in just over one week, based on a theme and a set of “ingredients.”

This was this year’s theme:

2018 Theme: Lost Stories

People have been telling stories for as long as our species has been around, but the vast majority were not recorded, and have been lost to us. For example, Aeschylus’s play Psychostasia (Weighing of the Souls) was popular when it was performed in the fifth century BCE. But today, only three words (blunt, speedwalking, and sheepskin) remain. Games are a major source of lost stories today. A single game may generate thousands of stories as it is played by different groups. But the adventures of the characters at the table usually disappear as they happen unless the players make a special effort to record their session.

This year, we ask you to think about the concept of lost stories as you design your game. Why are some stories lost, and others are not? How are we affected when stories are lost? Might losing certain stories be a good thing? What would happen if we recovered a story we had thought was lost?

2018 Ingredients: blunt, speedwalking, sheepskin, weigh

And now, the entry:


 

CARDENIO –

by Dave Seidman-Joria

DJ: If the name looks slightly different, it’s because I recently got married.

A game of choosing sides for 4-12 players

Premise – Players will be crafting a Shakespeare-inspired play one scene at a time. In any given scene, one player will be restricted in what answers they provide.

Backstory – Of all the plays Shakespeare wrote, only 37 have survived. However, scholars are delighted by the recent discovery of a chest containing the script to Shakespeare’s 38th play:  the missing work Cardenio

DJ: This is actually based on a real story: there was a lost play called Cardenio, which at least one publisher attributed to being co-written by John Fletcher and William Shakespeare. Scholars have no idea what the plot is, but a. Cardenio is the name of a character in Don Quixote, b. Fletcher liked stealing plots from Cervantes, and c. Shakespeare liked stealing plots from… well, everyone… it could have been the TALE OF DON QUIXOTE RETOLD WITH SHAKESPEARE’S WIT. To find out more, read the Wikipedia page. Also, to read a fictional account of what it might have included, Jasper Fforde included some snippets in his novel, “Lost in a Good Book” (I can’t recommend the series enough.)

However, it is not a complete script; the chest contains only a selected number of “sides” (i.e. the lines for a specific character). The surviving sides were written for the notoriously picky actor Devin Twinshire, who insisted that all his sides be written on durable sheepskin parchment (while all the other sides, written on paper, have since crumbled). Devin was a versatile actor; he seemed to have played a number of characters in multiple different scenes, and thus we have the lines for at least one character per scene.

DJ: Devin is fictional. I don’t know for a fake if sheepskin/vellum is more durable than paper, more of a sneaky way to include the “sheepskin” ingredient. However, in the days before mimeographs, to save time, the production time would give actor papers that had only their own lines and cues. So, the idea that only ONE actor’s part would survive is not unheard of. This was also an anti-theft tactic, as copyright laws were law or nonexistent at the time. Case in point, the Quarto 1 edition of Hamlet is a paraphrased mess, likely pirated with the help of the actor playing Marcellus (as his lines are the only accurate ones in the piece!)

MATERIALS

  •         Notecards
  •         Paper
  •         Writing utensils
  •         Safe, Blunt Weapons (ex. foam swords)
  •         Costumes / Props / Hats
  •         An area of free space (designated as “the stage”)

THE SET-UP

Before starting the game, prepare the document that one of the actors will be reading from; this is called the Sheepskin. To create this, do the following:

Make a set of cards with, the following:

  •         3 x “Yes, and…”
  •         1 x “Nay, because…”  
  •         1x “I propose…”
  •         1 x “Let me be blunt…”

DJ: In improv fashion, you want to have more “Yes” than “no”; if you had equal number of yes and nos, the action would constantly be one step forward, one back.  “I propose” gives the Sheepskin holder a chance to act instead of merely react. “Let me be Blunt” is a vague one that gives the performer more flexibility, but also leads easily into a revelation, an insult, or the closing of a scene, any of which can make the action move along.

On a sheet of paper, write 1 on the first line, 2 on the second line, and so on, until you reach 19.  

Shuffle the 6 cards, and reveal the top card, and write what it says on the first line. (Ex. If the first card you draw says, “Nay because…”, write “Nay because…” on line 1 of the sheet.)

Continue drawing the six cards and writing out the lines until the stack of cards is depleted (which should be after line 6). Next, shuffle the cards, and continue drawing and transcribing (writing lines 7-12). Shuffle again after line 12, transcribe 13-18.

On line 19, and write the stage direction “[Speedwalking],” and add the phrase, “Make haste, for…”

As an example, here is a premade script.

  1. I Propose…
  2. Yes, and …
  3. Yes, and …
  4. Let me be blunt …
  5. Nay, because…
  6. Yes, and…
  7. Let me be blunt …
  8. I Propose…
  9. Nay, because…
  10. Yes, and…
  11. Yes, and…
  12. Yes, and…
  13. Yes, and…
  14. Nay, because…
  15. Let me be blunt …
  16. I Propose…
  17. Yes, and…
  18. Yes, and…
  19. [Speedwalking] Make haste, for…

DJ: If you only have note cards and no long sheets of paper, I theorize you could do it with only 6 notecards Personally, I would want it to be a bit more organic; once you’re in the flow of the story, you don’t want to shuffle cards around. Also, it’s easier to gauge when the scene is over, and to pace yourself.

Lastly, create a small set of scene cards. These consist of a Beginning Scene card, an Final Scene card, and any number of middle scene cards.

Beginning Scene: In which someone complains about a problem.

Final Scene: In which someone is married or someone dies.

We encourage players to create their own middle scene cards, even so far as penciling their own 3 seconds before a scene. Here are some suggestions:

  •         In which a bond is formed / bond is broken.
  •         In which a new problem is introduced / old problem escalates.
  •         In which a plan is created.
  •         In which an existing plan is executed or people try to thwart a plan.
  •         In which a lie is told.
  •         In which 2+ people fight over something they both want.

On a separate sheet, have players collaborate on a cast of 5-10 characters (at least one per player, with a few spare). Each character consists of a Name and a few words of description (ex. attitude, status, connection to another character). Here is a premade sheet:

  •         Cardenio –  Mercurial son of a noble
  •         Hossberry – Cardenio’s greedy servant
  •         Lucinda – Innocent and beloved maiden
  •         Don Fernando – Young Duke and rival for Lucinda’s affection
  •         Theodora – Don Fernando’s pragmatic ex-fiancée
  •         Don Xavier – A senile but virtuous old knight
  •         Sadwell – Don Xavier’s lazy peasant squire
  •         Signor Claudius – Cardenio’s loving but ambitious father
  •         Servant / Messenger – Any number of servants, messengers, and various nameless helpers.

DJ: Cardenio, Lucinda, Don Fernando, and Theodora are all straight out of Don Quixote, along with their mixed up love triangle. Don Xavier and Sadwell are my nods to Quixote and Sancho, albeit with their names changes (as Willy Shakes would likely do). Hossberry and Claudius are new characters, based on stock characters Shakespeare used a lot.

(If players want, they can create name tags for each character as they switch in and out – a notecard and a binder clip is often all you need. Alternatively, assign a specific costume piece, like a character or a scarf to each character.)

GAME PLAY

Gameplay is taken one scene at a time. A scene consists of one two or more players each picking a character and acting in that scene as that character. In any given scene, one of the players uses the Sheepskin (we recommend that Cardenio carry it in the first scene). This player is called the sheepskin-holder.

Using the Sheepskin: Players who are not holding the sheepskin may act and talk like normal, acting out the scene as their character without restrictions. (They are not required to speak in full Shakespearen verse, but the occasionally “thee” and “thy” does spice things up.)

The sheepskin-holder will act the scene with them, but is restricted in what they say; each of their lines* must start with the same words as the corresponding line on the page.

[*Note: For the sake of this game, a “line” consists of a sentence of any length, and any immediately following sentences. A line ends when the speaker pauses for a period of a few seconds, or another player says something.]

  •         Ex. If the first line on the sheepskin is, “1. I Propose…,” the player must start their first spoken sentence with, “I propose,” and continue on with the sentence. After they  are done talking, the sheepskin-holder moves their finger to the next number on the sheet; it says, “2. Yes, and ….” The next time the sheepskin-holder speaks a line, they must start by saying, “Yes, and…”

It is important that the sheep-skinner holder doesn’t just say “Yes, and” and stop abruptly. They are required to continue the line to best of their ability. This happens in several ways, depending on the line.

  •         “Yes, And” –  If the line starts with, “Yes, and…” they must add something new, such as a new idea or an escalation of the current idea.

Ex. Player 1: The duke is the worst.

Cardenio: Yes, and… we should rise up against him!

Player 1: Woah! Are you mad?

Cardenio: Yes, and… will be intentionally drive myself madder still, so that the duke will be afraid to face me!

  •         “Nay, because…” – The character will reveal why they are against a notion. (Although, it is best if the player can include in their line a condition which, if met, they would agree to.)

Ex. Player 1: Are you going to propose to Lucinda?

Cardenio: Nay, because… there is no way she would agree to marry such a man as I, without any fortune.

Player 1: Hmm. What if I told you there was a fast way to make you rich?

  •          “I propose…” – The sheepskin-holder must do their best to introduce a new idea. (Or in the case of a romantic scene, they might literally propose to another character!)
  •         “Let me be blunt…” – The sheepskin-holder’s character must reveal their true feelings. This may, of course, risk of offending another character (this is actually recommended, as hurt feelings lead to interesting scenes!)

ENDING A SCENE

The scene continues until the sheepskin-holder reaches the last line on his sheet, #19.

  •         19. “Make haste, for…” –  At this line, they explain where people are going, why they must hastily leave (speedwalking), and what they will attempt to do between the scenes.

Ex. “Make haste, for … we have only hours before the wedding starts, and we must prepare our disguises!”

Starting the next scene:

The players will then return to the stage and present another scene. The sheepskin is handed off to someone else.

  •         No player should have the sheepskin two scenes in a row.
  •         No character will have the sheepskin two scenes in a row. (I.e. if players are switching characters).
  •         The player either starts again on Line 1, or picks a random line between 1 and 4 to start with.

Other rules to keep in mind when starting the new scene:

  •         If some players sat out during the first scene, make sure to trade out as many players as possible.
  •          Be sure to switch out or add a new character from one scene to the next.
  •         It is recommended to have only 2-4 characters in a scene at time (unless you are presenting the Final Scene, or players are representing a mass of people, like an angry mob or a pirate crew).

Additional Rules:

Improv Rules Apply – Improv Theatre rule applies, particularly:

  •         Once a fact is established, it is true; other players cannot deny it or instantly remove it (Ex. If a character declares another character is sick with the vapors, the other character truly has the vapors.)
  •         Players should work together to further a cooperative story, rather than focus on their own ideas argue or “waffle” over story directions. (The only one allowed to say “no” to ideas is the sheepskin holder, who is sometimes required to by the script!)
  •         And most importantly, RESPECT SAFETY AND CONSENT – Even if you are in character, respect other players before grabbing or touching them. Even when fighting with blunt, foam weapons, be careful of people’s faces. If any player calls to stop, all players should immediately stop.

