Wednesday, 3 June 2020

VOIDHEIST - Implementation

Last time I spoke about the two systems that inspired VOIDHEIST. Now I wanted to dig deeper into the actual mechanics that I've included in the game, some pulling from those sources and some of my own.

This isn't a full system rundown (you can see the game as it stands here), just the bits I think are interesting to examine closer. 


GAUGES 

These are a pretty direct pull from Blades, which uses Clocks to count down to success/failure in a particular area. I use dice that count up from 1 to 6 mainly because I prefer the feel of dice counting up rather than scribbling clocks on paper. All gauges use d6, so there's no deciding whether this is a d4 challenge of a d8 challenge. I'll always do my bit to rid any game of Variable Target Numbers. 

Various events cause you to Tick these Gauges upwards. You suffer Consequences when a gauge reaches 4, and Critical Consequences when it reaches 6, mirroring the target numbers of the core dice mechanic.

For example, you have a Heat Gauge showing how much attention you've drawn to yourself during your operation. You might tick 1 Heat for leaving a loose end, 2 for drawing attention to yourself, or 3 for causing an actual commotion. When that gauge reaches 4 it means the location is now on alert. They know somebody is here, but they don't know exactly what your plan is. When the gauge hits 6 then it's Critical Consequence time. In this case they're onto you, they know your plan, and your options are either to go loud or just cut your losses and run.

You can empty out a Gauge by taking the appropriate action. So for our Heat example you could tie up a loose end, lay low for a while, or frame somebody else for the mess you made. 


CHARACTERS

I went into how characters work in both Blades and Mothership last time, but in summary I wanted something that combined:
  • From Mothership
    • Flavourful sci-fi skills
    • Archetypal classes that interact with each other in interesting ways
  • From Blades
    • Characters with a clear purpose and rule-breaking Abilities
    • Good competence in a speciality skill or two, plus some side-skills
So in place of Blades' Actions we have Skills. The distinction might seem petty, but I find that when you put a verb on the players' sheets they end up saying it a lot. "I try to Survey my environment". As written, the GM would then say "okay so how do you do that?" but I'd rather cut out the middle-man and keep the skills a little more abstract. 


You also get to inject a little bit of setting flavour in there. With a small list I can't quite do what Mothership did, but I think they do a decent job of filling the requires areas while putting you in the mood of Voidheist's space setting.

Maybe I'm giving myself too much credit but I think having Empathy and Authority as your two main social skills tells you something about the world. Same for having "Weaponry" rather than "Shooting". You can read into that and take something with you.

Most importantly, I wanted them to be broad enough that you could use them on any heist if you're smart about it. At one point Science was split into tighter fields like Biology and Chemistry, but they felt a little too much at risk of gathering dust on your character sheet. If you have three points in a Skill, I want you to be able to use it at least once.


STRESS

The name related directly to a mechanic in Blades, but the similarity really ends there. It's one of the two Gauges your character has for themselves, alongside Hurt, and covers any sort of mental strain.

It actually draws more from Mothership, as you can see from the Consequences that occur when your Stress Gauge starts to fill up.

4-5: Panic - Nearby allies that do not share your Origin or Occupation  take 1 Stress. This can cause chain-reactions.
6: Your Instinct takes over, this varies based on your Origin.
RECOVER Stress when you indulge in normality or excess. 

So at 4-5 you get a little taste of those lovely Mothership situations where the Scientist starts to realise the true horror of their situation, stressing everybody else out in the process. 

Then at 6 things get much more serious. Bringing us onto...


ORIGINS AND OCCUPATIONS

I absolutely love the four classes of Mothership. I can't give them enough praise. I like that the small number means it's relatively common to have two of the same type in a group, something that is much less common in other games. I like that they interact with each other in such interesting ways, and I like that they're so specific in their strengths and weaknesses.

So that was my challenge to myself. Can I create a broader selection of characters that still feel tight and integrated like Mothership's classes? Maybe. Let me talk through it.

Your Origin is where you come from, and handily gives you six major factions of the setting.
  • Corporate characters were tied to a capitalist corporation on or near Earth.
  • Colonial characters toughed it out in a more communal society out in deep space.
  • Naval characters have a military background with all of the baggage you'd expect.
  • Union characters were the mediators toothlessly trying to stop the others from killing each other.
  • Androids are intelligent mechanical beings build for a purpose.
  • GENOs are Genetically ENgineered Organisms of questionable legality and ethicality.
Note the lack of proper nouns (if you forgive GENO). I wanted to keep it super archetypal so that players would grasp the faction's general deal as quickly as possible.

Your Occupation is more straightforward, telling you what your general speciality is, such as Soldier, Engineer, or Pioneer. The combination of Origin and Occupation gives you some nifty gear that doubles up as your rule-breaking ability. For example, the Union Researcher gets a Precog Node (Tick Stress to Declare that your last action was just a simulation, rewinding back to before you declared it) and 
Chrono-Chip (perfect sense of time). 

But in the Stress section I said that things get worse when your Stress Gauge hits 6. This all depends on your Occupation, which lists an Instinct that triggers once the Stress Gauge is full. 

