Showing posts with label Grand Heresy. Show all posts
Showing posts with label Grand Heresy. Show all posts

Tuesday, October 10, 2017

Sorenson's 3 Questions - Sword & Scoundrel

In ye ancient days of yore, Jared Sorensen (designer of many things) put forward three questions that now collectively bear his name. Between writing on the subject, I've been attempting to decide how I wanted to answer.

What is your game about?

Sword & Scoundrel has the tag: A game about Passion, Violence, and General Skullduggery. Above all, the game is a passion play. It's medieval morality theater presented as an HBO or AMC-style character drama. Players decide what's most important to their character, what they care about, what they want, the lines they will not cross. Through play, we challenge them to see how far they are willing to go and what they are willing to sacrifice. The game is about moral conflict, with forces set in motion against the player's goals and beliefs. Finally, it's a blood-opera with the player's passions leading to quick and brutal violence. We wanted the fantasy equivalent of a western or a john woo film, with swordplay being quick, flashy, and lethal.

How does your game do this?

Mechanically speaking, characters are not just their attributes and skills. Their goals and beliefs are represented by player-nominated phrases called Drives which have a mechanical weight to them. Similarly, characters have Traits which can represent everything from the character's history and background to their physical or personality quirks and their relationships with other characters, including the players in their group. These all have mechanical significance in play, often giving them additional dice for their pool when relevant.

On the other side of the coin, the game is written in such a way that it is explicitly about conflict. If there is nothing in conflict and nothing at stake, there is no roll made. Further, while the game goes out of its way to play up its blood-opera persona with a detailed combat system, the rules support conflict in a broad range of arenas. The current beta supports anything when rolled as a simple conflict, but as we get the opportunity we intend to add a fully formed social combat system, faction rules, magic, and other forms of more abstract conflicts.

How does your game encourage/reward this?

The primary reward mechanism is through the accumulation of Drive Points. When players engage in conflicts with their drives, they are rewarded for it through additional dice that drive is worth. These dice come up as bonus dice in any conflict that is directly about the drive in question. Further, when players engage in certain behaviors that highlight their drives and traits, they can gain additional points that can be added to the drive of their choosing. The quickest way to earn these points is often to allow your drives or traits to get you in trouble, rewarding the player directly for making choices that are in line with who their character is even if those choices are not the optimal way to get what the player might want. Finally, these drive points can be spent to increase any of the character's abilities or traits or learn new of the same.

In short, players advance solely by making the kinds of characters suitable for good character dramas (ambitious, resolute, yet flawed) and then role-playing them in the fashion that these characters tend to behave (struggling between who they are and what they want). When they do this, the game not only gives them more dice to throw around in the conflicts they will face but also gives them the means to improve their character's scores as they play.

Thursday, July 13, 2017

The King is Dead, Long Live the King

The blog here has been silent for a while, as my writing efforts in the last few months have been almost solely concentrated on a project that I can happily announce has begun its release cycle today.

If you would, head over to Grand Heresy where the Sword & Scoundrel (great name, huh?) RPG will be beginning it's release cycle. The starting documents contain the core rules and the character creation materials. We also have a print pdf, form-fillable pdf with character creator, and a sheet already approved and available in Roll20.

This is going to be an interesting ride, folks. Buckle up.

Saturday, February 11, 2017

Grand Heresy in 2017

Matt Easton posted a video recently entitled "Scholagladiatoria channel in 2017." It's a video of limited use to anyone who isn't already his subscriber (though, if you're at all interested in martial history, you should be) and chiefly details his plans for the coming year.

That's when I realized it was already February. How does that happen? Worse, I've written nothing on this blog this year. In an attempt to begin rectifying this mistake, I thought I'd post my own variant of the theme: Grand Heresy in 2017.

It's a very creative twist. 

GH2017

With luck, this will be the break-out year for Grand Heresy. 'Bastards (now bearing the more marketable title Sword & Scoundrel) is getting a major facelift and some key rewriting. As this draft gets close to completion, I'll be redoing the site to better show it off as well as redoing some of the marketing/fluff text. Plans are to launch the kickstarter in the very near future. I cannot tell you how excited I am for the thing to be in the wild and officially off my desk for a while.

We've kept track of the download counts of each edition of 'Bastards released. We've gotten anywhere from 400-1000 downloads on each. The last edition of the dueling kit alone has gotten about 1200 downloads. On the surface, this looks fairly promising but you never know what this will mean in terms of kickstarter support or sales down the line. On the other hand, we've also not gone out of our way to market the thing at all. We haven't reached out to rpg.net, storygames, or any of the other hub communities out there aside from a brief flirting with 4chan.

The level of interest we receive after launch will determine the next move. I have a number of things I'd love to develop out of the core rules as supplemental material for the game. Higgins and I have been wanting to develop the naval warfare rules since early in the project's development. A full pirate/age of sail book would let us treat the topic with the same kind of adoration we've spent on the HEMA nerd stuff in the book. I also have a number of setting-seed books I'd like to have the chance to develop for the game as well, all of which are basically toolkit modules for hacking the book to fit whatever you're trying to do with the main system. I've been keeping notes on this sort of stuff since just after the project began. If there were enough interest, I'd have material to write for this game for the next five years or more.

On the other hand, if it turns out to be an extremely niche interest with a limited following, I'm fine with that too. I have a half-dozen other projects I'd love to dev out. As anyone who reads this blog can attest, my gaming interests are eclectic as they are promiscuous.

All of that aside, I acquired a new mic today. It's a proper condenser mic I got relatively inexpensively. After some futzing around with Barbarossa on the audio we got it sounding pretty decent. Now properly equipped, we'll be doing a lot of youtube recording in the near future. Expect at least one actual play campaign of something. I'll probably record some AP material, explanations, and play aids for 'Bastards Sword & Scoundrel as well.

2017 is going to be a big year. Here's to it.