Q1. Can the sheepskin-holder skip lines?
A1. No,* they must read through each line. If it makes no sense (i.e. they argue to something, and then disagree, and then agree again), then it is best to play it off as indecision, or via asides (see below).

Q2. Can the sheepskin-holder telegraph what their next line is?
A2. No!* It’s more fun if the scene partners have no clue what the sheepskin-holder’s next response will be.

*The Exception – The only times that sheepskin-holder can skip lines or telegraph lines is with the LAST line in the scene, i.e. “19. Make haste, for…”

  •         Skipping – if the sheepskin-holder feels like the scene is over (i.e. something interesting has happened that furthers the story, and there’s a lag in the conversation), they can skip to last line, “19. Make haste, for…”, bringing the scene to an early close.
  •         Telegraphing – if the sheepskin-holder has reached the end of the sheet, but the scene is still continuing, they can give the other players a sign to wrap up the scene. The sheepskin-holder should give the other players about a minute to finish their thoughts and wrap up any loose ends before providing the, “Make haste, for…” line, officially closing the scene.

Switching Characters – Players are allowed to switch characters out in-between scenes (and even during them, sometimes). However, we recommend that once a player portrays a character in a scene, no other players can portray that character for the rest of the scene (without that player’s insistence).

Sarcasm – The Sheepskin-holder has to agree with every line in the sheepskin. It is possible that a player may want to use sarcasm, (i.e. saying, “yes, and…” but in such a way that they really MEAN “no.”) This is definitely allowed, but we encourage players not to rely on this too heavily; part of the fun is going with the crazy script, rather than undermining it. A good way to regulate this is the “Sassy Friend” rule below.

  •         The Sassy Friend rule – if a character ends up using sarcasm a LOT in a scene (ex. for at least a third or a half of their lines), allow them to officially add the description “Sarcastic” to the character’s description. (Ex. “Lucinda – Innocent and beloved AND SARCASTIC maiden”). This allows the character to use sarcasm without any restriction. However, the number of players/characters who are allowed to be “Sarcastic” is limited; this can be capped at one Sarcastic character per player, or 2-3 Sarcastic characters total. Once the cap is reached, no other characters can use sarcasm at all.

Note: Only the sheepskin-holder is cautioned against using sarcasm. The other players may use as much as they want.

Asides – The sheepskin dictates what the character openly agrees to during the scene; however, it doesn’t always dictate what the character is actually thinking. We recommend that the holder of the Sheepskin be encouraged to speak to the audience, providing thoughts that the other characters cannot hear; this is called in theatre and “aside.” In an aside, a character can explain their true feelings, and explain away any discrepancies in the character’s objectives and the dialogue.

  •         Ex. The duke Don Fernando proposes to Cardenio that they murder Cardenio’s father (and Cardenio loves his father dearly). Cardenio notices his next line is “Yes, and ___”, which the actor feels doesn’t make sense. Before Cardenio reads off the next scripted “yes” and offers to go along with the plan, Cardenio says in an aside to the audience, “I’ll play along with them for now, until I know more of their plot.” Players can also give asides AFTER a line, to justify retroactively.
  •         Note: Any player may give asides, not just the sheepskin-holder.

Combat and Death – Characters can die in the middle of the play (that’s what the blunt weapons are for!) However, the following rules apply:

  •         All fights must begin with a declaration, such as, “Have at thee,” or a similar call to action. The challenger must give the challenged player ample time to obtain and draw a weapon. Any character who attacks another without such a challenge (Ex. stabs someone in the back) can still emerge victorious, but their character will be brandished a coward and a treacherous knave by all other characters.
  •         Players should talk while fighting with foam weapons. Combat is over once of the players mutually decide which should be injured; this is normally signaled by a player intentionally leaving themselves open to an attack for an extended period, or “piercing” themselves on their opponent’s blade.
  •         If players disagree over which character should die in a fight, have them play rock-paper-scissors to decide who lives and who dies. If a fight goes on for more than a minute, any player (not just those fighting), can proclaim, “Finish it,” forcing the players to move to rock-paper-scissors.
  •         Players can kill each by other means (such as poison), but they must declare they have poisoned an item in an aside BEFORE someone consumes it. Players can only consume a poisoned item with their consent (NO FORCE FEEDING).
  •         Multiple characters may die in a single scene. However, each PLAYER may only initiate one death per scene (except for the Final scene). Similarly, we recommend capping the total number of deaths to a total of X, where X is the number of players, at least until the Final scene. (This does not include nameless servants, who can die by the droves).
  •         If a character is poisoned or mortally wounded, they are not required to stop talking; they can talk, just like any healthy character, until the end of the scene or until they choose to die, whichever comes first.
  •         If a player has one of their character’s die (outside of the Final scene), they may create a new character. Before starting the next scene, take a small break to give time for the player to create a new character; they have first dibs on playing it. Alternatively, the player may have their character come back as an incorporeal ghost, and can choose which characters can and cannot hear the apparition!

The Final Scene 

Once enough scenes have been played out (generally between 4-10), the players should agree whether or not to begin the Final scene. Once the majority of players are in consensus, it begins.

A few reminders and a few new rules:

  •         All players should be included to be in the scene – however, we recommend only 3-5 players start the scene. After the first few minutes, the rest of the players will trickle in a few at a time.
  •         By the end of the Final scene, a character will be married or a character will die (maybe one of each!) However, no one may be killed or married until all players have had a chance to come into the scene.
  •         If the sheepskin-holder reaches line 19, they still cry, “Make Haste!”; however, if it doesn’t make sense for the scene to end, or not all players have been included in the scene yet, the scene is not over and no one permanently exits. Instead:

o   The current sheepskin-holder explains in character why time is short; all characters must pick up the pace and go faster.

o   The sheepskin-holder then gives the sheepskin to another player.

  •         Players may also exchange the sheepskin any number of times during the scene; they are not required to reach the last line but must read at least one line before giving it to another person. When handing off the script, the old holder may take no more than 3 seconds to show the next player where they left off in the script. If the new player cannot find the exact spot within 3 seconds, the new player must pick a new spot at random. (This discourages halting the scene to a stop after every switch).

Epilogue

After the game is over, each player should record one line that they remember from the game on a notecard; do not provide any context. The game owner should keep these lines with the rules as a memento (perhaps to add to a future Sheepskin).


 

There you have it, “Cardenio” is all of its glory! I have yet to playtest it, but I look forward to trying it soon. When I do, I’ll try to document it thoroughly and share it here.

Have you tried any Shakespeare or Improv inspired games? Let us know!

 

RPGaDAY – Round-up!

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RPG-a-Day 2018 (1)

This is long overdue (been very busy playing the lead in a local production of Sweeney Todd), so I thought I’d finish Week 3 & 4 in a single post.

Day 15: Describe a tricky RPG Experience that you enjoyed:
The trickiest I can think of is when I ran a playtest of Dungeon Tours, LTD at TCEP, and while I was setting up, I caught the attention of a younger kid. I’d guess barely nine or ten. He was curious about everything, couldn’t sit still, and constantly jabbering away about everything – you know, all of the same annoying traits that I definitely possessed as a kid. I felt having him in the game might impact the experience for other adult players, but I really hate not being included in things myself. So, while I didn’t ENCOURAGE him to join, I didn’t discourage him neither, and he jumped in.

He was a little distracting while he was in, but we yes-anded none the less. About 90 minutes in, he wandered off to another con room. We carried on without him (we treated his character as an aspect that could be invoked). An hour later, he came back in, took a look at the board.

Me: (filling him in) He’s falling for it so far.
Kid: Oh. Good!

The kid runs off again, glad to know his team is doing great.

I wish I could say the kid made amazing contributions and that it was the best, most original gaming experience of my life. Rather, I think those that stuck around had fun, and I hope the kid had some too.


DAY 16: Plans for your Next Game

Well, the next game I’m RELEASING is “Dungeon Tours, LTD” (coming soon to Kickstarter.

https://tatabletop.com/dungeon-tours-ltd/

However, the next new game that I want to release is based on +Richard Williams‘s theatre experience: basically, a super-loose, rules light LARP / RPG inspired by Shakespeare’s “A Midsummer’s Night Dream,” with bits of “The Tempest” and “As You Like It” thrown in.

Basically, the plan is to have the players create a brand new, improvised Shakespeare fantasy-pastoral comedy. I have about 75% of the rule book done, and can’t wait to playtest it.

dtl cover_web

And now, a preview of the cover!


Day 17: What is the best compliment you’ve received while gaming?

I react to compliments by squirming, and so I generally don’t remember specific things that have been said.

I guess the best general compliment I can think of is how amazingly supportive the Fate Community has been of my first work, Masters of Umdaar. People continue to say the warmest things about it, and I blush every time. The one that gets me the most is that they call it a great “gateway” into Fate or RPGs in general. Also, players will commonly say, “It reminds me of [a movie or show],” citing one of the very stories that inspired it.

I’m flattered to be part of the team that brought it into existence.

https://www.drivethrurpg.com/product/155458/Masters-of-Umdaar-o-A-World-of-Adventure-for-Fate-Core


18. What art inspires your game?
This is a little bit of a shameless plug, but I’m going to have to go with my sister, Monica Marier, who is also the lead artist for our group Tangent Artists. To explain why, a little context: a few years ago, I pitched to Monica the idea of doing a comic about life and love in a superhero world. It didn’t really appeal to her, but she did love a group of supporting characters I had mentioned. It wasn’t the normal heroes, it was the weird, creepy undead “other” team that handled the oddball cases; they were the Skeleton Crew, who were like the Doom Patrol meets Hellboy. She is a trained artist with a decade of experience doing comics and illustrations, but this was her first real “creepy” comic. It turns out she’s a natural for it. Her creations are dark and inspiring, to the point that I always wanted to jump in deeper and learn more and more about this crazy world.
Eventually, this lead to me wanting to do an RPG set in the Skeleton Crew universe. (It’s not coming any time soon, I’m afraid, but it’s comings. It’s one of those “Magnus Opuses” that sits on the backburner until the perfect time.)
But some day, I’ll create something so fantastic that she’ll want to do the art for it; and thus, hopefully the cycle will continue.

http://tangentartists.com/skeletoncrew.html


19. What music enhances your game?
I typically don’t music when I PLAY a game. I do know that what I wrote Uranium Chef, my favorite Spotify playlist consisted of Background music from “Iron Chef America,” “Flash Gordon,” and the newest “Tron” movie. It helped remind to keep tension, but with various moods; there’s a difference between slow-building tension and the last-minute rush.
Typically, I have trouble writing over music that has a large among of lyrics; thus, techno music, Celtic instrumentals, and songs in other languages (ex. Gipsy Kings) tend to dominate my writing playlists.


