Week 1, not so bad. Freezing my ass off in this van, putting up microphones. Weirdest job ever, hanging microphones in suburbia, but it pays.
Friday, 24 December 2021
The Gig
Monday, 13 December 2021
Some Thoughts on Intrigue
This is me thinking out loud about intrigue in role-playing games, and a bit of scaffolding to make it happen. For the moment I'm thinking about this like a world builder, a would-be GM setting up a situation suitable for political intrigue.
What I've got is:
- overt violence is impractical (or extremely costly)
- several (or many) factions competing for dominance in a cooperative endeavour
- power is divided among the factions
- factions want more than one thing
- strengths and weaknesses tie the factions together
Costly Violence
For intrigue to happen, you need multiple factions in a context where overt violence is impractical (disastrous, strongly discouraged, or incredibly expensive).
This could be the fact that escalation is bad for everyone. In the cold war, any direct military conflict between the superpowers could have escalated into a world-destroying nuclear exchange, so conflict had to be indirect, covert, deniable, or all three.
There may be a faction that has a monopoly on violence or overwhelming military power, but deploying it might be incredibly expensive. Crushing enemies might just make more enemies; troops must be paid; debts must be cashed in; the obligations of vassals might only be usable once. There may be no way to carry out violence without overwhelming retribution.
Another possible brake on escalation is when there are many factions that are competing for dominance over a cooperative endeavour. The realm is more prosperous when the barons are trading instead of warring. They are unequal in power and one of them will be king, but no one baron is strong enough to take the crown by force without the support of many others.
In this kind of situation, there may be rules that govern the transfer or power: heredity, etiquette, oaths, contracts, traditions, or rituals. The rules protect the factions from the disastrous costs of conflict. Even if there's no open violence, a winning coalition might decide that everyone who supported the losing side needs to be punished, stripped of its assets, or stamped out completely.
Therefore, anyone who opposes a strong coalition publicly must resist in legitimate ways. Their opposition is merely part of a system of time honoured checks and balances, challenges which are rightfully protected by tradition. Anyone who resists the eventual winner in illegitimate ways risks being branded a traitor, a rebel, a conspirator who opposes not just a contender but society itself. Anyone who does this can be legitimately stripped of their freedom, power, and wealth. Any non-legitimate actions must either be indirect, covert, or deniable.
Competition Within a Cooperative Endeavour
I mentioned this above, but the cooperative endeavour could be any context that none of the factions are willing to destroy. It could be the functioning of a city, the belief in the rule of law, a planetary ecosystem that won't support them fighting.
It needs to be constricting enough that they can't simply go their own ways. They're stuck together in the same planet, realm, city, or lifeboat and they share its fate.
Power is Divided
At the same time, no one faction can be so powerful that it dominates the others outright. Each faction's power is incomplete. Each must have only a few pieces of the puzzle, however outwardly strong they seem. If any one faction is so strong that it holds all the cards in any negotiation, this limits the options for intrigue.
Factions Want More Than One Thing
Years ago I was listening to some tips on negotiation; it made the point that once you pin down your negotiation to everything but the price, you're fucked. Now it's just a straight tug of war, and any change in terms will have a clear winner and a clear loser.
Splitting Up Power: Internal Cracks
Splitting Up Power: Different Strengths
- Who has society's material wealth?
- Who makes society's decisions?
- Who controls society's ceremonies and proceedings?
- Who has society's cultural biases or ideas of legitimacy in their favour?
- Who is well regarded and influential?
- Who knows more than the others?
- Who is able to conspire and coordinate most freely?
- Who is organized and able to act decisively in cohesion with their supporters?
- Who has strong ties of loyalty?
- Who benefits from the biases inherent in the institutions?
Each faction might have strengths in one or more of these areas, but weaknesses in others. For example, imagine a general with a reputation as a war hero, made rich by foreign spoils and plunder. Unfortunately, she is viewed as a commoner with the least legitimate claim to the crown, and by virtue of her military rank is forbidden from even entering the Rotunda.
