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[Scourge] A first, rough draft (long post)

Started by dyjoots, September 19, 2005, 03:51:56 PM

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dyjoots

I've been really inspired recently, and I've gotten a really rough draft of a game down.  I plan on developing this and probably publishing in one form or another within the year (i.e. before 2006 rolls around), but we will see how things go.  I wanted to get some input though, before I start working on a second draft, and this is certainly a good place to do it.  Right now, the text is only about 5 or 6 pages in MS Word:



Scourge

Imagine that you have been given the power to do anything you could want; you can accomplish any goal you set your mind to, and achieve even the wildest of your dreams.  Gifted with this power, what would you want?  What would you do to get it?  Now, imagine this catch: using this power comes at the price of people around you.  All you have to do to get your heart's desire is decide who is hurt. 
Scourge, the book you are reading, is set up to explore this premise.  It is a game, to be sure, but it is designed as a way to produce engaging stories that have at their center the conflict between what you want and how much you are willing to hurt people to get it.
Now, in designing this game, I don't propose a "correct" answer to the dilemma.  There are a multitude of attitudes, characters and backgrounds to be imagined that make every situation different... but that's part of the fun of the game.  You can explore any or all of them.  Plus, I figure playing someone with far-reaching power is probably fun as well, so it all works together.
In Scourge, most of the players will take on the role of an individual in the above situation, with goals they want to achieve and only a small sacrifice to make to realize them.  One player becomes the GM, whose job it is to apply pressure on the other players' characters (PCs), by creating difficult situations and people with opposing goals, and trying to convince the players to use their very dangerous power to deal with them.

More setting:

   A player's character is a person in a unique and oftentimes unenviable situation.  This person died, and in the split second between death and the release of the soul to the afterlife, they were contacted.  A malevolent spirit offered him the opportunity to return to life stronger, faster, smarter, and armed with a power that would allow him to do anything.  The price for this gift was explicit; maybe he thought it wouldn't actually matter, maybe he though he could outsmart the devil's system, or maybe he was just a sadist. 
Whatever the case, the decision was made, and he became a Scourge, an agent of pain and death, even when he doesn't choose to be.  The price can be avoided, but when a Scourge truly wants something it is inevitable that people will suffer.  And, coincidentally, the game begins with the Scourge you will play wanting something.



Making a character:
   
   First, let me make it clear that a Scourge is not limited in what he can do or what he can accomplish.  He can jump clear over a building, seduce 50 women in one night, solve Fermat's last theorem, and even shoot lightning from his fingers.  He might not understand what he is doing, but even that isn't a limitation on what he can do. 
This is an important point.  The reach of a Scourge's power is limited only by what he wants and who he is willing to sacrifice.  The backlash that people around a Scourge suffer cannot be stopped, but if a Scourge has enough subtlety, then he can temporarily avoid it.
This is where traits come in.  In this game, characters are not mechanically defined by what they can do, but rather, the things that they are familiar enough with that they can act on them without drawing backlash.  When you create a Scourge, you define features of the character, such as abilities, knowledge, relationships, attitudes, equipment, and goals.  These things are called "traits" and can be phrased in any way you wish, as long as they are things that are important to you and the character.  Normal Scourges, fresh from death, have twenty traits.  Basically, to make a character in this game, you need to make a list of the twenty most important traits of the character.  Easy right?
Examples of traits: tall, quick, strong, likes guns, likes women, mathematician, gold digger, knives, pouty lips, trained by kendo master Ichiro Furukawa, wants to find kidnapped daughter, isn't good at talking to strangers, has his eye on that nosy reporter, etc.

Example character creation, maybe

Goals:
   
One of the most important traits you can give a character are his goals; he returned to life for some reason, and risks hurting other people every time he acts so that he can accomplish something.  As stated above, a goal can be listed in your traits, and functions exactly like one for the purposes of using traits during the game, but goals have a few additional rules associated with them.  Goals allow a character to be more fluid, developing and improving in whatever way a player wishes.  Just make sure that they interest you, and select some goals from the number of traits you are allowed to start with.
   Examples of goals: wants revenge for his murder, wants to amass a fortune to rival kings, searching for lost continent of Atlantis, wants to kill that dirty bastard that stole his watch, etc.