20. What game mechanic inspires your play the most?
The game mechanic that I’ve latched on to the most is Fate Core’s “aspect” mechanic. You could play Fate without aspects, but you’d essentially have a weak, generic RPG that you’ve likely seen a hundred times before.
What aspects do is bridge the gap between the abstract world of language and concepts, and the tactile, grounded world of mechanics. Other games can achieve this, of course, with intense mods, new charts, or add-on supplemental guides, but Fate can achieve the same result in SECONDS.
Now, I’m a little behind on my Fate mechanics (I haven’t read Dresden Accelerated, Fate Adversary, or Fate Horror yet), but I feel that fate aspects are ideal for two types of scenarios:
a. The Improvised Weapon / Destructible Environment – Aspects let players improvise their way through a scene, turning random props on the wall into weapons, or swinging off chandeliers like swashbucklers. It creates rich, exciting, and cinematic environment. I often advise to new Fate GMs, “every room should be a playground.”
b. Additive – Aspects work particularly well when they are used to represent a creative process, as the character’s creative actions literally create something on the table (or at least a notecard describing this thing.) This is why I was inspired to make Uranium Chef an actual game (which involves creating meals), as well as our soon to be released Dungeon Tours, Ltd, which involves creating fake monsters and traps for your dungeon.


21. What dice mechanic appeals to you?
This isn’t a dice mechanic from an RPG, but it still stuck with me none-the-less.
It was actually from an old, Sci-Fi football boardgame that I bought on clearance; I think it was called Battleball. It came with a lot of dice and cheap minis, so I thought, “why not?”
But there were some brilliant ideas in it. Each type of player had a specific die: the big blockers had a 1D6s, the medium sized guys various from 1D8s to 1D12, while the fast runners had 1D20s. These dice determined speed AND combat.
When moving, you roll, and the move up to the number of spaces – (i.e. higher die is better).
When in combat, you roll, and the player with the LOWER score wins (i.e. lower die is better).
It is such a beautifully elegant system. You don’t need stats, charts, or algorithms – it merely takes the simple dice type and fills it with personality and a sort of specialization.


22. What non-dice system appeals to you?
I have yet to play it, but I would LOVE to play Dread one of these days. The Jenga – ahem*sorry, NOT Jenga*ahem. The DREAD block tower is such a brilliant design that I can’t wait to try it out sometime.


23. What game do you hope to play again?

At some point, I want to play Dungeon World again. I ran in once for my friends, but never felt I really got the hang of it. I felt like I was always one round away from having something “click,” but it never did.


24. What RPG do you think deserves greater recognition?

An unsung game that I wish was back in the limelight is Teenagers from Outer-Space. As a youth, I bought the rulebook (specifically with the amazing art of the 1997 edition, reminiscent of Rumiko Takahashi’s “Urusei Yatsura / Lum” series). I’ve never had a chance to run it, but it seems the perfect mix of low-stakes cartoonish silliness combined with the infinite possibilities of sci-fi. If I had a million bucks to relaunch and/or reprint any old RPG, this would be it.


25. Name a game that had an impact on you in the last year.

Last November, I had the pleasure of playtesting Paul Stefko’s game Chromeshoe, a cyberpunk setting for Gumshoe. I had be curious about Gumshoe for a while, and this was my friend real exposure. It reminds me a lot of Fate 2.0 (in that it is very collaborative and player focused, but more bookkeeping than Fate Core or FAE). I have a dream project that I suspected Gumshoe would be a good fit for, and playing it only confirmed my suspicion.

Find out more about Paul’s work and how to support it at his patreon
https://www.patreon.com/PaulStefko


26. Your gaming ambition for the next year.

HAHAHAHAHAHA. Man, this could be a lengthy answer. Some projects I hope to accomplish:

Kickstart “Dungeon Tours, LTD.”; finish and publish “Haunted Grove”; Start work on Umdaar Sequel. This does not include any boardgame projects, which I am equally ambitious / psychotic about.


27. Share a great stream / actual play
I don’t listen to many, but I have heard a little of Rag-Nerd-rok when I discovered they have a whole lot of Fate and Umdaar sessions.

http://ragnerdrok.com/

(Edit as of 11/2018: And I just learned Stumpt ran a series of actual plays for “Uranium Chef.” There are a few small errors regarding how to play Fate, it’s far too entertaining for me to care.)

 


28. Share whose inspiring gaming excellence you’re grateful for.
(That is a sentence that’s hard to decipher.)

I haven’t had a chance to play it yet, but this last year, I was really impressed with the new RPG “Bluebeard’s Bride,” designed by Whitney “Strix” Beltrán, Marissa Kelly, and Sarah Richardson. I really am glad that the community is seeing more non-male authors, and works that explore different narratives. (For example, Bluebeard’s Bride is definitely reminiscent of Women’s Gothic Literature.)


29. Friendship you’ve made;
In the last year, I’ve definitely enjoyed talking on G+ with +Don Bisdorf, +Jon Freeman, and +Brie Sheldon. I don’t know if they consider me friends, but I’m grateful for the company.


30. Learned about playing your character
Not. A. Thing. Ignorance is bliss.


31. Why take part in RPGaDay?
I wanted to challenge myself with a daily deadline and see if I could keep it. (Didn’t quite meet the daily quota, but I made it by the wire for all 31). I used to do NaNoWriMo, and I enjoy a writing challenge with a deadline. My work doesn’t tend to be as good, but writing on a time-table is a kind of muscle; it needs exercise to keep it in shape.

Well, that was all 31! Hope you enjoyed!

7 THOUGHTS ON RPGS – RPGADAY 2018 – Week 2

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Here’s the second week of posts from RPGaDay, consolidated into one place.

RPG-a-Day 2018 (1)

Day 8: How Can We Get More People Playing?

0. Obviously, there are steps that can be taken like “community outreach” and coordinating with your local stores and meetup (organization isn’t my strong suit, so I’ll focus on what I do know).

1. One-shots are your friends – Don’t be afraid of one shot adventures with pre-gen characters. Several reasons:
a. it skips right to the the fun.
b. These make it more easily run with strangers at game nights or conventions.
c. Sometimes people can’t commit to a campaign, or are afraid to commit. A one-shot still lets them enjoy in small doses (and who knows, maybe they’ll get hooked.)
d. Instead of a campaign, think of early adventures as a series of continuous one-shots. This will mean more work carefully crafting the adventure, but if each session has a complete beginning, middle and end in which the players achieved something significant, the experience will be far more satisfactory, and they’ll be more likely to return.

2. Keep it Simple – this may mean using less complex rules systems for brand new players (Fate, Dungeon World, diceless), but can also mean avoiding complex characters (ex. difficult to happen spellcasters,) steering absolute rookies to easier classes, or just fudging the rules a little at the beginning (ex. if an ability is available once per rest period, maybe make it once per fight instead). You can always play rules lawyer later.


Day 9: How has a game surprised you?

I think the number one surprise I’ve received from an RPG was when I first read +Chris Longhurst‘s “Gods and Monsters”. The very idea that you could play a GOD was unheard of. If I had been tasked with such a thing, I would imagine I’d spend pages defining the many things players are NOT allowed to do, restrictions on power in order to keep things “balanced.”

But as written, “Gods and Monsters” is the ultimate test of the improve rule “yes, and.” There is literally no limit to what a character can do, so long as it fits their character and their narrative. Create a continent? Sure. Forge a second sun? Why not?! Sculpt and entire species of sentient beings out of clay? Sounds fun.

I have yet to run a game (itching to), but I feel like running such a game would be extremely liberating, while also putting my GM skills to the test. (The only way to provide a challenge to PCs who can do the impossible is to provide a situation so paradoxical they can’t best it; i.e. if they can lift anything and create anything, make them create a boulder so heavy that can’t lift.)


Day 10: How has gaming changed you? 

I guess a big change for me came when I was first contracted by Evil Hat. This affected me in two major ways:

a. After years of fan-projects and self-publishing, this was my first paid writing gig. In the years before that, my self-confidence was in seriously short supply, and it amazing to have a win in my corner.

b. I’ll let you in on an amazing secret: Evil Hat has an art guide which lays out what standards they have for art. To this day, it is the most inclusive and progressive document I have seen. It set the bar wonderfully high for ART work; Though I was only the writer, I did my best make sure that my prose met the same high standard. Since then, I have looked back to my earlier work and seen were I have lacked, and try to keep it in mind in any new project.

(Note: Some of you might have read criticism about Evil Hat’s earlier works being less diverse with their art and their authors. I am merely a contract worker observing from the outside, but I am under the impression they are very aware of their deficiencies and are working hard to improve with every wave of game releases. They set high standards for themselves, reach them, and then set their bar higher.)


Day 11: Best NPC name?

This NPC was created for an Urban Fantasy / Supernatural rpg, based on the world of our comic Skeleton Crew.

http://tangentartists.com/skeletoncrew/skeletoncrew_000.html

More than Half of the PCs had backgrounds in mad science, so it made sense to have a villain who was a mad scientist. I wanted a name that was unique and had a fun juxtaposition; I think the inspiration was the Mystery Men villain Casanova Frankenstein. And thus we created the mad scientist,

Dr. Socrates Madonna.


Day 12: Weirdest Character Concept

This one is a recent addition, but I’m still quite proud. At #Blerdcon, I had a pleasure playing a one-shot Adventure League game run by my friend, +Eric Menge. I let my elf-loving friends have first dibs on picking the elven characters, and I didn’t feel like playing a rogue. Thus, I ended up with the pre-gen character of the Human Paladin.

I picked a name. The only thing left was to decide what kind of god he worshipped; I could use one of the set ones, but thought it might be fun to try one of the lesser gods we created for the Clerics Guide to Smiting. Should I go with Pretensia, Goddess of Good Manners? Should he be a fashion paladin, dedicated to the Doodad, God of Accessories? (I didn’t want to use Chuggett, Dwarven God of Drink, as I’d already played a Dwarven nun dedicated to him).

And then one of my colleges made a suggestion: Paradoxiquatl, the God of Atheism. (His followers go door to door, asking people not to believe in him).

And thus, Cuthbert the Atheistic Paladin was born.

The GM Eric allowed it (partially due to his flexible nature, although +Rachael Hixon also made the argument that “Paradoxiquatl” could be an aspect of the Trickster God Erevan Ilesere).

During the adventure, Cuthbert made it his mission to visit the heathens with pamphlets boasting the virtues of common sense and critical thinking. When making attacks, he would loudly pray, “Paradoxiquatl, may you have no effect the outcome in any way!” If the attack was successful, he would praise his deity, proclaiming, “O god, thanks for nothing!”

I kept the character sheet, and will likely pull him out again.

tangentartists.storenvy.com/collections/767751-books/products/8247369-the-clerics-guide-to-smiting


Day 13 – Describe how your play has evolved? 

As a GM, I’d say the major change that I’ve tried to implement is this:

Old system for an adventure: Craft a beginning, middle, and end.

New system: Craft a problem, and a list of NPCs. (Also, have half-a-plan for one possible outcome.)

The difference I’m trying to do less railroading and more open ended solutions.

