Designer Notes: Five Years After

Winston Churchill was a racist asshole but he was also neurodivergent as hell. He spent his nights during the blitz rehearsing strategies over and over of how he would leave the building if it was bombed or taken by nazi troops. He had contingency plans for his contingency plans. He was a ruminator, and he was wracked by what could happen and how he might be responsible. When he was seven years old his father let him borrow his gold pocket watch, and a school bully threw it in the river. Winston paid his own money to have six men from the village divert the river so he could search for the watch in the mud. He did not find it and his strict, emotionally distant father made him pay for the lost watch. Sometimes ruminators are built from trying to stop their parents withholding their love. They live in the “if only”, forever.

When my grandfather was 19 years old the nazis invaded his home country of the Netherlands. Resistance immediately began. One day, after the assassination of a leading figure, the nazis marched into the middle of the town square and randomly grabbed fifty men. They put the men in the middle of the square and then they gunned them down. They knew that people were helping the resistance, so they made sure everyone knew the price of that help. My grandfather was standing near a younger boy who screamed and yelled when they took his father and then when his father fell, the boy stopped screaming, and went into a kind of catatonia. My grandfather was looking at the boy, and he never, ever forgot that look. 

My grandfather survived the occupation, just barely. Once he was rounded up by soldiers who intended to have him shipped to the work camps in Germany. One soldier left to get back up, and he and his two friends rushed at the nazi. My father grabbed the guard’s gun and hit him in the stomach hard, and he never forgot the look of pain on the man’s face as all the wind was knocked out of him. My grandfather survived, and left his homeland and had four children and eleven grandchildren and dozens of great grandchildren. He raised a dairy farm out of nothing but dirt and built a life. Sixty five years later, I visited him in hospital when he was quite sick. It was the first time I had been alone with him in my whole life. I held his hand and I saw fear in his eyes, the fear of dying. I held his hand and I comforted him as best I could.

Last week someone died while I was performing CPR on them. 

For a long time as a young boy and young man I was terrified that when the time came to save people, I would falter and not be strong. I lived in a permanent rumination of what I would do when the time came. In my autistic fashion I would listen to The Impression That I Get over and over and over, because I was so worried that when I was tested I would fail. Turns out I shouldn’t have worried. I have carried people out of danger. I have given my last bit of food to feed another. When my grandfather was afraid I held his hand despite my fear. When my friend was dying I didn’t panic. I pulled her onto the floor and I did everything I could to save her life. But the worry goes on. I live in the perpetual fear of failure. Trying to make myself into something that cannot fail. That will not fail. And that will stop the bad things from happening. If only I had concentrated, listened, paid attention, they told me as a boy, then the silly thing would not have happened. I had to pay attention. I had to stop it before it happened. I have to stop it.

This is a blog about games. Bear with me.

I don’t watch horror movies much. I have enough horror of my own. But I keep making them. My latest game I have just announced, and it is dark. As dark as it gets. It’s called Five Years After and it’s about the apocalypse, and the nature of how we self-destruct. It’s based in part on the post-apocalyptic fears of my youth: movies like The Day After and Threads and When The Wind Blows. The nature of the game is that we begin five years after a terrible apocalypse, and then we wind the clock back and back and back, to find out how the terrible events took everything from you. Bit by bit, the things that kept you safe and happy in the world before the zombies, those things are stripped away. The fun of the game, the power of the game, is discovery: the random nature of which things you lose when tells a unique story that cannot happen any other way, and reveals things to you that you did not know about your character and could not know without playing. I think it is fun and beautiful, but it is also very bleak, because there is no happy ending. You are left with one attribute that you keep, but that is often bitter sweet or darkly ironic. The world ended and so did you.

Threads by Barry Hines is something everyone should watch once.