To play to her strengths, she wants to exaggerate external threats to the capital to give herself more latitude to operate politically. Even better, forcing other houses to have to pony up money for costly troops would stretch them thin. However, she's desperate for some kind of cultural legitimacy—perhaps by marriage or false historical record. She also sorely needs eyes and ears within the Rotunda so she can stay ahead of the senators' plans.
Don't overlook the challenges and advantages involved just in communication and alignment. Some English king or other apparently tried to ban jousting tournaments, because these gave his barons opportunities to get together and plot against him. Sending one-to-one messages back and forth takes time, and in politics, an advantage over the means to coordinate is a huge advantage.
Similarly, having a responsibility for administering the ceremonies and proceedings may not give you any official power. You're just supposed to bless the marriages. But that gives you all sorts of ways to control the amount of friction everyone experiences. You can speed things along or drag things out on technicalities. You may have complete access to venues that might otherwise be secured against intrusion. Being the only faction able to find a quiet side chamber away from prying eyes during a tense summit might make all the difference.
Random Faction Strengths
To keep things surprising, let's use that strength/weakness list as a random table. Each major faction gets one strength and (to make sure their power is incomplete) two weaknesses.
| Roll d10 | Strength/Weakness |
| Material wealth | |
| Decision-making power | |
| Control over ceremonies, proceedings, venues | |
| Cultural biases and legitimacy | |
| Influence and reputation | |
| Knows more than the others | |
| Freedom to conspire and coordinate | |
| Organization, cohesion | |
| Ties of loyalty | |
| Institutional biases |
Trying this out with a very small sub-faction, the court doorman I mentioned earlier. A strength and two weaknesses:
- Strength: (2) Decision-making power. Curlis, master of the door, can choose who to admit and who is refused.
- Weakness: (7) Freedom to conspire and coordinate. Curlis is always observed, and despite his strong opinions and his position of influence, has limited ability to benefit from this power (e.g. via bribes).
- Weakness: (6) Knowledge. Despite directly seeing the comings and goings to the court chamber, Curlis stands outside it and has only conjecture to go on about what dealings are taking place.
Tying Factions Together
| Roll d6 | Strength/weakness tie |
| A brutal choke hold | |
| A coercive power imbalance | |
| A sense of duty | |
| A delicate alliance | |
| Repaying a debt | |
| Benefits shared freely out of love or loyalty |
- Curlis's decision-making power ties him to, um, the baron out of (6) love or loyalty. He's glad to serve the baron faithfully and keep out those he thinks are bad for the court.
- Curlis's inability to conspire or coordinate ties him to the court advisors, out of (3) a sense of duty. All his communications with the outside world flow through them, and he abides by this out of a solemn duty to remain impartial.
- Curlis's lack of knowledge of the political landscape ties him to the baron's financiers in (1) a brutal choke hold. He is completely suborned by them, and keeps out anyone that the financiers think might influence the baron to spend any further before repaying his debts.
In Play
So far I've been talking from a world building perspective, as if you were going to plan out all these factions ahead of time. I don't think that's necessary, and probably not even a good idea. Tim Groth put it aptly, "World building is a misnomer, it is really just set building."
The key thing players need in order to engage politically is to understand the landscape to be able to make informed choices. Where do they apply pressure? What asymmetry can they exploit?
To avoid the info dump problem, I'd recommend rolling all of this as late as you possibly can. If you can roll and brainstorm on the fly, great. You can also get your players to declare their goals to telegraph what they're up to, so that you can do a bit of thinking between sessions.
Achieving Political Goals
Here's a super simplistic theory of political action, just truthy enough to structure a campaign:
To achieve a political goal, you must negotiate (or conduct covert action) to achieve all ten strengths.
Everyone wants something; you want the crown. By negotiating with everyone, you help them achieve their different, disparate goals in return for their help with your singular, focused goal.