The new system says, “The role of the GM is not to create a challenging solution and lead the players there; rather, any solution is the right solution, and it’s the GM’s job to make that solution challenging.”

I know this is basic GM 101 stuff, but it was a bit of a revelation to me.

I talked about this in more detail in an open ended adventure I wrote a while ago, “Blackstache’s Revenge!”
https://tatabletop.com/2014/10/17/open-the-gates-open-ended-adventures-skeleton-crew/


Day 14 – Describe a failure that became amazing?

(I’m going to have to cheat on this one, as it was neither my failure, nor a gaming related one, but it was inspirational enough.)

I had the pleasure of watching a performance of the Improvised Shakespeare Company when they were on tour. Every night, they create a brand new 60 minute show from scratch, pairing long-form improv with many Shakespeare inspired tropes, puns, and innuendo.

Now, as an improver, I always thought I embraced “Yes, And,” the idea of taking any suggestion from a fellow performer and building on it. Improvised Shakespeare took it to the next level.

Twice, in the opening scene, one of the performers misspoke. However, rather than correct himself, he YES AND’ED his own mistake; thus, he took the rule of “what is said can’t be unsaid” and applied it even to himself.

The exchange, as best I recall it:
King: Groomsboy, make sure you prepare the finest horse we have. The Prince of Spain is arriving soon to marry my daughter. And when he rides down the aisle –
realizes his mistake – It’s a strange custom, but we respect it – Rides down the aisle on that horse, I want him to look perfect.

later:
Princess [Talking about the Prince of Spain]: When will he arrive?
King: The prince of France – I mean, Spain- I mean-
Princess: Just how many people am I engaged to?!?
King: Okay, the princes of France, Spain, and Denmark. Just those three. It’s a horse race. The first one to reach you at the altar gets to marry you.

And thus, by accepting even the ACCIDENTAL suggestions and running with it, they had both a cast of characters, a conflict, and a climax.

http://www.improvisedshakespeare.com/


That’s all for week 2 of RPGaDay. Will be posting more soon!

But before you go, we wanted to announce that Tangent Artists just launched our Patreon! 

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Our webcomics are, and will remain, FREE TO READ. However, if you want to give back, please support a small amount every month to let us keep creating what we love to create.

Until next time, Game On!

Monster Showcase – The Guardian Bell

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This week on Tangent Artists Tabletop, we showcase a new monster for your Fate Game: The Guardian of the Bell!

The Guardian is intended to be a boss or mini-boss for the party to face solo. The players will face it in a conflict, but it’s special rules will force the players to act in ways they wouldn’t normally.

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GUARDIAN OF THE BELL

Thousands of years ago, a forgotten tribe of mountain dwelling people built a temple. Their names and the name of the god has been forgotten, but it is clear that they consecrated the ground with a blood sacrifice of some beast.

 

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Art courtesy of Gennifer Bone. For a full-sized version, become a patron of her Patreon.    (Warning: some images NSFW).

A great time later, a group of monks tore down the paleolithic temple, and founded a temple, dedicated to a more peaceful religion. They blessed the shrine, and wrapped the perimeter with sacred writings meant to ward off attackers.

 

On the hundred year anniversary of the shrine’s founding, the shrine was attacked by robbers.
To the monks astonishment, the sacred temple bell arose and began attacking the bandits, driving them away; but soon the strange guardian started hunting down the monks as well. The sacrificial beast of old and the prayers of the new had, instead of counteracting each other, merged into something entirely other.

The Temple of Osha-Rin still stands on the clifftop, abandoned. No doubt the overbearing guardian is still haunting it, slaughtering any pillager or pilgrim that comes near. 

RULES

 

High Concept: Reanimated Spirit Beast

Aspects: Beastlike mind; Holy terror; Territorial; Here and Gone Again.

Core Skills*

+5: Fight
+4: Provoke/Intimidate**, Will
+3: Physique, Notice,
+2: Athletics, Stealth

FAE Approaches

+4: Forceful
+3: Quick, Flashy
+2: Clever, Sneaky

*Core Skill Level – The Skill levels are based on a game with a Great (+4) cap. If playing with a higher or low starting cap, the guardian’s level should be +1 above the PCs.

**Intimidate: Tangent Artist’s upcoming “Skeleton Crew RPG” will feature the skill “Intimidate.”

 

Special Rules

Stunt / Extra – Indestructible: The Temple Guardian does not have a stress track. For all intents and purposes, it is indestructible, and players cannot use the attack action. (Note: Fight and Shoot can still be used to attempt overcome rolls and create advantages.)

Ring the Bell: The temple guardian will only disappear if the PCs can get the bell to ring five times. This can be done by making the spirit over exert itself (see below), or by besting the beast in an overcome roll (See “Shall Not Ring!” below).

Stunt – Shall Not Ring! The Guardian Beast gains a +3 to any skill/approach when defending against any overcome rolls to ring the bell. (Ex. If attempting to use Fight to ring the bell, the beast defends with a +8 before rolling; if using Athletics, it defends with +5.)

Stunt/Extra – Exerting: The beast thinks like a wild animal, and will spend its turn attacking if possible. If it cannot attack (ex. it is pinned to the floor by an obstacle,) it takes any appropriate action it needs to free itself, and then will exert itself. Whenever it exerts itself, it may take an additional action, but this causes the bell to ring. The beast will continue exerting itself until the bell has been rung a total of 5 times, or until it made an attack against a character (it doesn’t have to succeed). GM’s: As an exception, the beast will not exert itself to death in the first round.


GM Tips

Handling Indestructible – There are a few ways to let the players know that the players cannot use the indestructible action.

  1. Warn Them – Let the players know at the beginning of the combat that the attack action won’t work. This prevents them from wasting their time. (Of course, you can offer a compel to any players for PCs that would be a little too slow to realize this).
  2. Surprise Them – You can wait until someone attempts an attack, and tell them it doesn’t work; treat this as a compel, with the player getting a free fate point. This is less friendly, but matches the normal flow of the fight. The downside is, this will often make players upset. As a consolation, considering giving two fate points instead of one, or let the player take an extra action next turn / at the end of this turn. Also, if the player spend any fate points or special one-use stunts during the attack, make sure they get them back at the end of the turn / conflict.

 

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Webtoon-Logo

Speaking of creepy stuff, Tangent Artist’s comic “Skeleton Crew” is now on Web Toon! The first issue is up, with more to follow. Read it online or on the Web Toon app!

M:tG – A Designer Essay

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A little while ago, I participated in Wizards of the Coasts’ third Great Designer Search.

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Unfortunately, I didn’t do well enough on the multiple-choice test to make it to the third trial, but I thought I’d share my essay, as well as some of my thoughts on Magic. And who knows? Maybe I’ll get another chance to apply for a job there someday.

 


  1. Introduce yourself and explain why you are a good fit for this internship.

You only get one first impression. On the whole, I’m a positive person. Acquaintances know that I try to see the good in everything, but this is only half of the story. Those who know me recognize that my mantra is always, “This is good, but how can we make it better?”

From a young age, I’ve always been tweaking board games. I was inventing house rules before I knew what house rules were. In middle and high school, you never saw me without a pocket notepad, ready to write down a new idea for a game, a fanfic or an original Magic card.

This carried over into college too, when I earned my BFA in Music Theatre. I loved working in the established shows and, but I still felt to the urge to write my own plays, perpetually asking myself “How can I make this better?”

This is one of the reasons I was drawn to working on roleplaying games, which are inherently malleable. In 2015, I had the pleasure of working with the professional company Evil Hat to create an RPG setting for the Fate system.

 

Given carte blanche to create whatever I wanted, I drew inspiration from the cartoons of my youth, and created the planetary romance “Masters of Umdaar.” Later, I approached the company with an idea for a second setting; I had been inspired by a small series of filler art from one of their rulebooks. I fleshed out those five pictures into an RPG about a culinary game show in space, “Uranium Chef.” In addition, I have just sold a carnival themed board game to another company.

In my quest to perfect my craft, I have not always been alone. I have extensive experience collaborating with creative teams. For the past ten years, I have worked with the group Tangent Artists, coauthoring three comics: the supernatural adventure “Skeleton Crew,” the comedic fantasy “CRIT!”, and the gag-a-day strip “Donuts for Looking.” Over time, I have learned when to take the lead on a project and when to follow. I know that sometimes you must campaign for your ideas. I also know that you sometimes have to step back, take a deep breath, and set your ideas aside for the good of the project.

In the past, I have worked as a professional actor and a drama teacher. I currently work as a team coach at a call center.

 

 

  1. An evergreen mechanic is a keyword mechanic that shows up in (almost) every set. If you had to make an existing keyword mechanic evergreen, which one would you choose and why?

 

Given the chance, I would remake the mechanic known as flanking into an evergreen keyword for black and blue. If so, I would remove the “blockers with (keyword) are unaffected” clause. I would also change the name to a term, perhaps to “corrupt” or “dominate.” Here is why I think flanking would be a good fit:

  1. Missing Hole – Blue and black is currently lacking a unique keyword ability.
  2. Color Pie Theory – Divorced from the name “flanking,” the flanking mechanic is about making opposing creatures weaker. Thematically, this fits perfectly with black (which is about punishing the weak and sapping the strength of your enemies), and very well with blue (which is happy to transmogrify an opponent into a weaker form).
  3. Enemy Color Pie: Green is the color of brute force. Green creatures overcome obstacles by increasing their own strength (ex. rampage and “new rampage.”) It is appropriate that the blue/black ability have the opposite effect. Similarly, Naya (green, white, and red) are the colors that focus most heavily on small creature tokens, (ex. green elves, white soldiers, and red goblins). Black and blue need a keyword that overcomes tokens without necessarily evading them.
  4. Balance – Flanking can be placed on low-mana creatures without fear of speeding up the format, as the ability only increases the relative power of the creature without dealing additional damage to the defending player.
  5. Record Keeping – Unlike wither and infect, two keywords that also weaken an opposing creature, flanking’s negative modifier only lasts until end of turn; this makes record keeping easier, without Wizards having to make -1/-1 counters evergreen in every set.
  6. Design Space – Like most evergreen keywords, design space for flanking is limited. However, because multiple instances of flanking stack, it is possible to create rarer cards that use flanking in complex ways. For example, imagine a rare demon with an activated ability: “2B: Target creature gains flanking.” Similar, flanking interacts very well with black’s new keyword menace, increasing flanking’s effect across multiple blockers.

 

  1. If you had to remove evergreen status from a keyword mechanic that is currently evergreen, which one would you remove and why?

 

If I were to remove evergreen status from a keyword mechanic, I would choose hexproof. Here are my reasons:

  1. With most keywords, a large creature can be dealt with by removal or with creatures. Only two keywords are immune to one of those options: hexproof and indestructible. If you are a player on the receiving end of an immensely powerful creature with either ability, you will likely be frustrated and will be hard-pressed to comeback. Cards with indestructible are rare and have expensive costs, while hexproof is cheaper and more common.
  2. Hexproof is based on the older “shroud,” which affected all players equally. Hexproof is entirely one-sided, which makes the fun one-sided as well.
  3. Whenever hexproof is placed on a card with evasion, such as a creature that is unblockable, it effectively makes the creature irremovable without some time of board wipe or edict effect.

