In my last post I talked a lot about Blade in the Dark, fictional positioning and Pyrrhic Weaselry. Here's something gameable for those things inspired primarily by this post
Problems with stakes are resolved with wagers.
<A digression already. Problems w/o stakes aren't interesting. "Who will pay for the party rations?" is not interesting unless counting coin is that integral to the game (Hint: it usually isn't in my games, except maybe early on). Stakes without problems aren't "adventurable". "This relic could end the world but its nice and safe with us, the good guys" isn't an adventure.>
A wager is your basic unit of resolving issues, what might otherwise be Blade's Actions, Pyrrhic Weaselry's Intents or any version of D&D's skill checks. However, in order to resolve the wager you must of course decide the stakes and bet something. Maybe the stakes are "escaping with the girl" or "leaving here alive" or "killing that monster".
First decide the difficulty of the wager. It can be Easy (+1), Difficult (-1) or Hard (-2). In addition to the modifier, it changes the outcomes.
Next choose your wager or what you're willing to lose. If its attacking someone it might be your weapon or your body or even your life. In a social situation it might be composure, pride or again your sword. Or hell bet your life to persuade the king, I'm not your mom. This is what is damaged or lost if you roll poorly. You can bet as many things as you like, we're just counting the highest result.
Then, allocate dice values to your bet based on the Quality of the wagers: D4 for Cheap, D6 for Modest and D12 for Luxurious. Your life is always Luxurious, the end all be all of bets.
He does not have your best interests in mind |
The results are simple.
- 1-3 is a Dangerous result, success at the cost of what you bet. Your sword gains many nicks or breaks. You lose face or your pride is heavily wounded. Or you gain mortal or even fatal wounds
- A 4-5 is a Daunting result, success at a limited cost to what you wagered. One or two nicks to the old armor, a faux pas or being disarmed in a fight
- A 6+ is sweet sweet success with no cost.
- Don't forget to modify results by the difficulty of the wager
Additionally, rolling above an 8 (or 10+? Haven't decided) leads to Complications. For example, a back-alley fight starts with your Vice dealer, and you pull out your flashy Magic Sword of Decapacitation to hack them apart. You wager your Magic Sword (D12, all magic items are Luxurious) and roll an 11! Off comes his head and his buddies run off. And tell their friends about your magic sword. And they jump you in bed that night. With a wizard.
Once the wager is over, reassess and if no one gives up, start over. You cannot bet any of those things again this fight.
<Digression. Now I'd like more immediate complications, but I like that idea that flashing a lot of wealth or magic or making grandiose bets has repercussions. It feels pulpy like Fafrhd and Grey Mouser attracting weirdos because they're being so much larger than life. But that is not necessarily part of the fiction of the Wager so I'll have to look into this. Maybe offer players a "double or nothing" where they gain an additional fictional advantage (like high ground) on a second success or else a fiasco ensues or else enemies get advantage. Like confirming a critical in 3E if a confirmed critical could also lead to a failure.>
Now the real issue is linking these to Vices and Heart.
Now Vice, I think lets you wager Self-Control in the sense that every time you wager it, you lose it irrespective of the outcome of the roll. This is similar to the previous system (spend a D6 to "ignore negative outcomes") but is now more integral because, now they don't have to risk damaging their shit. The players don't want to wager their cool sword, bag of gold or pretty face so they wager Spite and feel no great loss until it comes time to lose agency and act on those flaws and vices. Borrowing trouble from the future you might say.
Heart is the much harder one to work into all this. Just Wagering Heart doesn't feel thematically correct. Heart is the thing that keeps them from becoming villains, and all the characters begin play with Hearts of Gold they try to hide from the world because it is a traumatizing place. To wager and lose it would mean to lose a piece of themselves not so easily regained. Obviously, the answer lies in Dogs in the Vineyard.
Dogs in the Vineyard
Man sometimes you read stuff that just alters your brain chemistry a little bit. An errant long-gone commenter from this fun post mentioned Dogs and I had never heard of it before. Check Wikipedia. An RPG for playing fictional Mormons in a fictional Utah. Huh. It won awards. Huh. It's really good. HUH.
It somehow manages to do that beautiful thing where it is both fun to read (it doesn't necessarily read like a technical manual (which RPGs are, though we seem to forget that)), forces you to transcend while you read it and does a great job of not being about what the game is about.
The map is not the territory.
Lemme explain. It gives you rules for resolving issues. You decide the stakes, roll the applicable dice which represent your connection to the stakes via relationships and qualities and then the adversary, usually a prideful man of the Faith, can either fold, "See" to meet those stakes or Raise a la poker. This goes back and forth until one of you loses or escalates to the next level of violence to obtain more dice. Words and arguments become manhandling become fighting become fighting with guns. But this isn't what the game is about. It's about being someone with absolute power within your faith to do as you think is best for a community that you know for a fact is on track to being controlled by a great evil.
The RPG is not the game you play. It's an imperfect model of something someone wrote to try and get you to achieve a similar experience to one they have had. The map is not the territory, but it might prove useful. I think this might help with the Heart issue.
The game is about grappling with Heart, a stand in for goodness, mercy, wisdom, love and all that jazz, the kinds of things we get when we never fall off that wagon. I'm going to take a page out of Dog's book and change Heart to something simple, so the rules don't get in the way. Dog's begins by telling you your character has absolute authority within their jurisdiction. No elaboration, just a fact. Similarly:
Your character is a thug or scoundrel with a Heart of Gold. While there are many unsavory, unscrupulous things they would do for personal gain there is a golden rule they follow, whether they would admit it or not: They would never turn down someone genuinely asking for aid, especially if they have nothing to offer. They've been on the other end of that stick and with a different ending, one full of vice and misery.
Heart is not something you can traditionally wager. If the stakes are not about helping someone who needs it, you cannot wager it, that's the domain of Spite and Vice. Additionally, in this heartbreaker there is no way to avoid the effects of magic, save Heart, so its niche is well established.
A Non-Exhaustive List of Things You Could Wager
- Tactical positioning e.g. a flanking bonus or high ground or tempo
- Arms and armor and equipment
- Gold, whole sacks and chests of it
- Surprise
- Dignity, Face or Honor (if you have any)
- Skill
- All these mooks I hired