The easiest way to put this into practice is to create a patron with a political goal, and to have the PCs be fixers/ambassadors/negotiators. The patron knows the 'campaign structure', and can simply present a handful of relevant facts as the starting context.
- (Wealth) The baron is struggling with debt. A bid for the throne is expensive, who will fund this?
- (Decision-making) House Otherhouse controls the council of barons, which by tradition chooses the king in times of the line being disrupted. We have no sway with Otherhouse right now.
- The church conducts the coronations and must bless the transfer. Will they?
- (Coordination) The barony is large, but on the periphery of the realm. Who can be trusted to host the necessary meetings to mobilize support?
- (Knowledge) What other schemes are afoot that might derail this? Who else is mobilizing supporters?
What Do Players Do?
- Scope out the political landscape. Who wants what? What are the factions being public about?
- Scope out a faction's strengths and weaknesses
- Reinforce a strength. Can they take the status quo for granted, or are there new threats?
- Figure out who might be in a position to shore up one of your weaknesses
- Assess a rival's base of power
- Scope out one faction's hold over another
- Scope out a faction's internal cracks, the sub-factions and what they might want.
- Apply pressure on allies to commit
- Negotiate, make blunt offers
- Act to weaken, undermine, or delegitimize a rival's strength
- Undo or undermine a relationship between your rivals
- Take covert actions to learn or change what you can't reach openly
- Test boundaries to learn the real limits of your influence
- Offer last chances to rivals
- Take bold covert actions
- Make your schemes overt, bring on the final showdown and find out who really stands with you
Final Thoughts
Sunday, 17 October 2021
A Full-Time RPG Income
What does it take to earn a full-time income from RPGs? This is a back-of-the-envelope calculation to illustrate one way of looking at this.
The RPG market is growing (rapidly, apparently!) Every year, more and more RPG gamer dollars are spent on new and classic products.
At the same time, the barrier to entry to make RPG products has never been lower. There are countless free SRDs to use as the spine of the game, the tools to produce are cheaper than ever, the publishing routes (e.g. POD) are wide open, and the knowledge to use all of this stuff is splattered all over the internet.
What was once a sheaf of hand-typed homegrown rules can now become a 'product', and tens of thousands do every year. The money brought in by the growing RPG audience is spread across more and more products all the time.
So, for a designer to go full time, they need to capture enough of that audience to support them. This brings me to the key point of this little model:
How many RPG fans does it take to support one designer?
Let's say, for you, a full-time income in RPGs means $50,000 annually. (Like all the other numbers in this model, we can tweak this to be whatever we want.)
Now, how many RPG buyers does this money come from?
Let's say the typical RPG buyers spend $100 on RPG-related products each year. This means it takes the combined purchases of 500 buyers to produce the $50,000/yr income. That's fine, except for a few assumptions that we can adjust for:
- Those buyers don't only buy your stuff
- You probably need help making the products, so the revenue is shared among a group of designers, illustrators, and so on
- You certainly need help printing and shipping the products to people
Adjusting for these assumptions increases the number of RPG buyers required to make up that income. Let's assume that:
- Each buyer buys 6 products from different indie publishers annually, dividing that $100 among six indie publishers
- Half the retail price goes to printing, shipping, logistics, and processing fees that have nothing to do with the creative team, dividing the creative team's share in half
- You're doing a fifth of the work of the product team (design, writing, illustration, editing, layout, marketing), so you get a fifth of the remaining proceeds
So, there's your target: you need to get a 20% profit share* of one or more RPG products that collectively reach 30,000 buyers every year.
* * *
For perspective, the Trilemma Compendium had 2,248 backers on Kickstarter, and is on track to become a Mithral-selling product (2501+ sales) on DriveThruRPG by the end of this year, about 1400 sales/year. In isolation, that sounds great, but it's not even remotely close to the target this model requires.
