Lately, I've been thinking about game atmosphere, game feel, and background. The things that "set the scene" and make you want to play the game, paint minis and make terrain; as opposed to the game mechanics themselves (which seldom make you want to play a game, but can make you want to quit playing).
There has been a rise of "vibe" games (thanks, Eric Farrington for the term in last post's comments - I'm going to appropriate it!) which are heavy on the atmosphere and light on the actual gameplay. His examples - Turnip 28 - epic kitbashed mutant turnip-headed Napoleonics-meets-100-Years-war has amazing atmosphere and makes me want to reach for the greenstuff and my bitz box. The mechanics are simple, bog standard and mostly are remarkable for cutesily renaming common wargame terms. Another - The Doomed - has groups of sci-fi monster hunters which play scenarios against horrors and rival gangs culminating in a 'boss fight' - epic cool factor; but it's barely a game, mechanically. These vibe games function more as a reason to be creative than a weekly game night staple.
Even though I'd wish more from them mechanically/gameplay-wise (why I'm not playing either) I'm not here to attack these rules (I wish them all the best success); I am interested on how we can easily recreate similar vibes. Or rather, borrow ideas from more creative folk.
Sorcerers are supported by mechs in the world of Delta Mars...Old Ideas, New Games
I mean, GW's juggernaut has done this for years - they have incorporated every piece of pop culture - Space Marines (70s novels), Necrons (Terminator), Tau (Gundam), Tyannids (Alien), Judge Dredd, and space elves, orks and dwarves (Squats I never knew ye) - fused with WW2-meets-fantasy tech. The wargaming juggernaut of the 40K universe is a glorious fusion of blatantly unoriginal ideas.
You don't need raw creativity and originality, just research skills. Smoosh some ideas and concepts together and make a new "vibe." Shakespeare didn't write anything original.
"The Theme" vs "The Thing"
As distinct from theme, I'd also like to introduce the "the thing" - a gameplay hook or mechanic to differentiate your atmospheric game from the other games. For example, in Necropolis:
The "theme" - undead warbands fighting in the afterlife/a dead world - is strong with lots of modelling and creative opportunities.
The "thing": Destroyed minis leave 'mana' or spirit essence behind, which can be collected and used to power spells and even bid to control NPC monsters!
It's not just set of rebadged/renamed generic mechanics - it has it's own unique gameplay hook "thing" that fits the theme. It's more than "just vibes" that you can create with just some cool mini pics or art. There's not just style, there's some substance as well.
In practice...
OK, let's put these ideas together. I'm going to "borrow" ideas from elsewhere. I want a strong theme, and a "thing." I don't play RPGs at all, but I do have a pretty good library of pdfs. Bonus points if you can spot my inspiration.
My son loves my 15mm sci fi, but I'm bored of the "Vietnam in space" rules. I'm going science fantasy. So powerful and plentiful magic and psykers. In addition, I have lots of desert terrain in 15mm and a sand table which is cool but never gets enough use. OK, here we go:
The Theme - Creative Appropriation
Amid the barren wastes of Mars, city states are ruled by sorcerers and their dark magics. The vast, barren wastes and deserts are deadly; monsters, feral tribesmen, nomads, powerful psychics, jackalfolk, prawns and salamander aliens dwell in scattered villages and killer robot replicants mine the cave systems below. Water is scarce, oasis rare - rivers nonexistent. The searing wastes are harsh and deadly. Everyone is fighting for survival - either against enemy sorcerers or tribesman who need your water canteen.
OK, we have a distinct theme. Harsh desert world. Sci fi Afghanistan+splash D&D, not Edgar Rice Burroughs Mars.
Lead by a pysker, the troops of the city-state fan out around a remote shack.The Thing - Unique Gameplay Hook
While psykers are common, they draw from within their own limited focus and energy. Templars (elite stormtroopers) of the sorcerers have limited necomancy or combat spells granted by their dark patrons.
Sorcerers, however, wield almost limitless power, drawn from the life energies of the environment - living things. Apprentice sorcerers ("defilers"), either rogues or apprentices under the guidance of their sorcerer lords, are often seen on the battlefield where they wield terrifying magics.
A sorcerer 'defiles' an AoE area around or adjacent to him; the longer he takes the larger the AoE affected and the more powerful the spell. This defiled ground makes future casting very difficult, and harms both friendly and enemy troops inside the radius at time of casting.
The thing is the strong, universal use of magic, namely the AoE of malign vampiric magic which harms friends and foes.