Given the chance, I would replace hexproof with the following: An ability or keyword that reads, “Spells your opponents cast that target [cardname] cost 2 more,” as demonstrated on the cards Elderwood Scion and Icefall Regent. This ability discourages removal without eliminating it completely.

Alternatively, if hexproof were to continue, I’d recommend limiting it in several ways:

  1. Situational hexproof, such as Dragonord Ojutai, which has “has hexproof when untapped,” or Tromokratis with “has hexproof when not attacking or blocking.”
  2. Keep it temporary, such as spells that grant “hexproof until end of turn.”
  3. Make hexproof only apply to permanents of another kind. For example, an equipment that says “equipped creature has hexproof,” or a creature with “non-creature enchantments you control have hexproof.” However, a non-legendary card that grants others hexproof but effects its own creature type, for example an elf that grants other elves hexproof, is too easily abused, as your deck will likely have more than one in the deck.

 

  1. You’re going to teach Magic to a stranger. What’s your strategy to have the best possible outcome?

The first thing I focus on when teaching a new player is to find a familiar frame of reference. Ideally, I start with a familiar mechanic that the player would recognize. For example, if the player is familiar with Pokemon or Final Fantasy video games, they will understand damage and health. A player that is familiar with the deck builder game Dominion will more readily understand building decks and card costs. I would even draw connections to games that are not board games, such as how the objective of Magic correlates with the dodgeball variant bombardment.

If none of the mechanics seem familiar, I would draw up the flavor to help craft a story. Magic has a strong fantasy theme, which resonates well with any fans of the genre. Most importantly, stories also weave a sequence of cause and effect, and can help cement turn sequence in a way that a grocery list of rules cannot. I would craft a story about how each player is a wizard, pulling upon the raw magic of the wilderness; they use this raw mana to summon loyal minions (which stick around), and fickle sorceries (which are potent but fleeting).

Once the foundation is laid out, I would play several rounds with the opponent with our hands revealed. I would explain what steps I’m taking and why, and make sure that the player is aware of what options are available. I would mostly lead by example, making smart choices; however, to facilitate the learning experience, I will sometimes “accidentally” make a strategically poor move and immediately point out my own mistake, so the player will learn from my errors.

As you can tell, I’m not afraid to let the opponent have a chance of winning. In my experience, if a player’s first exposure to a game is crushing defeat, they are less inclined to try it again.

 

  1. What is Magic’s greatest strength and why?

I think Magic’s greatest strength is how it lets a player express themself. Because players have a pool of over 15,000 cards to draw upon, it is possible for a player to create a deck that is utterly unique to them.

Personally, I relate most with the expressive Johnny/Jenny psychographic. I build fun and quirky decks that combine unusual creatures and forgotten cards in a way that my opponents don’t expect (and once in a blue moon, I actually win with them). This is the message I choose to express, and the face I want to show the world when I play.

There are other psychographics, such as Timmy/Tammy and Spike, but I theorize that they also want to express themselves. When a Timmy/Tammy plays a Darksteel Colossus, they are expressing “I am a force to be reckoned with”; that is a message they want to share with their friends. When a Spike creates a tournament deck, they are expressing, “I am a winner.” Even a competitive, no-nonsense Spikes express themselves in which competitive deck format they prefer; a pro-player that builds an aggro deck expresses “I am a daredevil,” while a control player expresses, “I am in control.”

I believe this is also the reason why, in the casual format, Commander has been such a strong hit. Players aren’t just picking a high-value creature to base a deck around; they are picking a named character with a strong identity. When a card is successfully built with the color pie in mind, it carries with it a philosophy that the player can adapt. Do I want to build a Phelddagrif group hug deck and be everyone’s friend, or do I want to play Saskia the Unyielding and openly declare war on a single player? It’s almost akin to roleplaying in that the accomplishments of this commander reflect on the player itself, and in turn the player will build future decks using commanders that they will relate with.

 

  1. What is Magic’s greatest weakness and why?

I believe that Magic’s greatest weakness is that the required amount of knowledge a new player needs to understand before they can play is staggeringly high. As an experience player, it is easy to forget how much information is not clearly displayed on a card, and how many rules are buried in the rulebook.

For example, take the type line. At Magic’s debut, this line used the phrase “Summon [creature].” While this correctly communicates that this is a spell, I know of confused beginners that assumed they had to pay the casting cost to keep the creature in play, or assumed they could use a counterspell to destroy a summoned creature that has been on the battlefield for several turns. When Wizards changed the type line to “Creature – [type]” with Sixth Edition, it made the permanence a little easier to remember; however, I know of beginners who had trouble realizing that “Creature” was a spell that could be countered.

If the type line for Llanowar Elves accurately reflect everything a new player needs to know, it would have to say, “Spell Permanent Creature – Elf Druid.” As it stands, there are no indicators in cards to define which are permanents and which are spells. Similarly, there are no indicators on sorceries or instants that once they resolve, they do not stay in play- the player must simply memorize that fact, which increases the comprehension complexity.

I personally feel that adding the words “Spell” and “Permanent” to every artifact, enchantment and creature would be a bit unnecessary. However, I can imagine implementing it in other ways, such as a collapsible bar on the type line for beginning Magic Online players. Similarly, I can imagine adding a permanent and a non-permanent symbol to the side of cards; such icons proved very useful in Portal, and similar type icons were used in Future Sight.

  1. What Magic mechanic most deserves a second chance (aka which had the worst first introduction compared to its potential)?

As a fan of both Ravnica and Orzhov, I feel like Haunt has the potential to be a better mechanic. By my analysis, I see the following flaws:

  1. Asymmetrical – Haunt is confusing in that it has two separate triggers: first when the creature or spell enters the battlefield, and again when the creature it haunts dies. A potential solution would be to make both effects triggered at the same time (i.e. when the creature dies).
  2. Flavor – When Haunt is only a creature, the flavor of it dying and haunting another creature is clear. However, haunt also appeared on several sorceries, which is unusual flavor – how can a sorcery haunt you?
  3. Exile – White and black are two colors that deal well with resurrecting creatures from the graveyard, making exiling cards a disadvantage.
  4. Too Symmetrical – By insisting that haunt effects be identical when it triggers both times, you are limiting the place space; the effect must be weak enough as to not be broken, yet strong enough that a player would want it twice. I would recommend that the initial effect and and haunting effect have correlation, but are not slavishly identical.

Solution – Double Faced Cards – The flaws mentioned above can all be solved with double-faced cards; the front side of the card is a creature, which transforms upon death, coming back as an aura. A perfect example of an existing card that does this well is Accursed Witch.

For example, if I were to rewrite Cry of Contrition as a creature, it might be:
Front:
Shriekfang Bat – 2B –Bat – 1/1 – When Shriekfang Bat enters the battlefield, target player discards a card. Haunt – When Shriekfang Bat dies, you may return it to the battlefield transformed attached to target creature.
Back:
Shrieking Agony – Enchantment –Aura – Enchant Creature. When enchanted creature dies, target player discards a card.

Better still, the flipped auras can be extended past “when creature dies” effects. For example, I can easily see a white/black creature with flying and lifelink transform into an aura that grants an enchanted creature flying and lifelink.

 

  1. Of all the Magic expansions that you’ve played with, pick your favorite and then explain the biggest problem with it.

 

My favorite expansion I’ve played with is the Ravnica block. It successfully established ten unique factions, each with their own motivations, flavor, tribe, and societal niche. It also marked one of the first times when ally color pairings and enemy color pairings were treated as equals, which added new depths to color pie philosophy.

jace amnesia2The biggest problem with Ravnica was the inconsistency of mechanics across the block. Many of the mechanics, like Convoke, Bloodthirst and Dredge, fit both the theme of the guild and the colors it represented beautifully. However, other mechanics were forgettable or poorly matched. Azorious’s mechanic, Forecast, had little connection to their flavor as lawmakers, and was mechanically awkward – it was the only mechanic that required the player use it use during their upkeep; as a player who has instinctively reached for my library after untapping, I’ve missed my window many times. Boros’s keyword Radiance makes slightly more sense thematically, in that it represents how courage can ripple through a militaristic force; however this theme starts breaking down when the mechanic is used on cards that smite your enemies or, because they share a color with your enemy, accidentally punish your own troops. Radiance always focuses on colors, which can be very swingy. The keyword Transmute ties in well with the colors of blue and black, but the mechanic does not tie into the theme of spies and assassins; even the name suggests alchemy, which is associated with the Izzet guild.

As a minor note, many of the above problems were rectified in the Return to Ravnica block. Dimir, Orzhov, Azorious, and Boros, all gained new keyword mechanics that functioned within their color pie and within their theme. However, I always felt it a shame that the new mechanics for Gruul and Rakdos weren’t switched. If Gruul had the ability Unleash, it would have combined well with Bloodthirst, as they both utilize +1/+1 counters. Similarly, Bloodrush synergizes well with Hellbent; an attacking player can use a bloodrush card at instant speed, emptying their hand and making them Hellbent.

 

  1. Of all the Magic expansions that you’ve played with, pick your least favorite and then explain the best part about it.

Of all the blocks that I’ve played, Mirrodin is my least favorite. With the addition of powerful artifacts, equipment, affinity, and indestructible, the power level of the game skyrocketed. At the time, as a casual player who didn’t use sideboards, I was forced to add extra Disenchants and Shatters into all my decks.

However, the block does include the wonderfully crafted mechanic Sunburst. When I was younger, I purchased a Sunburst deck and was entertained by it, but didn’t realize how brilliant it was until years later. Creating strong yet balanced colorless creatures can be difficult, but Sunburst solves this by giving the players a more difficult, multicolored hoop to jump through. However, the mechanic also gives the player strategic flexibility; if they are in a bind, they can still cast the sunburst card at less than optimal value. Case in point, should I cast my Etched Oracle now for three colors to give myself a 3/3 blocker, or hold out until I have my fourth color to get it’s full worth? This is an example of an elegant mechanic design that is easy to comprehend, but carries great strategic depth.

Sunburst requires players to build balanced multicolored decks with balanced land bases, but doesn’t dictate what colors they must use, making the Sunburst cards a happy addition to most any deck. In my Commander Cube, cards with Sunburst and Converge are a perfect fit, encouraging players to play multicolor decks without dictating their color choices.

I also enjoy the fact that the art team added five suns to each of the cards. This is both a flavorful nod to the storyline, and a subtle reminder to new players on how best to utilize the mechanic.