My great colleague and co-developer Peter asked me what the game was for, then, if it was so bleak. I think it’s a fair question. I have always believed that everything we do echoes unto eternity, that small things matter and that my games and my art can and will change others. That’s why we make art, really: to take our thoughts and struggles out of ourselves with the hope that it connects with other people. I also believe that art isn’t always just a good thing, and that we should justify what we put into the world, as opposed to flippantly believing that art has no power and can’t affect anyone. I keep making grim, dark games and I think I should justify that, even if I find myself unable to make anything else. Peter thought the game’s message was that you cannot change your fate, and therefore the game was defeatist and nihilistic. The game might even be adding to the wickedness of the world, then.

I think sometimes there are people who give up, who see a wicked world and decide that it’s not their job to clean it up and they might take fatalism as an easy excuse to justify that. But I think there are also people like me who think the opposite, who think that everything is their responsibility and their fault, and if they try hard enough, if they work hard enough, then nothing bad will happen, and that everything bad that does happen must be because they didn’t work hard enough or love well enough or think things through. This has only gotten worse in a world of advertising that desperately makes you feel insufficient, and the panopticon of social media, where everyone is judging you, all of the time.

Terrible things have happened to me. Things that I cannot tell you and might never speak of. Things that defy belief in the suffering they have inflicted, and the cruelty of their shape, and the callousness of those who inflicted them or let them continue. These things took things from me and they took things from the people I love and those things will never heal. Or rather, healing will not make them back to where they were, back to good as new. And yet I persist. I grieve for what I have lost but I remain and that is worth something. What I lost in the fire, I find in the ashes. Like the phoenix I was burned but did not die; I was reborn.

And there is nothing I could have done to stop this things from happening to me, and these parts of myself being taken from me. They were not my fault.

The fascists are rising over my friends in the USA. Their gestapo is snatching people off the streets and killing them in death camps. Israel is conducting genocide. The world is full of monsters and people are dying and in a way, maybe, all my games are about all of this. Relics is about how we can believe in our own potential to be good. Partners is about trusting one another. The Score is about how security is all theatre and the most powerful forces are much, much weaker than they look.

And Five Years After is a reminder that terrible things are happening and you must be brave and you must fight hard and it will cost you. But none of this is your fault. In their panic, people will blame you and tell you you should have done more to stop it. But there is always more we could have done, and more we could do. Blaming ourselves is not going to help. They did this to us. It is their fault. And now we have to be brave, and we will survive – but it is not our fault.

I don’t know if Five Years After can help us deal with the apocalypse on our doorsteps, but maybe it can, and even if it can’t, it’s what I feel and think. It’s what I want to say. It’s what my heart aches to speak of. And I hope that someone out there finds something in it for themselves.

Monkey See

I’m someone who learns well from examples. Sometimes I find it hard to learn without examples. For this reason I tend to like ttrpgs that have really explicit mechanics and instructions about what we’re doing and how we’re supposed to do it. A strong brief and a strong sense of the core idea is vital to getting me on board.

This is why I’ve always been a fan of games based on pre existing media, and emulation in general. It’s also why I want my games to be filled with examples – example characters, examples of play, the lovely Japanese trend of replays, and of course prewritten scenarios and adventures. Hooks and prompts are a good start but you need to show me how to write one and show me the finished product. This might be an autism thing – we’re very emulative. And with me if I spend five minutes with a person I will be copying their accent and mannerisms. So it could be just a very me thing.

How true that is – as in, to what degree this is mostly/only a Steve problem – determines whether any of the following thoughts are useful, so I’m posting this partly as a question: how much do examples guide you in how you approach an RPG?

There are lots of ways this manifests. I don’t, for example, typically like games that ask you to come up with a concept for your character before you start chargen. Thats what chargen is for! This is why I like to do it randomly. It’s also I suppose why I don’t like games or GMs that ask me to describe what I’m doing before I roll the dice – that’s what the dice is for.

More dramatically, it prevented me from getting into D&D as a kid. A lot of silly people will demand that rpgs aren’t emulating media but that’s exactly how they were designed. The magic system in D&D was taken from the Dying Earth, the setting from lord of the rings, and the combat explicitly from the Errol Flynn Robin Hood. The alignment system was furpm the Elric books. The classes were roughly from Conan and the Fahrfhd books. The idea of going off and fighting shit in caves mostly comes from Ray Harryhausen movies about Sinbad the Sailor. Very swiftly a bunch of other insane shit was added like priests from Hammer horror films, lovecraftian demons, poorly understood ideas of medieval history and a bunch of rubber dinosaurs. And then Beastmaster came along so they jammed that film in too.

