Showing posts with label DEADLINE. Show all posts
Showing posts with label DEADLINE. Show all posts

Saturday, 2 October 2021

1d6 More Gadgets

 I’d like the final DEADLINE dossier to have 6d6 gadgets (d66 if you’re nasty) rather than the current 1d6. Or as many as i can do without them getting worse. You’ll probably roll twice for them too.

My current vague “rules” for making gadgets are

- looks like a pocket-sized, era-appropriate item nobody would question you owning

- must do 2 cool things, on a standard spy mission at least one will probably be useful

- must offer a choice

Plus all the normal things that make a good magic item, just a bit more mundane


You can check the google doc for the current d6. I think they’re pretty good! Also I’ve adjusted the text for them a bit lately, just paring down the word count.

Anyway here’s some more. There will end up being some overlap in effect/ability by the time there are 36 of these - this is by design, certain abilities should be common/consistent. Some items might repeat as well I guess.

Ok so,

1. A lighter that can be used normally, or spend all its fuel at once in a single, intensely bright flare. The case is also a powerful electromagnet which can be switched on or off.

2. A flat red lollipop that reveals fingerprints and bloodstains when used like a magnifying glass. Once eaten, it coats the mouth with chemicals that neutralise any poison consumed or inhaled.

3. A wallet that can stop bullets, best kept in a pocket over the heart. It also contains a hidden camera which can take and immediately print a single picture.

4. A single key on a leather fob, easily detachable. Two hidden switches on the fob control the key wirelessly, one causing it to emit a loud whining noise and the other detonating the small explosive inside.

5. A cigar that holds a supply of clean, breathable air. If lit, it quickly burns away in a large plume of thick, acrid smoke.

6. A rolled newspaper, fireproof, waterproof and strong as a steel rod. It unrolls into a single sheet the size of a small parachute but cannot be rolled back up by hand.


Tuesday, 21 September 2021

The Three “I”s

Doing some work on DEADLINE! Check the tag if you’re not up to speed on this one.


A big goal of this design is easy onboarding regardless of experience. Zero-or-thereabouts “RPG jargon”, a cool framing that makes people want to GM and makes the GM’s role clear and easy, making “play culture” explicit through text, etc.

Coming round to player actions - I want to codify these in some way, for said onboarding, but codification is the death of the playstyle. Once you name something or list options, readers get tunnel vision and the breadth of play available in a game run on imagination can be easily forgotten. Even the humble attack roll is often a step too far for me these days tbh.

So, how to structure play in a way that makes it digestible but not limited? Procedures are an answer - I’ve sung Errant’s praises in this regard before. How to do it but never what to do.

Here’s a play procedure I’m tinkering with for DEADLINE, early stages. (You may see some familiar language from GRAVEROBBERS. I know what I like!)

The main thing this misses I feel is delineating LIFELINE as the primary structure of play, but I’m sure I’ll find a balance once it’s all put in context


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If there is no meaningful obstacle or danger preventing the Agent from following an order, they do so and the action is successful. The Agent describes the outcome, and the game continues.

If there is an obstacle preventing success or significant danger involved, the action succeeds only if the Operators direct the Agent to use an Item, some Information or their own Instinct.

The Operators must select from the options available to the Agent, or else plan another course of action.


👁️‍🗨️ Item. Any object in the Agent’s control that renders the task at hand achievable. This could be a gadget or anything the Agent obtains while on a mission. Find items and use them creatively.

You could take out a guard with a sleeping dart or distract them with an explosion.


👁️‍🗨️ Information. Knowledge that negates danger or obstacles. This could be intelligence about an individual or some other secret that precludes harm. Gather information and act on it.

One might bypass a guard with a password or avoid them by learning their schedule.


👁️‍🗨️ Instinct. Allowing the Agent to act without direct command. Agents can take care of themselves in a pinch, but acting without an Operator’s careful supervision can have unforeseen consequences. Select a relevant Skill from the Agent’s profile. Roll a die and advance the DOOMSDAY clock by the result.

Simply knock out a guard with Defence, charm them with Bluff or sneak past with Stealth.

Thursday, 13 August 2020

DEADLINE rules draft + play report

I got a great response on the socials to yesterday’s post about my new game DEADLINE (get up to speed here), thanks to everyone who commented, shared and offered their own thoughts and ideas! It’s super early days but everyone’s reaction has me energised to get to work on this thing.

I figured I might as well share the draft rule book so far, such as it is - this is very sketchy but has all the basic mechanics and should be enough to run the game on (you’ll have to supply your own adventure for now though, sorry!).

Here’s a google doc with the first version of the game.

Like I said everyone’s feedback and ideas have been really awesome and helpful, so if you have any comments, questions, etc about the game now that you’ve read it (especially if you manage to play it!) I’d love to hear them.