What the Gameplay Looks Like (Game Design Criteria) aka "Delta Mars" Rules
The tech is still gritty 1970s Vietnam/Afghanistan-in-space - not much impact of actual tech, but with plentiful D&D-style magic. Sorcerers lead platoons and psykers are attached to fire teams or squads. Sorcerers are like fire support artillery or AFVs in terms of impact capable of almost single-handedly wiping out squads and turning the tide of battle; psykers or templars are more squad level in effect - like a single mortar or MMG which provide an 'edge' to fire teams.
In this harsh world, shooting and melee will be lethal. So high 'to hit' and 'to damage' percentages? However in the wastes there may be little cover; if range are unlimited maybe make a significant penalty beyond 'effective range' to avoid factions trading fire from their baselines?
Basic mechanics need to be quick and simple if we've got lots of magic complicating things; so no complex reaction mechanics beloved of hard sci fi. Few modifiers. Fire teams use similar weapon types so you can usually do a single 'handful of dice' roll. Game is platoon level/a la 40K; divide into 3-5 man fire teams for activation purposes.
There are frequent terrifying monsters (mostly made from K-Mart dinosaurs and repurposed Tyrannids?) roaming the tabletop; which attack any nearby forces (friend or foe) but can be redirected by wizards.
The AoE created by mages defiling will be as key gameplay feature; both as 'terrain' to avoid, and decisions (do you draw life from your own troops to boost your magic? Do you risk your sorcerer by moving close to enemies to draw their life force? Do you move your mage from cover to a more fertile area to boost his effectiveness?
TL:DR
A strong theme may not carry a game on its own; does the gameplay support it with a hook, like Necropolis with its collecting mana from fallen fighters to power magic?
You don't have to be original. Shakespeare isn't. 40K certainly isn't. Themes/backgrounds can be borrowed or repurposed - my example theme, for example, rebadged ideas from a 90s D&D supplement - I could have distanced myself further from it if I wasn't trying to make the link obvious. As my old uni professor said - borrow from several sources to show masterful research!
Finally, check your game design actually matches the theme. A game of heroic swordfighting where guns are very lethal will quickly lead to players hiding in corners rather than engaging in valiant duels.
The notion of mages attached to post-medieval forces was done pretty well in "the Saga of Tanya the Evil". It's great stuff!
ReplyDeleteHola
ReplyDeleteCreo que es difícil hacer que un ambiente sea sólido. Muchas veces tenemos ideas de mezclar ciertas cosas en una y a la hora de plasmar la idea se ve extraño.
Quizás por eso hay juegos (como 40k) que tienen novelas para introducir todo ese trasfondo y dar cohesión. También está el asunto de qué miniaturas usarás y si se puede representar en el juego lo que tienes en mente.
Personalmente, creo primero el ambiente y luego creo las reglas que me permitan recrear ese ambiente y me gusta dar sólo parte de la información para que el jugador tenga espacio si desea añadir su toque personal.
La idea de tu juego suena bien de entrada, falta ver como avanza.
Muchas gracias por el artículo. Un saludo desde España.
MM
Did you recognize the 'example game' as rebadged Dark Suns RPG? I think it was you who mentioned it in the comments recently which gave me the idea :-)
DeleteeM
Sí, mencioné Dark Sun, un trasfondo original y atrevido para DnD. Me alegra que te diese la idea.
DeleteUn saludo desde España.
MM
Like game mechanics, the best ones are simply re-used from other games. Those Necropolis mechanics are not new in the least, but combined with the theme you now have a strong hook,
ReplyDeleteThemes are the same way. The best ones are mash-ups of existing ideas. Instead of a WWI airplane combat game, what if it was submarines, dragons, flying wizard, computer programs, or finches with mouse riders? I had an old writing professor who said, "If you want a new story, take an existing story and change one thing about it."
However, I find concepts and core rules are easy. It is all the "other stuff" you need to make a finished game that can drag you down. :)
I think with Delta Mars you've created the Future of Dark Sun ;)
ReplyDeleteI really like the split into Vibe and Thing, seems worthwhile to consider both aspects. And here I thought you didn't like Necropolis28, but you actually think it has substance -- "thing"!
I don't like magic much in scifi, but I find it more palatable to think in terms of psionics and psykers.
Ah, "defilers". So when you were reading D&D to use as inspiration, it was definitely Dark Sun! Good choice: it's one of D&D's most interesting and unique settings, along with Planescape.
DeleteI approve of Necropolis, and think it does a lot of things right - it also stars here:
Deletehttps://deltavector.blogspot.com/2024/01/game-design-104-start-small-keep-it.html
Unfortunately, it also uses my pet peeve - hitpoints, which tends to instantly wipe it off my actual 'to play' list. It's like a cute but slightly deformed puppy I have to take around the back of the shed with a shotgun... :-/
-eM