Going by this model, for a full-time income in RPGs, I'd need to:
- Make several such books every year
- Vastly increase the audience that each one reaches
Sunday, 19 September 2021
Coming Apart v0.4
Without further ado, here's version 0.4 of Coming Apart. This is very much a design in motion, but some major changes are most of the way through.
Here's a partial change log of the v0.3 to v0.4 changes
- Basic moves completely reworked
- Weapon accuracy/damage table removed
- Hazard damage revised
- Mission clock ticks are coarser scale, O2/radiation every 3
- Ship combat rewritten
- Revised how ship quirks cause trouble
- Added section on threats
- Restructured the flow of the initial sections, started a GM section
- Clarified unusual fold types
- Catching a break is now on a 10+ not 12+
Basic Moves Reworked
The biggie is that this is no longer quite so obviously Powered by the Apocalypse. I find it quite challenging to not have an explicit measure of how difficult a task is in action genres, and that kept coming up for me.
What I do love is the move notation (if not the name), so that stays; there's now a core resolution mechanic that's very much like Blades in the Dark's three levels of difficulty (controlled, risky, desperate), and other specialized moves elaborate this.
(This relationship between the core move and the specialized moves is still in the pimply teen phase, but it will be clearer in the next revision.)
There is still an intermediate terminology problem at the seam - rolling 2d6 6-/7-9/10+ is a miss/hit/break, but then there are special names for the things that happen based on the degree of difficulty (succeed, fail, a cost, a disaster). In this design, 'hit/miss/break' is intermediate terminology that should be removed, and the specialized moves should be rewritten in terms of success, failure, costs, disasters, and so on.
Weapon Accuracy Removed
At the same time, I've pruned off one of the signature elements of The Regiment, the 'accuracy of fire' table. This makes sense in a battlefield context, but it was feeling more and more like complexity that wasn't paying for itself here.
Hazard Damage Revised
In its place is simplified weapon and hazard damage, all weapon dice just have a 50/50 chance of causing harm.
Ship Combat Rewritten
Mission Clock Ticks are Coarser
Section on Threats
What to Do With This?
Saturday, 14 August 2021
Wilderness Paths
Here are some lightweight rules for finding paths through the wilderness. There are lots of different wilderness exploration rules, focusing on all sorts of things like weather, food, or getting lost, but these rules focus on finding better paths over time.
For these rules to be useful, you need three things:
- a wilderness map divided into regions
- reason for the adventurers to cross through the same area many times
- resource constraints that make shorter, safer paths worth finding
An ideal situation would a West Marches game where the party is heading out from a central point over and over again. Finding better routes through the familiar areas close to home pays off in the long run, enabling them to speed past problems they faced early on.
Divide the Map into Regions
The regions on your map could be hexes, or just named areas of a more freeform wilderness map. It doesn't really matter, as long as they're big enough that there are several paths through it.
This doesn't take a large region, even the classic six-mile hex of forest or other rough terrain is large enough that you could cross it many times and still miss points of interest.
When you blaze a trail..
When the party first crosses a region (perhaps en route to a more distant landmark), roll 4d6 in order. Each die represents a leg of the path through the region.
| d6 | This part of your path is .. |
| Hazardous. Your path takes you to, over, or through a dangerous obstacle like a steep cliff, a swift river, a ravine, noxious plants, treacherous terrain (bogs, pits, sharp), and so on. Every time you come this way you must deal with it. | |
| Circuitous. Switchbacks, curling pathways through dense forest, along the banks of a winding river. The path will take you there, but it takes extra time. Perhaps instead of only a day to cross this region, it takes two. | |
| Occupied. Your path goes directly past a lair, through an often used hunting ground, within sight of watchful sentries, or along a regularly patrolled track. This may not be the only encounter you have in this area, but every time you come this way, you risk meeting whoever or whatever lives here. | |
| Terrain-specific. Deserts expose you to the elements, forests confuse you or slow you, mountains force up steep climbs or across windblown glaciers. Wherever you are, this part of your path is quintessential of the terrain type. | |
| Direct. This part of the path is straighter and easier going than usual. Save yourself some time. Perhaps instead of three days to cross the region, it takes only one. | |
| Secluded. A sheltered gully, a disused trail, a hidden pass—whatever it is, nothing else seems to come this way and your progress is hidden from view. |
Travel Time
Example: Mossgrove
- The western edge of Mossgrove wood is knee-deep water over soft loam. Leeches and gnats harry you as you trudge aimlessly through the algae-streaked waters. There's absolutely nowhere to rest.