So if you're a Naval character your Instinct is:
HOSTILITY: All Danger Rolls other than attacks are Skill 0

Or if you're an Android:
OBSESSION: The GM puts a question in your head. Until resolved, rolls unrelated to finding the answer are Skill 0

There's no "your character freaks out and you lose control of them" here, but something in their mind is tugging you in a certain direction, and you'll find things much harder if you fight it. If you're the Naval Soldier, armed to the teeth, and you hit that Hostility instinct then it's going to be all the more tempting to just gun your way out of trouble, but the GM will never force you to do it. 


PRINTING

I mentioned how torn I was on the Blades in the Dark Flashback mechanic, where you can retroactively have your character do some preparation for the mission at the cost of some resources. 

My twist on there here is Printing. Your ship has a Gauge representing matter in their 3D Printer. Here you can basically make anything you need, at a cost, but anything you print is made as disposable, only being good for the current mission before you throw them back into the printer for recycling. 

As the printer is on your ship you can decide to run back there mid-mission to print when you need when you know more about the task at hand, as a sort of nod to the Flashback mechanic, but there's still a speed advantage to committing to all your printing ahead of the mission. 


SPACE

Despite some of the high-tech tricks that certain characters can pull, it's a pretty gritty take on Space out here. I like to get this across by focusing on how even our most basic needs aren't really satisfied out here.

LIGHT is usually unnatural. Give it a colour and characteristic. Fuzzy blue, flickering grey, pulsing red. 

ATMOSPHERE is maintained on most ships but it always has a taste and the quality is never quite right. 

GRAVITY is simulated only on larger vessels and isn’t entirely stable. 

TRAVEL and COMMS are slow unless the means are experimental.

FOOD AND DRINK is either cultivated in trays, sealed in pouches, or printed from code. Whatever the method it’s always off in a very specific way.


What's Next?

I want to actually run this a few more times, but I think it's in a generally playable form right now if you want to try it out. Let me know if you get it to the table!

Tuesday, 2 June 2020

Electric Bastionland Actual Play Stream

I'll finally be running a live actual play of Electric Bastionland this Sunday, 7th June, at 9pm British Summer Time.

Joining me as players are Sean McCoy and Alan Gerding of Tuesday Knight Games, the people behind Mothership and Two Rooms and a Boom!


It will all be broadcast live on Bastionland Broadcasting and uploaded to YouTube later in the week. In the mean time don't forget that I'll be doing the weekly Bastionland Deep Dive tonight at 9pm BST. This week we're touching on Deep Country and I'm mixing up two cocktails that were generated from the Cocktail Spark Table. Want to see me drink anchovy sauce? Tonight's the night.

Monday, 1 June 2020

VOIDHEIST - Inspiration

VOIDHEIST started life from my enjoyment of two quite different games.

Mothership is a sci-fi horror game by Sean McCoy.

Blades in the Dark is a fantasy heist game by John Harper.



I think both of these games have a lot to offer, so check them out if they sound at all like they'd appeal to you. They've both earned more praise and awards than I could ever hope to achieve, and there's truly no greater compliment from me than having your game hacked to bits to see if I can make it work for dumdums like myself.

So first I'll talk about each of the games in question with my opinionated game-design hat on, pointing out the bits I love and the bits that don't appeal to me. At the risk of repeating myself I'll stress that my goal with this process isn't to proclaim improvements that could be made to the original game, but instead to pinpoint the specific parts of the buffalo that appeal to my niche and consider how to extract them for my own uses.

In conclusion: This is not a review. These games are both great. I chew on them because I enjoy the taste.

With that disclaimer out of the way I hope you'll forgive a little hyperbole in my like/dislike of each element.

MOTHERSHIP

CELESTIALLY BODACIOUS

  • The character archetypes tell you everything about the setting. You're always either a:
    • Teamster - Working-class everyday space folk
    • Marine - Barely contained trained killers
    • Android - Unsettling artificial humans
    • Scientist - Somebody that knows too much
  • I love that any of the choices above bring their own flavour. They're broad, but don't feel generic in the way that a "Soldier" might, or even a "Specialist". 
  • They combine in interesting ways. Two Scientists and a Marine conjures a different story to a lone Teamster surrounded by Androids.
  • Equipment has a similar jolt of flavour injection, from the weapons down to the patches and trinkets.
  • There's a focus on "only roll when it really matters" that I know Sean is going to expand on in the Warden's guide.
  • Stress is given as much focus as physical harm, and there are some fun Panic effects when the Stress gets too much to handle. This all links back to the characters where certain combinations can chain-react off each other creating memorable "Game Over, Man!" moments. 