Nowadays it is probably hard to understand because D&D dominates culture so hard but that produced a combination that wasn’t exactly representative of fantasy fiction at the time. If D&D hadn’t become so insanely popular until it made these things normal it would stand out more how bizarre and chaotic a lot of it was. But more importantly it depended on being inside a subculture. If you hadn’t grown up with those books and movies, it didn’t make much sense.

Enter me at age 11, who has read two and only two fantasy books: The Lion, the Witch and the Wardrobe and The Hobbit. I have seen a total of one fantasy film: The Neverending Story. It will be twenty years before I see Conan, thirty before I see Beastmaster (which cleared up so much). I try to understand D&D but it’s really hard. I don’t know what any of it means. I know dragons guard gold in mountains, sure, but what the fuck is an orc?

Two years later I find TMNT which is set in a universe I understand, because I have seen Die Hard and a dozen other action films. And kids cartoons which are basically the same thing. That makes sense. I’m home.

Years later I bounce off other games which are either really open or a little harder to pin down. I cannot get my head around how to play Nobilis or why anyone would want to. I didnt really get the world of darkness (I didn’t see the crow till later). I’m currently reading Unknown Armies and until it mentioned Twin Peaks I thought it was about Elmore Leonard. And it is a bit, yes. But you wouldn’t pitch it as an Elmore Leonard game. I remember trying to play cyberpunk and nobody telling me what kind of characters to make or what they were supposed to do. My first and second characters in that game were killed by “obvious traps” because “I should have known they were traps”.

I tended to find my home in history: ars magica, call of Cthulhu, blue planet become my favourites. And genre as I said: ghostbusters and Buffy are the two games I’d save from a house fire or a meteor strike, and TMNT has my boyish heart. Now I design games where you can’t do anything but follow strict genre cues. The system simply won’t let you.

And I find a lot of games really do end up back at finding the media you know to get you started. Even if they’re in a totally unique setting – especially if they are – they come back to “have you ever seen a coen brothers film? It’s like that”. When I was working on the first 40K rpg we had an in-house brief that went: “it’s the A Team fighting Cthulhu in Star Wars”. Obviously we can’t always put these things in our texts; certainly not on our branding. But if we keep doing this, we should recognise how vital it is. How it’s the core of what we’re doing and so it should be core to the rules we write. The only reason D&D appears not to need this is it invented its own genre and rewrote pop culture around that.

Maybe im wrong though. Maybe nobody else needs this but me. Maybe everyone got world of darkness fine. Or maybe they’d seen a bunch of vampire movies to give them context. And maybe it’s about time we admitted this and put it front and centre in our designs.

Let me know your thoughts. You know, like in the movies where everyone responds to a viral post.

Chill Third Edition: A Review

RPGs are a crowded marketplace. Particularly in the traditional mode: there’s only so many ways to differentiate the idea of simulated avatars moving through an imagined environment. And the thing we do in them almost as much as kill monsters in fantasy dungeons is kill monsters in modern day horror. Which is to say, it’s not enough for the modern-day monster killing RPG Chill to be decent, or even good. It also needs to bring something new to the table. Chill tries hard to rise to this challenge, but its successes are never quite without qualifications.