The final version will obviously have more mechanics and content than this sketch version, so if you have some thoughts about what you’d like that extra stuff to be let me know that too! Comment on this post, hit me up on Twitter, email me, whatever (my email is in my twitter bio).


I also wrote up a little play report, the idea being that something like this could maybe be included in the final version of the book to help teach the game.

Honestly I think I’ve laid out the rules pretty clearly in terms of giving readers an idea of how gameplay works, but maybe something like this could be useful? It’d be edited down and changed up of course, as with everything the paint is very wet here.

Anyway here’s a Mission Report, with GM advice-type commentary.

Enjoy!(?)


Mission Report: Room 106

 

The best Agents learn from the best. Study the following mission report from Agent 1, and try to find techniques you can utilise when playing your own game.

 

In this mission, Agent 1 is in a hotel room, behind enemy lines, where she must meet with a supposed defector from the other side who claims to have important information.

 

As the Agent who has prepared this mission for the other player, Agent 1 currently has all the info, while the Operator has none. Her first objective is to get the Operator on the same page so that he can play along too.

 

Agent 1: “Ok, so for this mission, I’ve been sent to a hotel room to meet someone and get some secret info. This is our first mission so let’s just work it out as we go.”

 

Here, Agent 1 is just a player, talking to her friend and explaining the premise of the game. The easiest way to get key information across to someone is always to just tell them! At the very least, an Operator will need to know the objective of a given mission.

 

Operator: “Cool, makes sense.”

 

Agent 1: “Operator? This is Agent 1. I’m approaching the room now.”

 

Now, Agent 1 is speaking in-character. This can be a fun way to bring players into the game, but it isn’t always necessary. The key is to communicate clearly, whether or not you’re acting a role.

 

Operator: “…”

 

Here, the Operator is pausing, unsure of what to do. That’s because Agent 1 hasn’t yet given them enough information to go on. They know their overall objective, but not what to do to get to it, or what obstacles might be in their way.

 

Agent 1: “Shall we check if the room is secure? I don’t trust these people…”

 

Now, Agent 1 has given the Operator an actionable prompt. She’s not telling them what to do, or doing the thinking for them, but she’s given them a clearer, immediate goal.

 

Operator: “Ok, uh, listen at the door?”

 

Agent 1 has all the mission info, and she knows there’s nothing in the room that could be heard through the door. But the Operator doesn’t know that, and is making a pretty sound judgement based on the small amount of information they have.

 

Agent 1: “Good thinking, Operator… No, I don’t hear anything. Let’s proceed.”

 

What just happened was an example of the basic cycle of play in DEADLINE. The Agent described a situation, the Operator made a call on what to do next, and the Agent made a decision about how those actions would play out. Everything that happens in your game will be some variation on this basic pattern.

 

Operator: “And then you get shot as soon as you open the door.”

Agent 1: “Ha, yeah, that would be terrible!”

 

They’re only joking, but the Operator has just given an example of how an Agent could disrupt that basic cycle of play and possibly ruin their game. If there really was someone waiting with a gun behind that door, it would be the Agent’s responsibility to telegraph that danger somehow. Footprints, noise from the room, or a suspicious individual seen earlier might be good clues.

 

Then, if the Operator did make the mistake of letting the Agent proceed without caution, it would be their mistake for not paying attention, not the Agent’s for communicating poorly. If an Agent ever realises they’ve misspoken or left out a crucial detail, they can always just apologise and backtrack a bit.

 

Operator: “Ok so are you in the room now?”

 

Agent 1: “I’m in. Looks like a pretty standard hotel room… I don’t see anything suspicious…”

 

Agent 1 knows that the room is bugged because she has all the details of the mission noted down, but within the game, the Agent wouldn’t know this information. Part of the fun is for the Operators to work out what’s going on themselves and investigate the mystery.

 

Operator: “Ok… So, I guess we just wait here for this meeting?”

 

Looks like the Operator hasn’t guessed the room might be bugged. Somebody familiar with spy stories might jump to that conclusion, but in this instance Agent 1 simply hasn’t communicated the situation clearly enough. Just like the assassin example, she should have left some clues lying around.

 

With a bit more time to think, or if she was playing this mission again with someone else, Agent 1 might add to her notes, reminding herself to describe the room as being in disarray, as if someone had been in there before. That might work as a clue.

 

Agent 1: “Well, like I said, I’m not sure we can trust them… maybe we should search the room?”

 

For now, Agent 1 is thinking on her feet. Telling the Operator what to do next isn’t a perfect solution, but at least she didn’t reveal the surprise. Now the Operator knows to search, but they don’t know what for, so they’re still able to play the game by coming up with their own plan. If Agent 1 just led them through the mission step by step, they wouldn’t be playing the game along with her.