SPACE JUNK
  • It has that WHFRP thing where a lot of your rolls are going have a less than 50% chance of success even for stuff you're meant to be quite good at. This fits the horror theme, and absolutely works when you lean into the "only roll when it matters" thing, but it still doesn't sit quite right with me. If I'm the Xeno-Botanist then it sucks when we finally find some moon-weeds and I tank my roll to know anything about them. 
  • I found myself longing for a bit of distillation when it comes to mechanics. You've got Stats, Saves, and Skills that all act slightly differently. Then you've got different mechanical meanings for Resolve, Sanity, Fear, Stress, and Panic. They all work together, and I imagine most players don't have any trouble keeping them apart, but I'd like to tighten it up a bit.
  • I love that the skills tell you about the setting, but I've got an aversion to this sort of large skill-tree. When you're dealing with Skills so narrowly defined that you've got Geology and Planetology as different things I'd like them to do a bit more than +10% here or +15% there. They could go in either direction of "more broad" or "more impactful" and I'd be happier.


BLADES IN THE DARK

SHARP AS A TACK

  • The core system of "roll a pool of d6s based on your skill in that Action, take the highest. 1-3 is fail, 4-5 is partial success, and 6 is success" is great. It just feels solid to me. 
  • In addition to that vague good feel it's great for Heist-type scenarios where you want the group to be progressing, but leaving lots of loose ends and mess in their wake.
  • There are lots of nice little addons to this core mechanic that create interesting situations. The Devil's Bargain and Pushing Yourself come to mind. 
  • Clocks are just a really useful way to build up tension in this sort of game. For anything vaguely heisty they're a no-brainer.
  • Character classes really guide the players towards a certain style of play. I think even a brand new player would get into the role of a Cutter or a Slide more quickly than they might a Fighter or Thief in D&D. 
  • Oh, they come with nice flavourful equipment too.
  • Some of the class abilities are great for creating dramatic moments. I will now name the objectively best special ability for each class.
    • Cutter - Not to be Trifled With (Spend a resource to either do something with almost superhuman strength or fight a gang as if you're a gang yourself. Great example of an Ability that feels impactful and rule-breaking)
    • Hound - Sharpshooter (Sort of a shooty version of the above, spend a resource to do something awesome from a short list)
    • Leech - Venomous (You get to be immune to one poison and now you can even secrete that poison yourself)
    • Lurk - Reflexes (You always act first. Big impact in just a few, very easily understood words. Impactful doesn't have to mean complex.)
    • Slide - Like Looking in a Mirror (You can always tell when somebody is lying to you. Love it. I've even got something very similar somewhere in Electric Bastionland. This class has a lot of cool Abilities, so this was a tough choice)
    • Spider - Hmmm... see below.
    • Whisper - Compel (Summon a ghost and have it do something. Great stuff.)
  • There's a lot of fantastic advice for running the game. One of the best books I've read in that area. 
  • I like the preparation phase before the job, getting your plan together and gathering information. I've got some positive feeling towards the flashback mechanic, but also some more mixed feelings (see below). 


DULL AS A SPUD

  • Much like Mothership, I feel like there's just a lot going on here, mechanically. It's like looking at a timepiece full of intricate cogs and arms all ticking away in harmony, when most of the time just need to know that it's midday-ish. Again, looking at each piece as part of the whole I can see a lot of thought has gone into the design. 
  • There's a big emphasis on "fiction-first", which I like, but I think if you truly embrace that philosophy when running the game then you might not need all of these mechanical supports in place. 
  • There are eight Actions, and you're likely to have points in roughly half of them. I think they're pretty well defined buuuut...
    • There's a focus on allowing the players to declare their action by name. "I want to run up and stab this guy so *checks character sheet* I'm using Skirmish".
    • This in itself isn't bad, but when I've played I've always felt like I'm just bending the fiction to match my mechanical strengths. Again, this doesn't break the game but it kept pulling me out of the fiction.
  • I'm really torn on the Flashback thing. It makes your characters look smart, and there's been a lot of hyperbole about how it ruins the central challenge of a heist (it doesn't), but I'm still not totally sold that it delivers more than it asks in return
  • While I really liked some of the class abilities, some of them felt a bit passive to me. Quite a lot of "Get +1 when you do X". This might be there to allow for simple choices for new players, but I like special abilities that really break the rules and shake things up. I will now name the objectively worst special ability for each class as a contrast to the last list.
    • Cutter - Mule (You can carry more stuff)
    • Hound - Survivor (+1 Stress Box)
    • Leech - Analyst (Advance projects more quickly during Downtime)
    • Lurk - Ambush (+1d when springing a trap or attacking from hiding. I feel like in a game full of sneaky thieves you should get +1d for this sort of thing anyway, certainly not as part of some specific special ability)
    • Slide - Trust in Me (+1d vs a target you have an intimate relationship with. I like the idea of this one a lot, but I feel like it could be a lot more impactful)
    • Spider - Jailbird (Bit unfair here, as a lot of them are downtime-focused, which doesn't appeal much to me. Instead I chose this one as it only really triggers when you get Incarcerated, so feels like it would sit gathering dust on my sheet for most of the campaign. Don't really like anything available to this class, but I suspect it's jut not for me)
    • Whisper - Iron Will (+1 to Resolve rolls)


VOIDHEIST

Could I take the bits I like from these two games and put them into one? Horror and heist?

Maybe not. The end result is a lot more like "BitD-style Heists in Space with some of Mothership's Flavour Tricks".

The next post will be a full rundown of the game. For now you can see the work-in-progress document.