 

Of course, Chill is something old, not new. Chill was first released by Pacesetter Games in 1984 – an eternity ago in gaming. I never played the original so I’m not sure how much new stuff they’ve added and how much is a relic of the past. The sense I get is they’ve tried to keep as much as possible, and sometimes I fear that might have led to some preservations which might have been better culled or at least cleaned and polished. On the other hand, not all changes are improvements…

 

To pick an emblematic example, let’s talk the core system. Chill was one of the last of the great dividers: nowadays, it’s considered taboo but in the 80s it was commonly expected for players of roleplaying games to be able to do division and multiplication on the fly. Chill is in fact an acronym for how the system works: there are three levels of success – Colossal, High and Low – ChilL (not to be confused with California Highway Patrol, which is completely different). A Low success is rolling under your (usually above 50%) stat on a d%, a High was rolling under stat halved, and a Colossal was rolling under it quartered. New minty fresh Chill keeps the High and Low, but replaces the Colossal with rolling doubles on your percentile dice and getting a success (doubles while failing is a Botch). That means a few things, such as critical successes and failure now happen 10% of the time, which is much more common. There’s now less reason to have stats above 100%, except in the case of modifiers, (although I don’t see why you need modifiers if you have success levels), and now there are five levels of outcome to deal with rather than four. But it does mean you don’t have to divide by four. Better? Maybe. To me it feels like not much really gained and still fiddly anyway.

 

And there’s some more of that around. There’s a gorgeous mechanic where the game has a number of two-sided tokens on the table and the GM turns them to the good side to power up the bad guys and players turn them to the bad side to power up themselves. This allows a visual, visceral sense of how much trouble you’re in and how the tide is turning. But there are six different things that can cause or arise from token turning and they’re not written on the character sheet. Another example is every stat is linked to exactly one skill, which is rated at half your stat. A lovely idea that really helps establish setting: this is your general skill with Perception, whereas Investigation is using it specifically in genre, ie to solve mysteries and hunt monsters. The problem is they couldn’t think of specific examples narrow enough for Strength, Agility or charisma (here called Personality) so those skills (Prowess, Movement and Communication) start at your full stat. Maybe I’m a stickler for symmetry but that just feels messy. It’s the opposite of elegant.

 

Parts of the design and layout of the book also feel messy. Now, RPGs aren’t like normal books. RPGs are toolkits, which is to say when you open them they need to unfold like a toolbox to reveal all the useful tools close at hand, but being books they have to be lined up in a linear order. You can’t understand chargen until you know the rules but the rules don’t mean anything without knowing what the characters are and none of that means anything without a setting. Over the decades different games have solved this in different ways and none are perfect, but Chill’s approach seems particularly off-kilter. To stop you from having to learn the complexities of chargen at the start, the pregens come first, but that means you have the examples before the process (and I’ve never met anyone who likes pregens). Then after chargen we have a huge chapter on setting and the chapter of cool powers before we get to the main rules, and parts of those end up in the GM’s chapter. And because the setting chapter is entirely focussed on the organisation the PCs work for, it’s difficult to get a full sense of the game’s direction until you reach the antagonist chapter at the very end – you get a who’s who before you get what they do. The game is complete (and expansive) but you have to read the whole thing to get that, and at times it almost feels like work to unravel it.

 

But once you get passed the messiness, there is an interesting, well developed and at times beautiful game in here. So let’s talk about the good stuff.

 

Chill takes its lead from many, if not most, twentieth century horror films: evil is a real, potent force, it takes the form of ghosts, vampires, werewolves, monsters, black-eyed children, creepy old ladies and evil dolls, and all they want to do is kill people and cause pain. The players are members, or “envoys”, of SAVE, a Latin acronym for the Eternal Society of the Silver Way, although Eternal is big talk for a society invented in 1844. But that big talk is part of SAVE’s nature: it feels realistic and human. It’s not a society that somehow magically lasted all of time and whose members are almost always entirely loyal and whose goal always good. SAVE is in fact riven by internal politics disputes, frustrated by its inadequacies and limitations, and possibly entirely betrayed from within. Indeed, in 1989 their world clubhouse in Dublin was attacked in an inside job and still nobody knows how (and nobody trusts anyone either). They’re not the Watchers or the Templars or even the CIA; they’re more akin to the National Geographic Society, only without funding coming in from sales of the magazine. They’re big enough to have people all over the world and keep a mailing list going, but they rely on members to bring their own guns, cars, computers and sometimes even office buildings. And given that every time they gather information and resources in one place it gets blown up, smallness appears to be on their side.