 

Operator: “Oh, yeah, there might be traps. Or bugs or something. Ok, uh… Agent 1, search the room.”

 

Agent 1: “Where should I look? There’s not much in here, just a bed, some lamps, a chest of drawers and a mirror. And there’s the bathroom next door.”

 

Now, the Operator can play the game. They have agency, information, and can make their own decisions. Agent 1 knows where the bug is, so it would be no fun if she picked where to search.

 

Operator: “Well, it says on the character sheet that you have Investigation… So can I use that?”

 

Agent 1: “You could, but that would advance the DOOMSDAY clock. Maybe it’s best not to risk it.”

 

Operator: “Ok, I think I get it. So rolling dice is dangerous, huh. So what do I do instead?”

 

Agent 1: “I’m the Agent, you’re the Operator. Just tell me where to search and I’ll get to work.”

 

Good work, Agent 1. Here, she’s reminding the Operator of the core tension of the game. Just running in blindly and using the Agent’s training to solve every problem will only end badly. She’s encouraging the Operator to rely on LIFELINE more, think creatively and come up with their own plans. That’s going to make for a more engaging and rewarding game.

Operator: “Start with the mirror. It might be one of those two-way mirrors, where they can see you from the other side.”

 

That’s a good idea from the Operator! In this case, though, it’s just a mirror. However, since Agent 1 knows that this part of the mission is about finding a bug, she decides to reward the Operator’s clever thinking.

Agent 1: “No, it’s just a mirror… It comes away from the wall. Wait a second… You hear a kind of cracking sound, then I whisper through the LIFELINE… It’s a bug! They’d hidden a listening device behind the mirror.”

 

In Agent 1’s notes, she’d just written that there is a bug in the room. That fact wasn’t going to change. But what wasn’t particularly important was where exactly the bug was. By deciding in the moment that it would be behind the mirror, Agent 1 made the Operator feel good for trusting their instincts, and also saved a lot of time instead of checking every piece of furniture one by one.

 

Agent 1: “Ok great! You found the bug. That was the first obstacle I had planned. Sorry, that was a bit simple, it should get more interesting from here on.”

 

Operator: “No, it’s cool! I get the game a bit better now, and I feel like we’re in a spy thriller. I’ll check every room that I can for bugs from now on!”

 

Agent 1: “I liked your two way mirror idea too, I might steal that…”

 

Be careful changing details last minute. An Agent is the Operator’s eyes and ears into the mission, and so something only becomes true from the Operator’s perspective once the Agent communicates it. As well as communicating information regularly and in detail, an Agent needs to keep the world of the mission consistent.

 

If an Operator feels like reality is shifting, or that things only appear or exist for their benefit or to make the mission difficult, they won’t have any fun. Agent 1 could have decided that the mirror really did have a window or camera behind it, but that’s not true to the mission she’s playing here. Sticking to her notes helps her keep the mission’s reality feeling real. Besides, improvising a whole other mystery she hadn’t planned for would be a lot of work!

This part of the mission is now over. An obstacle has been identified and overcome. It’s a small victory, but now both players understand how to play better, and can use that knowledge in future missions.

 

Nobody starts out as a world class agent. The best way to learn is on the job. Start playing, work things out as you go, make mistakes and have fun.


Wednesday, 12 August 2020

oh god not another one

BUTCHERY is in its final stages of development, Paradice Arcade is a go (and will have a small Kickstarter later this year for its first “non-mini” game!), and GRAVEROBBERS is pootling  away in the background as ever.

Obviously, my game design brain cannot let me rest, and so another brand new project is needed. I tweeted about this and a couple of folks seemed interested, so I figured I might as well spill the beans even at this early stage of development. I think there’s some value to doing things relatively out in the open, letting people in from day 1 as it were. Anyway.

Announcing DEADLINE.

DEADLINE is a set of rules and tools (I’ve stopped calling rulesets “games” for the same reason that a LEGO kit with a spaceship on the front doesn’t market itself as a toy spaceship) for tabletop roleplaying adventure games (like, OSR or whatever) in an underworld of intelligence that never was, inspired by the superspy thrillers and Cold War chillers of the 1960s.

Spies. It’s a spy game.

The idea came because I wanted to do a game, any kind of game, where the players are the shadowy intelligence agency that oversees these classic secret agent capers. That seemed fun to me - being in a kind of “mission command” position, as M or Q or whoever, the folks the movie cuts back to when the spy talks into their earpiece, looking at maps and personnel files and overseeing operations.

I like heists for the same reason, hence GRAVEROBBERS - a plan coming together and being executed under pressure, while your enemies are, hopefully, none the wiser.

