So, design considerations
So basically,
everything I do have or has a few key sort of meta attributes. These are
the assumptions that apply whenever I don’t specifically state that they don’t’
apply - my default palate if you will. When I do do other things that
violate these, I usually call them out for they are the exceptions
Anyway,
these assumptions are really pretty straightforward:
Firstly
that “the world is an awful and terrifying place,” (because in my
experience it is) and secondly
“That bravery and perseverance can overcome those terrifying
things” (because again IME, they totally can).
And the
push-pull of those things are key to the dynamic they bring to the game,
setting, and table (sometimes more obviously than others). This is true in Galaxy Black, this is true on Jaldipoor, this true of basically everything produce.
Well, almost.
Well, almost.
***
About the
only thing in the pipeline that I can see that violates these two assumptions
is Harsh Winter. Harsh Winter is a tonal experiment and something
on some level I wanted to make since I was about 14; it's a very short,
very sweet, and doomed as hell.
At heart
it is a relatively “realistic” ( I use the term somewhat reservedly) after the
bomb game. There are no mutants, there are no powers, there is no magic,
nothing is going to magically come along and save you; the world is over,
civilization has ended, people gave up. Now if that sounds Bleak that's because
it is and a treatment of this should be in my opinion, a downerfest. (I love
gamma world I love Mutant Future, I love MCC but those are not the same
experience.) this is a game of it how hard things will be, how hopeless they will
be, and how the only real option you have to survive is to form a community
That
Community could be awful or it could be as best as you can manage it under the
circumstances so it's really kind of up to the people playing the game to
determine how bright or hopeless it's going to be but that's always true in my
opinion it's up to the table to make the game what it is
The
treasure table (as in “what can you get off this carcass?”) is a good
example of the level of grim survivalism that you're talking about but the part
I'm most interested in is actually the community building mechanics which ATM
I'm still working on - but that's the heart of the game or at
least it should be unless you just want to do a one shot of pure hopelessness[1].
But even then,
that's ultimately about cultivating hope of some kind
When's it coming? Like everything else. "Sometime after Galaxy Black." You knew that already though.
When's it coming? Like everything else. "Sometime after Galaxy Black." You knew that already though.
[1] Hey,
some people are into that; sometimes I’m even one of those people (not often
but sometimes).
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