  1. You have the ability to change any one thing about Magic. What do you change and why?

If could pick one thing I would change about Magic, I would remove all references to a player’s gender from the cards; for example, I would replace all uses of “he or she” or “his or her” with more inclusive phrasing. I have friends of mine who identify as genderless or as non-binary genders, and I feel that it is important that they feel included in the hobby as well. Of course, that is not to say that we should remove all gender from characters; it is perfectly fine for the creative team to create new legendary creatures and planeswalkers that identify as male, female, agender, genderfluid or anything else that feel reflects the story and the community.

As for correcting rules text, there are several alternatives:

  1. Their – Use the term “their,” as in, “each opponent discards a card from their hand.” A decade ago, using the word “their” in the singular would have been confusing to many people, but in the past few years, the singular “their” has gained more usage in the common vernacular. For example, in 2016 the singular “they” was made Word of the Year and added to the AP Stylebook.

    B. Their own – If “their” by itself is not clear enough, adding the determiner “own,” as in, “each opponent discards a card from their own hand,” might clarify ownership further still.

  2. No Pronouns – In some cases, the pronoun can be removed entirely, such as, “Target player chooses a creature that player controls.”

I know this issue is more about word choice than about design mechanics, but one of R&D’s principals is, “We are inclusive and respectful.” In order to fully promote an inclusive community, I recommend Wizards phase out any language that dilutes their message.

It is also in keeping with the philosophy of Magic’s original design; Richard Garfield and the other progenitors could have saved space by referring to players solely as “he,” but they went the extra mile to use the phrase “he or she.” It is only fitting that we continue the trend further.

Dungeons – The Logistical Nightmare!

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The kickstarter for the Dungeon Tours Limited is soon approaching. In the meantime, we’ll explore some of the origins behind the game.

But first, what is Dungeon Tours Limited?


miles_parchment-title-2Dungeon Tours Limited is an upcoming tabletop RPG from Tangent Artists. In it, players take on the roles of semi-retired adventurers in a fantasy world. Your days of delving into dungeons are almost over. However, there’s been a recent trend of young nobles going “dungeoning”; and you have a client lined up who is willing to pay crazy money to join your party on your next adventure.

But there’s a problem: the noble twit won’t last three seconds in a real dungeon. So, you’re going to have to fake it. You have three days to find a cave, fill it with foam spikes and papier-mache dragons, and guide the client through. Can you reach the end without the twit uncovering the truth?


Like many RPGs settings, we owe some inspiration to Dungeons & Dragons. One night, our group was going over some of the ridiculous pre-made adventures of 1st edition. You probably know the type: adventures with ancient tombs, teeming with living, breathing monsters, buried miles below the earth . Immediately, we some logistical flaws:

  • How did the 100 foot dragon get into a dungeon with only 10 foot wide corridors?
  • If there’s a live manticore down there, who’s feeding it? Who’s cleaning its cage?
  • If a tiny chamber has an ogre trapped in, unable to get out, waiting hundreds of years between skirmishes, how does he keep himself entertained? Sudoku?

This got me thinking; wouldn’t it be fun to flip the script? Instead of having the GM create the dungeon for the players, what if the players were the dungeon makers? This lead to:

Dungeon Tours 0.0

In this version, the players play monstrous humanoids (orcs, goblins, drow, etc.) working hard on a real dungeon. They’re been hired by a warlord to keep the lair safe from adventurers.

This was purely a thought experiment, with no actual rules were created. I was even unsure whether this would be better was an RPG or a boardgame.

However, I quickly stumbled upon a two-prong problem:

  • If the players wanted the adventurers to die, there must be some easier way to do it than through dumb monsters and convoluted traps.
  • If the players succeed in killing the PCs the first 3rd of the game, the remaining 2/3rds of the dungeon is wasted.

The solution: to develop a game that had to walk a tight-rope. Rather than trying an extreme goal that can be reached through extreme means (ex. kill all invaders), it had to be a balancing act. It must be have a certain amount of X, but not TOO much X.

Dungeon Tours 0.1 – Today

This is where the idea of a fake tour first took place. It’s had certain mechanics that I’ve tried and set aside (ex. the idea of a Scare-o-meter that must be hit just right –  not to much, not too little). However, the fundamental idea of creating fake threats has been in there since the beginning.

Fun Fact: It was the “build a project” backbone of DTL that would later provide the framework for Evil Hat’s Uranium Chef. It’s funny that they’re released in opposite order.

That’s all we have time for this week. Expect more previews as we get closer to the DTL launch date.

What are the best / worst features to show up in your dungeons?

URANIUM CHEF HACK – FEAR FACTORY

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205720I am pleased to announce that this week, my setting, “Uranium Chef,” has been released through Evil Hat’s Worlds of Adventure Patreon. You can buy it here (pay-what-you-want) at Drive-Thru RPG The game is about a reality cooking show in space, but as I’ll show in this blog post, you can hack it for all sorts of constructive competitions.

But first, a word from our sponsors:


If you didn’t know it, I’ve been working with Tangent Artists to create a brand new Fate Adventure, Dungeon Tours Ltd. Can you take a rich noble on a safari through a fake dungeon without them guessing the truth? It’s “Dungeon Keeper” meets “Leverage,” with a dash of “Trading Spaces.” 

Right now, DTL is in Open Beta; but the last day to sign up is March 5th. Make sure you sign up here!


HACKING URANIUM CHEF

The game “Uranium Chef” is not limited to reality cooking shows in space; even the book mentions how you can port it to any other cooking contests in other settings (ex. fantasy; anime high school).

In this article, I want to push the boundaries even further, and demonstrate that you can use the same mechanics with any creation game show. Let me present to you:


FEAR FACTORY

For the last few centuries, technology has stagnated in all fields but one: simulacrums. These puppet-like lifeforms, made with a mix of cybernetics and bioengineering, have been implemented in everything from combat to domestic work force. Most simulacrum factories focused on churning out realistic and pleasing simulacrums by the millions.

As far as we know, the malchemist Hag-Queen Zaggria was the first to pervert the technology to another purpose: making monsters. She created her own laboratory, called the Fear Factory, and used it to create a slow but steady stream of nightmarish horrors. Most of them were commissioned by conquerors, who magnified them in size and used them as weapons of war. Some of them were used in fiction- they were the starring villains in movies and neutrowave shows. It is rumored that the Hag-Queen Zaggria once spent a year on a monster for the sole purpose of scaring her brattish nephew into behaving. To Zaggria, all that matters is that the client pays up front, and that they’re satisfied with the result.

Now, Hag-Queen Zaggria has opened the doors to her laboratory, and will be training her replacement. With the support of Mongongo Studios, she is hosting her own reality TV show competition. Many applicants will apply, but only the season winner will be chosen (and receive the 4 billion space-buck prize). Can you win her favor by creating the most inspired monsters in the galaxy?

Who are the Player Characters?

The PCs are creative monster-makers from every corner of the galaxy. These include:

  • Black-sorcery-wielding malchemists
  • Mad scientists, teknolocks, and xeno-engineers.
  • Disgraced doctors and unlicensed surgeons
  • Disgruntled toymakers
  • Haunted artists and puppeteers
  • Special Effects and make-up experts (who now get to make the real thing!)

 

Luckily, the creators have plenty of android helpers to help with the science and dark magic; thus, even a shaman from a backwater planet with no experience with technology can create an impressive cyborg monster. The hardest part is supplying the vision!

 

Builder Approaches

Instead of six culinary approaches, there are six builder approaches. There are: Beautiful, Creepy, Cute, Ferocious, Gross, and Weird.

  • Beautiful – The approach for creating monsters that are beautiful to behold; this can be for animal that are elegant, or for humanoids that are alluring. Examples of beautiful creatures include: cats; unicorns; dragons; swans; vampires; sirens; incubi / succubae.
  • Creepy – The approach for creating monsters that are scary in an unconventional sense. Creepy monsters tend to mimic something normal, but are somehow out of place. Examples of creepy creatures include: the Slenderman; clowns; Children of the Corn; manikins; tooth fairies; dolls; Michael Myers.
  • Cute – The approach for creating monsters that are cute and lovable. Sometimes these are for friendly monsters, or for monsters that lull the victim into a false sense of security. Examples of cute creatures include: Pokémon; Chucky; Gremlins (fuzzy or evil); Ewoks; the Muppets; the Bumble; Gollum; Sigmund the sea monster.
  • Ferocious – The approach for creating monsters that are mean, threatening, and dangerous. Examples of ferocious creatures include: tyrannosauruses; tigers; demons; gorillas; Jason; Godzilla; the Wolfman.
  • Gross – The approach for creating monsters that look (and especially SMELL) gooey, disgusting, and dirty; alternatively, this can also be for morbid monsters that have their internal organs showing, or are leaking bile, blood, and other bodily fluids. Examples of gross monsters include: slugs; blobs; zombies; corpses; Freddy Krueger; Leatherface.
  • Weird – The approach for creating monsters that are strange and alien; this can include featuring inhuman qualities (such as insectoid, plant or robotic), or sometimes it’s merely the absence of humanoid features (ex. neither eyes nor mouths). Examples of weird creatures include: bees; praying mantises; grey aliens; jelly fish; sea stars; Venus fly traps; Mecha-Godzilla.

Side Note – Destroy All Monsters

In the set adventures, the monsters don’t really do any actions. However, if you plan to have your animated monsters take actions, assign them a lead reality approach based on their lead builder approach:

  • Beautiful – Flashy
  • Creepy – Sneaky
  • Cute – Quick
  • Ferocious – Aggressive
  • Gross – Careful
  • Weird – Clever

 


 

Creating a Monster

Creating a monster is very much like a creating a dish. There are a few small differences:

Instead of using the term, Dish Aspect, this show uses the term “Feature Aspect.” Similarly, features are grouped into Main Feature aspects and Side Feature aspects.

Instead of a “Plating” aspect, the monster has a “synthesis” aspect – up to this point, to monster, has been nothing but a lifeless hunk of muscle and metal. It is the synthesis stage that binds the parts together and brings it to life (this normally involves a lot of lightening and maniacal laughing).

Adapting Courses

In “Uranium Chef,” some challenges require a chef to create multiple courses. In the “Fear Factory,” show we instead use the term Categories. These can be split up several ways:

  • Multiple monsters – The creators might be required to create multiple monsters, each with their own category. (This is common in challenges when there are 2-3 creators on a team).
  • Adaptations – In addition to making a monster, the monster must also have a specific number of special features; these are called adaptations. For an example, see the sample episode, “Sieging is Believing.”
  • Body parts – Most Robeasts are built small, and then enlarged; however, if a team has to build a giant monster in actual size, you might want to separate the monster in different limbs and major body parts (ex. arms; tors0; and I’ll Form the Head).

 EPISODE ONE – SIEGING IS BELIEVING

This week, you have been grouped into teams of two.

Your challenge: The client this week, and one of the judges, is the warlord Empress Graxahna. She has commissioned you to build her a Robeast (i.e. a biological war machine) that will be used when besieging an entrenched city.

Each team will pick an inspiration, and an obstacle that their monster will overcome.