I tried doing a board game, and bounced off a few ideas, then decided on an RPG. The fun bit of RPGs for me is the adventure game aspect, exploring a situation or world, collecting and utilising information and items, devising and executing your own plans. That’s the whole point of the games I play and make, and those elements of the playstyle at least seemed like a good fit for the genre.

As I saw it, though, there were two big problems with doing a spy adventure game. I think I’ve fixed them?

The first is that James Bond (who honestly didn’t come into my head until later, my first points of reference were The Man from UNCLE and Spy x Family and the less fashy Tintins) works alone. There are tons of workarounds to this though.

The obvious would be to ignore it and do a team narrative (Mission Impossible does this great already) but there are already RPGs that do this and it seemed a bit obvious. Since I had it in my head to focus on the agency over the agent, I could’ve done a Jason and the Argonauts with one OP character and their lackeys/support, but that just doesn’t seem fun to me. Given the option, everyone would want to be Bond.

So in DEADLINE, the GM role is fulfilled by the person playing the Agent. They have something called the LIFELINE system, an in-universe device that keeps them in constant contact with HQ. The players are still controlling the character in the exact same way they’d control adventurers in D&D, and the GM still has the same job - describe situation, players make decisions, describe how situation develops - so gameplay is exactly like a typical OSR or adventure type game. The only difference is how it’s couched in the fiction. The GM isn’t reporting on the situation as a semi-omniscient arbiter of the action but as the agent in the field, and the players aren’t making decisions as the characters in the field but as, in-fiction, semi-omniscient arbiters of the action.

I can’t quite picture how difficult or not this will be for players used to other games to get to grips with, but to my mind it’s pretty simple? “You enter a room, there’s a locked door” becomes “I’ve just entered the room, looks like there’s a locked door, over”. “I wanna try my lockpick on the door” becomes “Agent 99, you should have been outfitted with a lockpick for this mission, disguised as a fountain pen. Try it on the door.”

And LIFELINE being a Thing That Exists draws attention to the primary play mechanic of ttrpgs - communication. I hope this will encourage GMs and players to be more open and talk through descriptions and plans more, leading to better play! Also I hope changing “you have to be the GM” to “you get to be a cool spy” makes more people want to be GMs :D

The other Big Problem with playing an OSR game as James Bond, other than that there’s just one of him, is that he’s really good at everything. He has bad luck and loses fights, but he always wins overall, and his basic capabilities as a character far outstrip, say, a level 0 farmer in DCC. We never doubt the danger, but we also never doubt that he’ll succeed at anything he attempts. Not exactly “roll a d20 and see what happens” material.

OSR games enforce the playstyle I mentioned above - planning, creative problem solving, careful exploration - through not only making the world perilous, but the characters frail. A secret base under a volcano is a perilous dungeon, but Sean Connery is more than up to the task, removing that sense of threat and therefore the tension that necessitates an “adventure” playstyle.

I’m sure there are other ways to solve this, but in DEADLINE I decided to mechanise the concept of threat. This might seem abstract and game-y, but RPGs have been doing it from the start with HP - only HP focuses on physical threat. I took a leaf from GRAVEROBBERS, where Luck (“HP”) can be lost through the treat of being caught as well (it’s a stealth game), and in which any failed roll results in loss of Luck (thereby discouraging rolling and encouraging creativity, more on that here) and took it one step further.

Now, all rolls result in the game’s equivalent of HP loss, advancing the DOOMSDAY clock closer to failure (hit midnight and it’s game over, roll up a new agent). There are two big differences - you don’t know how far you’re going to advance the clock (that’s what the roll is for), and all rolls succeed.

In the fiction it’s abstracted as the Agent “falling back on their training”, basically the agency throwing their hands up and leaving it to Bond to do his thing (which literally matches what the players are doing! ludonarrative assonance, yum), who succeeds at the given task but in his own reckless, cool-guy way, which can alert attention or leave clues or otherwise jeopardise the mission. You can explore the area, find clues, investigate and devise a plan, all without rolling - or you can roll and hope for the best.

This puts the players firmly in the role of those folks back at HQ, trying desperately to find answers and keep the situation under control, with a highly skilled but strong-willed agent in the field enacting their orders - to the letter, if with a little flair. If you’ve seen any Bond movies, or any of the similar things I’m drawing from here, you’ll recognise the dynamic. I’m hoping players of DEADLINE will too.

Also, mechanising the threat means the Agent (GM) doesn’t have to stat enemies or anything, just make up a cool mission. That, and I’m going to give notes and a few random tables and whatnot - I foresee DEADLINE being very easy to run.

And, uh, that’s it? That’s almost the whole game mechanically, it’s very light, just how I like em. As I said I’m working on a draft rulebook, if you like the idea of this and want to see more then yell at me about it and I’ll oblige.

Stay tuned for more, I guess?

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