 

This approach has become explicit since 2012 when a new leader emerged in Hayat Nejem, a Syrian woman who discovered the Unknown (capital U, as SAVE calls the force of evil) when she saw demonic spirits surrounding Assad. Her response was to kickstart SAVE back from the torpor of confusion and suspicion since Dublin, but with the caveat that from now on, everyone was going to use a cell structure to stay connected but anonymous. Meanwhile old schoolers want to pretend they’re still an academic gentleman’s club and are resisting the new methods, and some parts of SAVE are still off the grid and don’t know anything about leaders, new or old. Players get to build their own SAVE base and choose which group they fall into, although only brainstorming guidelines are provided, not actual mechanics.

 

It’s a good setting not just because it feels realistically broken and organic; SAVE is designed to be just big enough to get envoys in trouble while small enough to be completely unable to get them out of it. However, the exhaustive chapter on SAVE goes into enormous detail about some things that feel irrelevant and skims over stuff I would have loved to have seen more about. For example, there’s endless information on the first three missions and surrounding life and times of the folks who set up SAVE, and a breakdown of every central office, director and local hotspots for every continent on earth. Having a historical and global view is important to get a sense of things but unless you’re planning on setting your game outside modern day USA, most of the detail is superfluous. Especially since those sections are much much longer than stuff about the modern day and the local, comparatively, and the every day functioning also has a short shrift. I’m fascinated with the idea of a society trying to exist in a post-9/11 world while requiring its members to remain in clandestine contact with military agents inside Syria. I’d love to play either side of that equation. Instead I’m reading about haunted houses in Outer Mongolia and lengthy journal entries of some long-dead Oxford don about whom I could not care less.

 

Nothing is actually absent in this book, it’s just sometimes disproportionate; others hard to find. The real meat is in the rump, in the last and second last chapters. Yes, players need to know what dice to roll but the nature of an RPG is in its structure and tone. To its enormous credit, Chill knows this and devotes much to the art of crafting these elements. And I don’t just mean a long discussion on the relevant sources and the methods of emulating them using the rules. The damage rules are in this section, because it’s in those rules that GMs have the main ability to affect the characters, and drive home the horror. Chill’s setting is one where the characters are really normal people, getting the absolute crap beaten out of them by a dark force they cannot really match, but choosing to fight on anyway, and representing that is all about damage, physical AND mental. The horror checks are more complicated than Cthulhu but not as complicated as Unknown Armies, but either way are meaty and realistic. This is a game where trauma counselling is vital, and the feat giving training in it is as sought after as Great Cleave in D&D.

 

That sets up tone. Structure comes from the investigation model: finding the horror and learning what might be its weakness before it beats the crap out of you. Chill is a high-prep game where GMs develop a series of bread-crumbs which players can find in different avenues to get the important information. The monsters aren’t generally unbeatable without their silver bullet, thankfully, and the structure takes its key from the lesson of GUMSHOE – key clues are available even on botches, although sometimes with extraneous information. Do I want to come up with five outcomes for every investigation avenue? No, but that’s what pre-written adventures are for. The one we’ve seen (in the quickstart) is excellent at this; I hope we’ll see more of them announced soon. Even if not, there’s nothing wrong with this approach to the investigation genre, and by taking you through the process inch by inch, Chill does every bit of heavy lifting it can to help you.

 

They also give some help in the last chapter, the extensive bestiary, with most listings have some guidance on tell-tale signs and weaknesses, and a taxonomy that you can see SAVE actually applying in setting. Lest your players crack the code and become bored, many monsters are adjustable and the game also comes with sixty monster powers allowing you to mix and match your monsters to keep players guessing. The powers also allow you to emulate important horror tropes like descending silence, slamming doors and phones breaking, without having to give everyone complicated telekinesis. If the player character sheets look a bit fussy, the opposite is true with the opposition – the stats are streamlined down and the use of the flipping tokens also thins down what each beasty can do and when.