Inspiration: Your team will use one of the following life-forms as inspiration:

  • Mammals
  • Reptiles / Amphibians
  • Arthropods
  • Marine Life
  • Birds / Dinosaurs
  • Plants / Fungi

Warning: The judges hate it when you are too literal. If your inspiration is Birds, and all you do is make a really big eagle, they’re going to be disappointed.

 

Obstacle – Your robeast will be designed to circumvent a specific type of city defense.

  • THICK, TALL WALLS – We can make our robeasts tall, but they keep building the walls bigger! Can you bypass it?
  • PLASMA MOATS – Some cities are protected by a magnetic dome, filled with white-hot plasma. Can your monster swim through it and survive the heat?
  • EXTREMELY STRONG DEFENDER ROBOTS – The defenders often have a giant defender robot, strong enough to punch through anything! Can your monster survive it?
  • TOWER DEFENSES – The cities are defended by watchtowers, armed with rocket launchers and laser cannons. How can your monster get past them?
  • RATIONS / SUPPLIES – Laying siege makes food and supplies. Can your robeast be self-sustaining; or, better still, can it supply the troops with food and/or ammo?
  • MORALE – The defenders are often far too optimistic. Can your monster weaken their morale?

 

The GM picks a team, who will pick both their inspiration and their obstacle at the same time.

BUILDING THE MONSTER

Each teams will create a monster in two stages: the monster itself (course 1) and the adaptation (course 2).

The contestants will be building a human-sized robeast, but can choose to have it magnified up to 100 meters tall after completion.

 Example: The group decides to make a giant Kangaroo Rat robeast that can leap over walls. The monster itself has a main feature aspect (Wiry Rat Body – Ferocious: Value 3), a side feature aspect (Large Black Eyes – Creepy: Value 2) and a final synthesis aspect (Cyborg neural net – Weird: Value 1). They create the adaptation in two steps: a main feature aspect (Robotic Legs – Weird: Value 3) and synthesis aspect (Fuzzy Hair Overlay – Cute: Value 2).

JUDGES – The three judges this week are:

Hag-Queen Zaggria (loves Creepy), warlord Empress Graxahna (loves Ferocious), and Science-Prince Lotan (loves Beautiful).

 


 

Lastly, I did include several thanks in the Uranium Chef book, but I wanted to thank a few other people:

  • I can’t take credit for the Uranium Chef concept; that goes to Fred Hicks and Tazio Bettin, who first included images of the fictional cooking show in the Fate Toolkit. I couldn’t help but look at those crazy images and think about how much fun it would be to play. Thank you Fred, and everyone else at Evil Hat, for letting me take a crack at it!
  • Likewise, I want to thank Brian Engard for the Conditions rules (also in the Fate Toolkit) which I used in Uranium Chef.
  • I’d also like to thank Cheyenne Rae Grimes and Nicole Winchester for their fantastic article in the Fate Codex “Adding Reality to your Fantasy”; also to Mark Diaz Truman for making the content free to use. The original draft for Uranium Chef included a number of their reality TV show rules; most of them didn’t make it to the final edition (due to word limit), but it was a huge inspiration to me none the less. I highly recommend it to any GM who wants to add even more drama and executive meddling into your Uranium Chef game (see Fate Codex – Volume 1, Issue 7).

Fate Mini-Hack: Gonna Pop Some Tags

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It’s been a few months since we went to GenCon2016, so I thought it was well overdue that we share one of the things we tested: The Skeleton Crew RPG!

As anyone who’s been following this blog the past few years, we’ve been fine tuning one of our magnum opuses (opera?), the Skeleton Crew RPG. This supernatural adventure game has seen a few changes of the years, here’s one of our newest innovation, meant to cement the setting and streamline character creation: tags!


TAGS

A tag are a special type of aspect or sub-aspect that defines how the character of aspect interacts with the world (or worlds). They are also different from normal aspects in that they have a narrow range possibilities.

In the Skeleton Crew game, they come in several categories: Mortality tags, Knowledge tags, and Reality tags.


HOW DOES A TAG WORK?

A tag can be used in the same three ways an aspect can:

A. To aid you.

Example: If a cop with the reality tag “Natural” is following the trail of a mercenary with the tag “Natural,” she might be invoke the tag to give her a +2 to her investigation; she’ll think to look for the cigarette butts, crumbs, and other normal stuff that an immortal might forget about.

B. To grant a +2 invoke against you.

Example: A normal cop with the reality tag “natural” is analyzing an ancient clay doll; is it has secret writing on it, but the symbols have the tag “ethereal”- the GM decides that this mean they next to invisible to the human eye. If the cop player wants to investigate it further, the GM may spend a fate point to raise the difficulty of the search by +2, or to have the cop automatically fail.

C. To compel a character act in a particular way.

Example: A cop (tag: “mortal”) is escorting a djinn (tag: “immortal”) through a haunted tomb. The cop may say, “stay here, I’ll go in first.” However, the GM might compel the cop’s fear of death; this causes her to hesitate slightly. In the meantime, the GM might compel the djinn to go into the dangerous tomb alone; it has no concept of fear, even as it walks into certain doom! Now the cop is racing to catch up!

Reminder to GMs: Remember the rule that dice rolls should always result in something interesting. If a character is compelled to fail a roll, due to attempting something outside their specialty, it might result in a negative repercussion. This is particularly true if you suspect a player is intentionally attempting a task they know they’d fail at (i.e. fishing for compel points). Make sure it blows up in their face!

Ex. If a mad scientist with the knowledge tag “Science!” attempts to study a priceless haunted crown (with the tag “magic”), he might be compelled to fail; but instead of resulting in nothing, he might do something foolish, like dissecting it into bits, or handling it such a way that their adversary learns something about the scientist!


WHY ADD TAGS TO YOUR GAME?

We came up with the tags idea after several trial and error attempts:

Version 1.0 – We originally tried the Skeleton Crew game with the default Fate Core skill list, but it made certain skills cover too far of a narrative range; it seemed strange that a robot-building scientist would know so very much about prehistoric magic. It needed more specialization.

Version 2.0 – We next attempted dividing the skill list into smaller parts; notice, lore, and crafts, and others were all split into magical and non-magical equivalents. While this worked with some skills, it made others so niche that you might go an entire adventure without using them. Also, the skill list ballooned in size. We needed something in between.

Version 3.0 – The tags system lays the groundwork for a simpler skill list, but to still allow some specialization amongst teammates. It allows players with similar skill to join forces and be versatile at times, while the GM can still veto an action to provide more of a challenge, or to reign if a character steps too far from their expertise.


THE SKELETON CREW TAG TYPES – IN DEPTH

MORTALITY

bonejack-sneakA mortality tag defines what you are. It comes in three types, mortal, undead, and immortal.

Mortal – you are a creature that was born, grew, and will likely die (but haven’t yet). Your life span will either be short (half a century), or, if you’re special, a century or two. This is the tag for humans, mutants, and some demi-gods.

Undead –you are a revenant; a creature that was born, grew, died, and came back; this is most likely due to dark magic or a curse. This is the tag for vampires, ghosts, werewolves, Frankensteinian constructs, mummies and other reanimated mortals.

Immortal – you are were made, not begotten; either by a god, a creator, or by the raw forces of natural. You can be destroyed, but left to your own, you will never age and never die. You have refined yourself over the years, but you didn’t learn as a child learns; your abilities are natural to you. This is the tag for elementals, angels, demons, robots, djinns, and similar beings.

Sidebar – Which tag applies to Faeries? No two players will see faeries the same way; we encourage each group to decide how faeries work in your campaign, to best fit the view points of the those playing. We recommend you give faeries their own tag; mortals see faeries as immortals, and immortals treat faeries as mortals.

Mortality Tag Interacts with: your high concept. It helps define what you are, and how you act. Certain tags like “undead” also interact with certain types of magics and wards (ex. a holy talisman against revenants).


KNOWLEDGE

The knowledge tag defines your background knowledge and how you explain the world around you. It comes in two types: Science! and Occult.

Science! – to you, the world is a matter of rules and equations. You know that history is fixed, and that a cause always precedes an effect. This is the tag of cops, scientists, teachers, doctors, and most modern mortals.

Occult – to you, reality is an illusion that manipulated or broken. You know that history is but a dream, that sometimes you getting the desired effect is more important than understanding the cause. This is the tag of warlocks, ghosts, mediums, priests, and philosophers.

Example: Both a psychic and a medium can perceive ghosts andlibrary hubris.png emotional residue; a medium will see these phenomenon in a traditional, philosophical way, while the psychic will see the situation from a modern, analytical point of view.

Knowledge Tag Interacts with: certain skills, such as Crafts, Lore, and Operate*.

Crafts: Science! allows you to build and deconstruct mechanical devices; Occult allows you to build and deconstruct artifacts and enchantments.

Lore: Science! gives you knowledge of modern science, medicine, current events, and Earth geography; Occult gives you knowledge of ancient history, magic, and other worlds.

Operate*: Science! lets you control modern vehicles, robots, and machinery; operate lets you use artifacts, magical transports, and low-level animated servants (ex. skeletal puppets).

*Operate – in the Skeleton Crew RPG, the skill “Drive” is replaced with “operate,” which is broadened to cover any device that cannot reasonably be covered by “lore.”


REALITY

A reality tag defines what plane or planes of reality you find yourself tethered to. Are you a flesh-and-blood human, a ghost from beyond the veil, or something in between? There are two types, Natural and Ethereal, and the dual tag, Supernatural (for more on dual tags, see below).

Natural – A natural object is something based in the mortal plane. For persons and objects that are natural, the laws of physics are consistent; if you are a person, you likely have mass and find it easy to other things with mass. When investigating a clue that is natural, it is best to observe it through the normal senses: sight, sound, touch, taste, and smell. Natural objects generally have a low innate amount of magical energy, and tend to obey the laws of physics. Natural characters include mortals, robots, and revenants resurrected through science (ex. Frankensteinian constructs).

Ethereal – Smummy-ba-flyomething that is ethereal is based on the world beyond; there are many names for this, be it the afterlife, beyond the veil, limbo, the psychic realm, the etheric plane, etc. These beings are made up of magic and raw emotion, which are often indistinguishable on this level. To them, pain and joy are palpable enough to touch, while matter and gravity are sometimes hard to perceive. It is possible to have a natural object have a clue or aspect that is ethereal in nature, such as invisible writing drawn in magic on a brick wall. Ethereal beings, like most things of magic, have little regard for the laws of physics. Ethereal characters include ghosts, as well as some demons, fairies, angels, gods, and elementals.

Supernatural – Dual Tag An object that is supernatural is something that has real mass, but also carries with it strange psychic or magical properties. In this way, it can be seen and manipulated by both natural and ethereal characters, however their exact nature is sometimes hard to tell; a ghost can tell that a person has a high “supernatural quality,” but would be unable to discern if they’re a vampire, a psychic, a priest, or someone who’s just born lucky. Likewise, a supernatural character can see things that are natural and ethereal, but can only focus on one at a time. Supernatural objects generally tend to bend the laws of physics without breaking down. Supernatural characters include dhampirs, revenants resurrected with magic (such as zombies, werebeasts, vampires), spellcasters, priests, demigods, mediums and psychics.