- A half day from there, the water deepens and the bottom turns to soft, sucking mud. Everyone risks getting stuck; ponies and heavily laden adventurers risk sinking completely.
- Beyond the quagmire is a labyrinth of dry mounds, riven by deep, muddy streams. Picking a path through here that keeps your boots dry is endlessly winding (you may even have looped a few times), taking 2 days longer than you'd expect.
There must be another way..
If the party just wants to detour around one part of a path roll two replacement dice to represent what they find on the detour. Maybe it's better, maybe it's worse!
Example: Avoiding Mossgrove Quagmire
- Knee-deep leechwater with nowhere to rest
- {Detour}
- Slow going between closely spaced, mossy trees
- A secluded route around the edges of the quagmire (perhaps around a tar-smelling bog where few animals tend to come)
- Two days of circuitous travel through the labyrinth of streams
Guides
These rules are Mosaic Strict.
Sunday, 11 July 2021
More MOSAIC Strict Sets!
It's been a few months since I posted about MOSAIC Strict, but a bunch more rule sets have appeared. Too many for me to do justice to each one, but I've returned to keeping the Mosaic Strict Rule Sets spreadsheet up to date!
Last time around, there weren't any rules for making characters; a number of people have addressed this with new systems ranging from the very generic to the highly specific!
Here they are, 22 new modular rule sets to mash together with each other, or to add to existing games:
Advancement
- Experience and Quests by SabreCat, July 10, 2021
- Wanderlust & Sanctuary by lichkitsch, March 28, 2021
- Caretaker by Dan Maruschak, April 11, 2021
- A character creation system for FKR and Mosaic Strict by Matthias of Liche's Libram, April 21, 2021
- You Are What You Eat by Paul Czege, April 26, 2021
- I'm New Here by Tim Groth, April 26, 2021
- Cultures and Kith by SabreCat, July 9, 2021
- Minifig Madness by "Luck of Legends", July 22, 2021
- Mass Combat: Chess-Based by Matthias of Liche's Libram, April 14, 2021
- Spin the Battle by Paul Czege, April 15, 2021
- A system for duels by Matthias of Liche's Libram, April 18, 2021
- The Coolest Combat System by Michael J Gibson, Nikki Yager, May 14, 2021
- Fantasy Backgrounds by @dropbear, May 21, 2021
- Necromancy, Exorcism & Undead by Matthias of Liche's Libram, April 16, 2021
- Minifig Madness by Michael Low, July 22, 2021
- Perilous Preternatural Powers by Wasteland of Enchantment Games, June 30, 2011
- Raise the Dead by Paul Czege, May 14, 2021
- The Unblind Sisters by Paul Czege, May 18, 2021
- Dracula by Paul Czege, July 8, 2021
- Big Technical Project by Dan Maruschak, April 26, 2021
- A Flexible Resolution Mechanic by Matthias of Liche's Libram, April 26, 2021
- MOSAIC Strict Diceless Resolution by JosephSic, May 11, 2021
- A system for carousing by Matthias of Liche's Libram, April 19, 2021
- Truth & Reason by Paul Czege, April 22, 2021
Wednesday, 2 June 2021
Coming Apart v0.3
For a little while now I've been working on Coming Apart, a sci-fi PbtA game about scrappers in rust-bucket starships working their way to something better by doing high-stakes salvage missions nobody else will touch.