Continued example of character creation

   So, what is the point of this?  Well, not only do they serve as a reward mechanism (which I will get to later), but they act like a kicker to get the players moving.  Goals are player-created desires that spur the characters into action and convince the players that the risk of power backlash might just be worth the results.  The "player-created" bit is important.  There is no use, as the GM, in slamming situations and characters in the players' faces if they have no interest at all in them.



Conflicts

The GM's role:
   
   So, now we have characters who want something and who have the means to get it.  There are only two things that stand in their way, backlash and opposing forces.  As mentioned before, the GM's main roles in the game are to play the opposing characters and create pressure that might convince the players to use their power, by placing them in difficult situations.
   The first is actually a fairly easy process.  When there is some obstacle in the character's path that keeps them from completing their goal, simply describe the obstacle in the same way that the PCs were created; make a list of traits that make sense to oppose the Scourge.  The character will have to meet these traits to overcome the challenge, and hopefully, the player will have to make some significant decisions while doing so.

(Short a brief example here, not necessary, but would help the flow of the book and make it seem symmetric by having a example of everything, even if its almost intuitive...also gives a little fiction and makes it a little more interesting...I.E.  breaks up the monotony of reading rules)

   Thematic pressure is a little more difficult, but there is a trick to that, too.  The character creation process isn't only designed to help players, but to help the GM as well.  Because of how it works, everyone should have a very good idea of the people and things a character values, and the goals they want to achieve.  They are written right on the sheet.  Just put some of those things in danger, and the players should react.  Not only that, but due to the nature of goals, players will probably be putting their characters into rough situations anyway.  It's all supposed to work together to drive the characters into situations where tough calls have to be made about the use of their power.

Clear examples of how to do this are important

Rules for dice:

   For this game, you will need some dice, probably around ten.  The size of the dice doesn't actually matter, and in fact, coins will probably work just as well.  Just scrounge up some pennies if you are at a loss.
   When a Scourge gets into a conflict situation (i.e. the GM is providing some interesting opposition), you will need to roll some dice.  The actual number doesn't matter too much, you can roll as many or as few as you like.  Each even number that comes up on the roll is a success (+), and each odd number is a backlash (-).  To overcome an obstacle or opponent, you need to have a total number of successes greater than the traits that oppose you.  If don't manage to do this on the first roll, then you can always roll more dice.  Just pick them up and roll them, and add any successes and backlash you get.  You will need to keep track of the number of backlash dice you accrue throughout a conflict because they will be counted up and resolved at the end.  The more you have, the worse the backlash will be.
   Traits are very useful in this situation, because each trait you have that has a relationship to what you are doing allows you to ignore one backlash result.  So, if you have the traits "fast" and "sprinter," you can ignore 2 (-) rolls if you are chasing someone down.  In most cases, you won't be able to ignore all of your backlash dice.

Example of rolls using the example character

   I feel it's important to realize that there is no neutral result when dice are rolled.  Every single die you choose to roll is going to be good or bad, there is no middle ground.  Every single die is a gamble that puts other people's safety on the line.

Resolving backlash:

   At the end of a contest, you will probably have a little pile of backlash staring you in the face.  Every single point of it represents bad stuff happening to other people.  I hope it was worth it for you.  What follows are two charts that show how to resolve backlash, and an explanation of how they work.

Degree of Harm   --Explanation   --Backlash
Minor   --Small, annoying, but ultimately fixable   --1
Severe   --Major, painful, but will eventually recover   --2
Permanent   --Major, can never fully recover   --3
Echoing   --Major, continues to have a powerful bad effect   --4


Degree of Closeness   --Explanation   --Backlash
Random passerby   --Someone who is physically close to you, but who you do not know   --0
Acquaintance   --Someone you have met, and had a conversation with   --1
Friend   --Someone you have hung out with and really care for   --2
Love   --Someone close to your heart for whom you care very much   --3

(maybe an example of some sort of how the original character would get rid of his backlash and what to do)

   All of the backlash created from a single conflict must be resolved using one result from the Harm chart and one result from the Closeness chart.  You get to choose who is hurt and how.  If you have more than seven total backlash, then you can split it into two pools of whatever size you wish.  If you have more than 14, you can split it into three pools, and so on.  The reason for this is that it gives you one more decision about who takes the fall for your power.  Let me set up a situation for you:  You have just racked up your 7 point of backlash in the contest, and you realize that if you don't get any more, then you will have to cause echoing harm to a love.  But with one more point, you could cause echoing harm to two random people who you never have to see again... do you try to get that additional point?