Side Note – Holy Mass – Most daemons and angels are, in reality, ethereal beings; however, they borrow mass when they visit the material plane. Their true ethereal forms are nearly impossible to kill, but their physical bodies can be destroyed, or have be cleft from their spirits in a banishing ritual; if either is done, their souls are pushed so far into the etheric realm that they can’t interact with mortals. While in physical form, treat them as if they’re supernatural.

Reality Tag Interacts with: certain skills, particularly Notice and Investigate. Ethereal can also be invoked with other skills as well.

Notice: A Natural character will have a much easier time reacting to natural threats, or seeing hidden natural clues. Similar, an ethereal character will be more alert to ethereal threats.

Investigate: A natural character can more thoroughly investigate natural clues and clues that leave a physical trace; likewise, an ethereal character will be able to spy details that have no physical form, just as magical trails, feelings, and psychic echoes.

Ethereal Skills: The ethereal tag can also be invoked and compelled with any skill that involves the physical plane. They have less connection to matter, and thus they can invoke the tag to help them avoid physical objects (ex. for burglary when sneaking through a wall; for stealth when avoiding view, for athletics when getting past a guard; for fight when avoiding a punch). However, if they trying to interact with a physical object, it can also be invoked or compelled against them (ex. against burglary to make a stolen item slip through their fingers; with physique or fighting when pushing or punching an opponent). It can also used to help with Empathy to sense emotions; but for every invoke used to help spot feelings, make sure it is compelled to make it harder to Notice physical details.


Dual Tags

There are some instances of tags that fall under two categories; the most common of these is the Supernatural tag (see page XX).

For the most part, treat this is if the two opposing tags cancel each other out; the character is immune to unfriendly invokes and compels, but cannot compel their supernatural tag to aid in their roles.

Ex. a “natural” cop, an “ethereal” ghost, and a “supernatural” vampire are investigating a crime scene. When inspecting a gruesome “natural” blood stain, the cop could invoke her “natural” tag to get +2; meanwhile, the “ethereal” ghost investigating the same “natural” blood stain may receive an unfriendly invoke, or be compelled to notice nothing. The opposite would happen if the natural cop and the “ethereal” ghost were trying to investigate an “ethereal” psychic vibe in the air.

The “supernatural” vampire, however would be able to investigate the “natural” bloodstain or the “ethereal” psychic vibe; he’d be immune negative invokes, but could not invoke the “supernatural” tag to help his search.

Can I invoke the Dual Tag for anything?

Tags define a very specific thing about your character (generally how you perceive the world and how others perceive them); while a dual tag cannot be invoked to help with exact field related to it, it can be invoked or compelled for completely unrelated matters.

Ex. A supernatural vampire does not get a boost when searching for normal or for ethereal clues; however, she would be able to help her in a social situation, such as convincing another supernatural psychic that she ought to help them out.

Are there Dual Tags for Mortality? –

We recommend you don’t have any dual tags for mortality, unless a player wants to create an original character that straddles the line, like someone who is half-alive and half-dead. Similarly, you could treat Faeries as a dual tag for “mortal” and “immortal” (see above).

Are there Dual Tags for Knowledge?

If there were to be a dual tag for Knowledge that straddles both “Science!” and “Occult,” it would be “Alchemy.” However, we advise that GMs only allow it small groups. If there is only one “know-it-all” character in the group, it’s fine if they know Alchemy. However, you don’t want a “Science!” inventor and an “Occult” librarian to feel redundant next to an alchemist character that knows everything.


 

Tags in Action – Sample PC Type

ANGEL / EUDEMON

You are a loyal messenger to a god. If you are an angel, you serve the Great Light, and are made from light, air, and/or fire. If you are a eudemon, you serve a lesser god (like Zeus, Mardok, or Isis) and reflect the element of your master.

Eudemons are the middlemen between mortals and the gods, and thus do not take pleasure in hurting humans; however, they have no qualms against smiting the wicked. Similarly, they can grant humans what they need, which is not always what they want (ex. an angel of death ending a mortal’s suffering).
A Note to GMs: Angels and Devils are typically portrayed as having immense power. If a player wants to playing one, have your group come up with an explanation on why their powers are limited: maybe they’re a daemon-in-training, have had their powers sealed, or have had their “membership card” revoked.

High Concept: Angelic Servant to ________

Suggested Tags:

  • Mortality: Immortal
  • Reality: Supernatural or Ethereal
  • Knowledge: Occult

Suggested Skills: Will, Fight, Empathy, Evoke*
Suggested Stunts: Pillar of Strength

Pillar of Strength – Will –  When defending against Intimidation attacks, any of your teammates who have a lower Will than you may reroll their defense roll once per turn. This stunt may only be used if you’re in the same room as the teammate, or only if you are still in the conflict (i.e. not taken out).


What Other Tags Could Exist?

The above tags work with the world of magic and mad science of Skeleton Crew, but your game might find your own.

An additional tag we considered but eventually scrapped was a tag for Provoke and Rapport- you could easily merge the two into a single, emotion-influencing skill, and add a tag dividing it into “positive” emotions and “negative” emotions.

However, adding a tag for a single skill seems to waste, but what if you also added it to Empathy? In your world, maybe characters are more attuned to emotions of a certain nature.

I don’t see the “emotion” tag being useful in Skeleton Crew, but what about a Star Wars hack? I could easily see a “light side” / “dark side” tag affecting provoke, empathy, and maybe a slew of other skills. Try it yourself, and tell us what you think!

Until next time, GAME ON!

Up to the Test – 5 Tricks to Tweaking Your Playtest

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Next month, Tangent Artists will be going back to GenCon. Two years ago, we had a great time showcase our WIP at the First Exposure Playtest hall, and we were so pleased by the experience that we had to sign up with them again.  We’ll be getting four slots to show off our two new games, Penny-A-Pitch and Eco-Schism.

When we first went, we had thought of it as a way to showcase and network.  If there’s only thing that disappointed us about last First Exposure, it’s that we didn’t really get much exposure; we’re used to conventions, when you spend 8 hours giving 30 second pitches to hundreds of people. Rather, it’s an intense 2-hour session with the exact number of people you need to make the game work. In our hubris, we went to a playtest hall expecting to get very little feedback, only publicity. O, how wrong we were.

As we prepare for our next session, I thought I’d share with you what few nuggets I’ve learned about running playtests (mostly from mistakes).

1. Know Your Pitch

When you sign up with the First Exposure Playtest Hall, they ask you to submit a short pitch and a long pitch. The long pitch is a short paragraph, tiny enough to fit in a tweet. The short pitch is a sentence. If there’s one thing I’ve learned from being the “booth babe” at a convention for ten years, it’s streamline your pitch and have it memorized. Most strangers tune you out after less than a minute, so you have only one or two sentences to get them interested; this is called the elevator pitch.

 

As for our two new games, here’s the two versions:

Penny-a-Pitch – Short: A game of Midway Moguls.
Long: A light worker placement game of Midway Moguls. Mama Maxie is retiring, and whoever buys her Ferris Wheel will literally run the show. Can you sucker enough rubes to make the cash, while still keeping Maxie happy?

Eco-schism – A game of weak links in the Food Chain.
Long Adds: The Alien Mothership is asking your genetics department to rebuild the extinct ecosystem of planet Earth; but you’re not satisfied being just another cog in the machine. Prove that your “improved” fauna can dominate the food chain!

You’ll notice that the short version of Penny-a-Pitch leaves out the “light worker placement” addendum. Why? Because in a one-sentence pitch, any discussion of games and mechanics is irrelevant. You might be able to stick “card” or “board”, but focus on the flavor, not the gears.

2. What’s the Point?

This one was taken from Mark Rosewater’s podcast series, “Ten Things Every Game Needs.” If someone is going to play your game, the most important thing to convey is “how do you win?” Despite the fact that it’s the last thing that occurs in a game, there’s a reason they always stick it near the beginning of a rulebook (for the other reason, see #3.)

Why is this important? Because the playtesters need to be focused on what they are supposed to achieve. It gives them a mission, an objective, and something to be excited about. If the testers are confused about how to win, they’ll fail to see the point in anything else.

Also, if you’re playing with the group, and you’re the only one who knows how to win, you likely will. (See #4).

3. Don’t Frontload the Rules

When playing games on their own, most players don’t read all of the rules until after they’ve started. Similarly, you should not explain 100% of the rules when the game starts; just get them the win condition and enough to get through turn one or two.

4a. Do Play Yourself

Lead by example. Add yourself to the test; you can lead by example, show the rules in action

You can, of course, hover around and try to orchestrate from beyond, but this can come off as bossy. Sure, this frees you up to go around and explain cards that people have in their hands, but if the cards aren’t clear without your explanation, it’s probably not clear enough.

4b. Don’t Play to Win

I remember joining in one designer’s game test, during which the designer blew the other tester and myself out of the water. “Don’t feel bad,” they said with a chuckle after an easy win, “I’ve played it a lot.” I can’t tell you how much of a turn-off it was. I didn’t want to play again or buy it, I just felt frustrated.

If the game is composed of several rounds (like poker), it’s definitely fine to win a hand or two to show the other players how it’s done. However, your role as the play test leader is this: to explore the frontiers.

When a new option is made available, if other people aren’t exploring it, do it yourself. If everybody is choosing option A, try option B; even if B is a bad choice, they’ll learn from your mistake what the pros and cons are. They’ll see, “it’s bad for a player to do X now, but it might be useful to do X when Y is in play.”

Don’t stick with one strategy, take the “sampler” approach; be the jack of all, master of none. That way, if a player spreads around like you, they might tie. If they narrow their energies towards a specific strategy, they have a decent chance of pulling ahead of you; that way, even if they lose the overall game, they’ll feel accomplished that “at least they had more X than you.”

5. Make it Clean!

Try to make the game look as pretty as you can. Start your first few tests one index cards, but then upgrade to something more streamlined.

Cards: this trick I learned from the DC Metro group, “Break My Game” (click the link for their Meet-up page). Type up your cards, print them on simple paper, and add them to card sleeves. To give the cards thickness, add a playing card behind them (you can buy one or two card decks from the dollar store for 99 cents). Voila! Now you have something slick, stiff, and shuffleable! If you can afford card sleeves of different colors, you can easily sort your cards into different deck types without having to print on both sides of the paper.

One thing I’ve learned on my own: buy colored paper. It’s a lot cheaper to print black text on colored paper than to print color on white paper.

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Also, if you have the time, include art. It doesn’t have to be fancy, either; simple and iconic is easier to print, and easier to keep consistent. I recommend the site game-icons.net, which has thousands of images you can use for your prototypes. All of them are free to use, and come in a default, clean black and white (although you can play with the slider to add color and/or a border).


Hope that’s inspired you a bit for your tests. If you’re going to GenCon, I hope to see you there! Until next time, Game On!