 

The tone of this review has ramped up towards positivity as it’s gone along, and that’s because the RPG works the same way. When I’d finished it, I finally got the sense of all the tools and how to use them to tell a story, but actively trying to learn that from the game proved difficult. It’s certainly not a product to give to your players to teach them. There’s no handy summary tables and back references and chargen doesn’t feel like a step-by-step guide so much as a list of information. There isn’t even a character sheet – or maybe they just took it out of the PDF?

 

Yet at the same time this game goes above and beyond with what detail and support it does provide. The information on the background and antagonists is exhaustive to the point of actual exhaustion. The tools for building investigative structure and intense horror are purposeful and cleverly designed. This is a game built with care, but it is also not very user-friendly or easily grasped, because there are still plenty of rough edges. It’s a claymore of a game: certainly potent but also unwieldy. And like a claymore I respect it and I think it will really suit some people’s style, but it also requires some work to master, and if I was backed into a corner, I’d pick a slicker, more convenient weapon.

 

In the end, the first question was around the wrong way: Chill clearly some nice new things to the table, but it also has to be good. And it is quite good, but in a crowded marketplace, you have to be great to be good, and quite good is only decent.

 

7/10.

Friend of the New

I’m a critic, and I’m proud of being one, because I agree with Oscar Wilde that art and criticism is a symbiotic relationship, each informing and improving the other. And I’m a game critic because I think gaming as an art form has far too few critics (although plenty of good reviewers), especially in the realm of table top games. Being a critic has its price, but also a great appeal, and that was never said better than by Anton Ego (Peter O’Toole) in the climax of Pixar’s film Ratatouille:

In many ways, the work of a critic is easy. We risk very little, yet enjoy a position over those who offer up their work and their selves to our judgment. We thrive on negative criticism, which is fun to write and to read. But the bitter truth we critics must face, is that in the grand scheme of things, the average piece of junk is probably more meaningful than our criticism designating it so. But there are times when a critic truly risks something, and that is in the discovery and defense of the *new*. The world is often unkind to new talent, new creations. The new needs friends.

Of course, even being a friend of the new is rarely a risk for the critic, but it is one way we can have a great effect on things. To quote Wilde: “the artist’s job is to educate the critic, the critic’s job is to educate the public”. Pointing out greatness that might otherwise have been missed is a pleasure and a privilege, a way to shine light on things in shadow and illuminate the world a little. You can link the artist to the audience like a matchmaker, resulting in a relationship just as intimate and pleasurable for both.

One does not, of course, expect honours and laurels for this. It is par for the course, and not anything special. But not everyone is content to leave the critic uncelebrated, it seems.

Back in February I sung the praises of an incredible new game called Night of the Crusades, a game which applies a few elements of fantasy (and an evocative, elegant system) to bring forth the tales of the Arabian Nights into its own setting, with all the narrative power of Pendragon and all the historical richness of Warhammer. It rightly ended up being nominated for both Ennie and Origin awards in this year’s season, and has also produced some excellent supplements to follow up. It’s latest work is The City of 10 Rings, a city guide unlike most others. Not only is it the perfect balance of the unearthly and the logical (a city built in a fallen meteor with dreamlike, concentric architecture, yet divided into sensible districts with a natural evolution) and full of the same kind of haunting imagery as the core game, it is built primarily on random encounters. Ten rings in the city, ten locations in each ring, ten events in each ring, for 200 entries in total, or 1000 if you combine them. Some of them are a bit empty, but all are evocative and clever, elaborating on the specific district and the flavour of the city as a whole.

Too many products in the RPG world are encyclopaedias to read, assuming that somehow, the information will enter the reader and be magically turned into an evocative game. As always, Nights believes in providing tools to create their setting, and that’s the approach of this book – random tables not only useful to throw in to buff out a stroy, but to form the basis of the entire story, filling the city with tales that in the end create the tale of the city.

My review might  be a little biased however, because as I mentioned, not everyone believes the critic should go uncelebrated. This book is dedicated to me in the frontspiece, which is an honour as a critic and a thanks unrivaled in my experience. So I’m making sure I earned it by once again recommending you take a look at Night of the Crusades, an extremely polished and rare gem in the RPG world. Also, the core book is still 100% free, and Pathfinder conversion rules are now available, too.