(Definitely needs an example of a circumstance where you both WOULD and WOULDN'T try for that extra point and maybe explain both.  It's a tricky logic mess here and seeing it done helps the slow learners.)

The Steps of a Conflict:

   When ever your character's intentions are in direct conflict with another's, either the GM's or another player's, you have entered a conflict.  At this point, the conflicting intentions are probably known by everyone at the table, but just in case, the first step (and one of the most important) is to clarify the intentions of the characters.  What is it that both sides are trying to achieve, and why exactly are they at odds?  Both sides can take the time now to discuss their intentions and the implications; everyone should know the answer to the question "What happens if I win?" for all parties involved.
   Once this crucial step is finished, you can move into the actual contest.  Each of the players involved in the conflict (including the GM) takes turns describing what they are doing to try and cause their intentions.  Because players roll dice and the GM does not, things work a little differently for each.
   The GM describes the actions of the opposition, and puts forward a number of traits that apply to the action narrated (i.e. if someone shoots a gun at a PC Scourge, the GM can play traits such as "Gunfighter, "Steady hand, "Billy the Kid ain't got nothing on me," etc).
   Players narrate their action, choose some traits to use, and roll some dice (as described above).  This allows them to generate a number of successes, and possibly a number of backlash results as well.  Players need to generate more successes than the GM bid to succeed.  However, once the player has, the GM has a chance to take more actions and raise the opposition even further.  This back and forth goes on until the player either wins or decides he has had enough.  This is an important aspect of conflicts... a Scourge can potentially win any contest they are in, so they have to decide when they are no longer going to keep trying.  Sometimes it's just not worth the sacrifice...
   In a player versus player conflict (which is possible), one side has to generate more successes than the other to win.  It's otherwise exactly as described above.

Resolving a conflict:
   
   When the conflict is over, two things have happened: one side's intentions have occurred, and the players involved are likely to have big piles of successes and backlash sitting in a figurative pile in front of them.  So what now?
   First, all of the backlash accrued from the conflict is resolved immediately.  Use the chart and rules above to do so.  Second, for each opposing trait overcome in the conflict for his character, a player gets a trait point, as long as one of the character's goals was involved in the conflict.  These points can be spent in several ways (see the chart below).  Third, any long-term negative effects of the conflict (e.g. injuries) that would qualify as traits do so.  These are called "negative traits."  If a negative trait applies in a conflict, it forces you to ignore a success for that conflict, and multiple negative traits can work against you.


Spending trait points:

Effect:   --Cost:
Remove a negative trait   --2 points
Add a new positive trait   --10 points
   

A bit more on advancement and development:
   
   As I said previously, using a goal in a conflict can net you some trait points, which I believe is a good thing.  But there is another trick to goals that can let your character change much faster, but at the sacrifice of his true desires.  See, any time you want, you can choose to change a goal on your character's sheet into any other trait you desire.  You can do this for one of two reasons.  First, you completed the goal, and it serves as a reward for your effort.  Second, your character no longer views the goal as important.  In this case, you can take a new trait, but the old goal must be marked as a negative trait, and the only way to either remove it or decide to pursue it again is to spend two trait points, as above.





Now, I have a few questions, to try and make this more than just a game dump.  First, I'm kind of iffy on the advancement mechanic.  I want there to be a really tangible reward for the risk of rolling dice, if only to get MORE backlash results... but I'm not sure if the one here actually works.  Any thoughts on this or the game in general?  I realize it's sort of bad form to post in this way, but I really wanted to try and get it all out at once, for reference, if nothing else.
-- Chris Rogers

Troy_Costisick

Heya,

You've got a decent premise.  Your game sounds a bit like Sorcerer.  But that's no problem.

I know you don't wish to limit the PCs' power, but some useful constraint on their desires might be helpful.  Say a player wants to try to end his miserable Scourge existance by destroying the world.  He has the power.  Backlash is not an issue.  And what consiquences are there for that?  Instead, I suggest creating issues for the PC's to deal with.

For instance, their Desire that you speak of should be some worldly or material thing such as the examples you gave.  Also, you might want to give them a Vice or Habbit.  This is some behaviour they must indulge at regular intervals as play progresses.  They ought to also have a "Precious Thing" that they care about and try to protect.  In addition it seems like getting out of this little pact with the devil would be high on the list.  Combine all that and you have a packload of conflict waiting to play out.

As for advancement, why do you feel characters need to advance?  Or really, how do you want them to advance?  I'm not sure what the purpose of advancement in your game is quite yet.

Peace,

-Troy

dyjoots

Quote from: Troy_Costisick on September 19, 2005, 07:37:34 PM
Heya,

You've got a decent premise.  Your game sounds a bit like Sorcerer.  But that's no problem.

There are similarities, definitely, but I think it's far different enough to warrant be played.  Sorcerer to me is about normal people who are willing to sacrifice themselves for a dysfunctional relationship.  Scourge is about people who want things so bad that everything else, including people they know and love, falls to those desires.

QuoteI know you don't wish to limit the PCs' power, but some useful constraint on their desires might be helpful.  Say a player wants to try to end his miserable Scourge existance by destroying the world.  He has the power.  Backlash is not an issue.  And what consiquences are there for that?  Instead, I suggest creating issues for the PC's to deal with.

For instance, their Desire that you speak of should be some worldly or material thing such as the examples you gave.  Also, you might want to give them a Vice or Habbit.  This is some behaviour they must indulge at regular intervals as play progresses.  They ought to also have a "Precious Thing" that they care about and try to protect.  In addition it seems like getting out of this little pact with the devil would be high on the list.  Combine all that and you have a packload of conflict waiting to play out.

Those are interesting ideas, but I'm not sure if they fit with what I'm trying to do.  The precious thing is a good idea, and I had actually had a scratched up version where each PC had a list of precious things, and those where what were at stake with the backlash, but I didn't want it to turn into another word for hit points.  I think there could potentially be a problem with someone wanting to just destroy the world, but that may actually be more of a player problem than a game problem.  (On a side note, one of the things I'm going to emphasize in the next draft is that there is only one thing Scourges cannot do; they cannot undo the deal.)

Something I'm trying to work on to address similar concerns I had is really fleshing out goals, and what they mean.  I want them to be a combination of Kickers and Keys (from The Shadow of Yesterday), both a decision of "this is what I want to do" from the player's point of view, and a reward mechanic.  Speaking of which:

QuoteAs for advancement, why do you feel characters need to advance?  Or really, how do you want them to advance?  I'm not sure what the purpose of advancement in your game is quite yet.

I want character change and development, and a reward mechanic that gets the characters doing stuff that risks backlash seems like a pretty good way to do it.  I'm trying not to just tack on a character development, because I really want a way for players to alter their characters and represent new relationships and attitudes developed through play.

Thanks for taking the time to read through that massive file and give me some comments.  There is certainly stuff I've got left to iron out, but I'm kind of surprised at how close this is to what I want.
-- Chris Rogers

Spooky Fanboy

Something I might suggest to add to the game is:

1) Scourges can instantly sense what other Scourges are up to, and always have the opportunity to counteract it.

2) Defense trumps offense in the event of a tie.

3) Scourges can work together.

That, combined with never being able to undo the deal (at least not without giving up the kewl powerz, if not the new lease on life) should solve most of your problems. Insures that, no matter how powerful the Scourges are, they have to work to accomplish something.
Proudly having no idea what he's doing since 1970!

dyjoots

Quote from: Spooky Fanboy on September 21, 2005, 02:06:45 AM
Something I might suggest to add to the game is:

1) Scourges can instantly sense what other Scourges are up to, and always have the opportunity to counteract it.

2) Defense trumps offense in the event of a tie.

3) Scourges can work together.

That, combined with never being able to undo the deal (at least not without giving up the kewl powerz, if not the new lease on life) should solve most of your problems. Insures that, no matter how powerful the Scourges are, they have to work to accomplish something.

As of right now, the only Scourges are the other players... so I'm not sure if the first point is really necessary.  I'm definitely looking forward to the sick games of chicken that Scourge vs. Scourge will be, but the GM playing a Scourge (or multiple Scourges) takes away the bite of the premise.  I do like the idea of other Scourges knowing when the Power is in use, especially with the really meaty issues that arise when the players don't want the same thing.

The last point is definitely the case.  Scourges can and probably ought to work together, and they can and might want to work against each other.
-- Chris Rogers