Game Design

CMON Posts New Cthulhu: Death May Die Preview

Tabletop Gaming News - 12 June 2018 - 7:00am
It’s too late to keep the cultists from actually summoning some ancient evil into the world. The Investigators only have one chance to save the world. When that Great Old One shows up, they gotta shoot it in the face while they have a chance. That’s what’s happening in Cthulhu: Death May Die, the new […]
Categories: Game Theory & Design

Privateer Press Previews September Releases

Tabletop Gaming News - 12 June 2018 - 6:00am
We’re already 1/3 of the way through June, that means we’re close to halfway done with the year. Hard to think, right? Well, the autumn is coming, and with it will be a whole monster set of releases from Privateer Press. Yes, along with some Warmachine releases, September will bring the release of Monsterpocalypse back […]
Categories: Game Theory & Design

Fate Horror Toolkit Review

Gnome Stew - 12 June 2018 - 5:00am

When I was younger, my older siblings continually conspired to scare me. They would hide around corners and jump out at me, force me to watch scary things on TV, and — my favorite — pretend to be dead, waiting for me to run screaming to my mom. I guess what I’m saying is, I’m pretty sure I’ve been sick of jump scares since before I was even in first grade.

Despite this baggage, I still managed to develop a fascination with various horror franchises. When my friends and I were in middle school, we would rent all kinds of scary movies. One of the first movies I watched when my little town got cable was Aliens, and through high school I became at least a little obsessed with the Nightmare on Elm Street movies.

I’m not quite as conversant in modern horror, but when I saw that Evil Hat was releasing a Horror Toolkit for Fate, it got my attention.

The Purple Beast

This review is based both on the PDF of the Fate Horror Toolkit, and the physical copy of the book. The book is 152 pages, and the physical copy is the same size as the standard Fate line, in hardcover.

The interior art is black and white, and matches the theme of the chapter in which the art appears. For example, when the topic is the zombie apocalypse or body horror, the art style is different than when it features Spooky Fun. There are some detailed images of dead bodies, insect creatures, and mutated body parts, but viscera and gore are limited (unless you count shadowy textured areas).

The formatting follows the clear and easy to read style that is present in other Fate books, with clearly bold headers, offset example paragraphs, and lots of bullet points.

Chapter 1: Gazing Into the Abyss

This chapter has an overview of the horror genre, what elements make up a horror-themed game, and a summary of the chapter contents. There are page references to specific rules in this book, and references to sections of the Fate Core rulebook.

This chapter also has a sidebar on the responsible execution of horror, and a two-page spread on safety and consent. Given the subject matter of the book, I think it was a very good move to put this right up front. The “Horror Doesn’t Excuse Being Horrible” paragraph hits about a third of the way through the first page, and you can’t miss it.

Chapter 2: The Raveled Sleeve of Care

This section addresses setting up a horror campaign and making characters that will fit into the horror genre. There is a list of media to consume for inspiration (most of which revolves around sympathetic and flawed characters in a horror story), as well as new optional rules to help reinforce the genre.

The tools presented in this section help build connections to the source of the horror and to give players reasons to compel their own aspects. There are also new rules that revolve around the following:

  • Enhanced self-compels
  • Group Fate Pools
  • Heroic Sacrifice
  • Legacy Aspects
  • Hauntings
  • Group Aspects
  • Intensity Aspects
  • Moral Dilemmas

There is a lot of great material here even outside of horror games. Enhanced self-compels work with the group Fate Pools to reinforce the PCs working together against a problem. Heroic sacrifice, legacy aspects, and hauntings all incentivize a PC to accept death as part of the story, while giving them a way to continue to participate in the story. Group aspects dovetail with the rules for group Fate Pools, and intensity aspects introduce a rating system for aspects that tie the character to something potentially horrible or dangerous in the game. Moral dilemmas set up a resolution where X or Y equally hard resolutions are the most obvious ways to resolve the situation, and anything outside of those options automatically becomes more difficult.

Many of these tools highlight the agency of the player by creating rewards for their investment in the horror genre. Rather than just making things harder for the player characters, many of these tools highlight how the players can make life worse for the group to tell a better story, while still giving them some options to nudge the story in each direction.

Chapter 3: Some Scars are Invisible

This chapter addresses the portrayal of the mental stresses that are present in the horror genre. There is another list of media inspiration for horror media dealing with the mental toll of horror, and introduces some rules for portraying the long-term repercussions of trauma on the characters.

Some of the optional new rules include the following:

  • Trauma Aspects
  • Coping Conditions
  • The Mental Toll of Gore

In addition to the game advice and new rules, there is also a thoughtful discussion of mental health and the proper way to utilize it in a game without trivializing it. This includes determining what the trauma was, how that would affect a person, and what they would do to lessen that effect. The emphasis is to do this without trying to find a specific medical condition, which could lead to stereotypical behavior based on a shallow reading of a diagnosis.

Trauma aspects are taken on by a character when something seriously disturbing happens, and coping conditions can be checked to allow the character to continue to function. There are different levels of severity for these conditions, based on the condition rules introduced in the original Fate Toolkit and elaborated on in the Dresden Accelerated game.

The mental toll of gore is a means by which the GM can attack the stress track of characters with the disturbing nature of an environment. It functions as an independent element that has a turn where it attacks, although some character aspects may, optionally, be used to explain why a player is inured to such attacks.

Chapter 4: Who’s Who of the Damned

This section is all about making monsters, and giving example monsters. Like the previous chapters, there is a list of media inspirations, this time focusing on media that has strong and memorable antagonists. There are discussions on how to use monstrous skills or approaches, as well as monstrous conditions, to build threats. The final sections of the chapter deal with body horror including rules for how a player character’s body part can function as a monster. There is an extensive section on The Other as a villain–a societal force that is attempting to subsume or eliminate the PCs if they don’t conform.

There are several fully built example threats, like the Vampire, the Slasher, the Killer Swarm, and the Created. There are also stat blocks and special rules for hands, tongues, hearts, and eyes to function as monsters while still connected to a character. This includes effects that might take place when the body part acts against its host, and what happens if a body part breaks free of its original body. As a brief aside, there are times I really love being part of this hobby.

When discussing The Other as a threat, there is advice about using care in choosing what “other” you are portraying. Because it represents more of a societal force or movement, there is more discussion on how a campaign involving The Other progresses over time.

Chapter 5: We Are All Going To Die

This chapter is about playing in a horror campaign where all the characters will eventually die, and how to facilitate that. The media sources cited as inspirational in this section revolve around horror media featuring doomed protagonists, and there are rules for a countdown clock and how it should function.

When setting up the countdown clock, the players and the GM set up what triggers the clock to tick forward, and what, if anything, rolls the clock back. The assumption is that there will be less causing it to roll back than causing it to move forward.

In a campaign like this, the group sets up what their goal is, so they still might accomplish something before the end. Once the clock ticks off its final segment, everyone is doomed, but the amount of time they have to “wrap things up” will vary based on the length of the campaign.

The discussion of this style of campaign was particularly interesting to me, as I like the concept of having an end game in mind when starting a campaign, and I like the dynamic way that a countdown clock might play into that. It also seems like a tool that could have broader applications than just the horror genre.

Chapter 6: The High Cost of Living

If you ever wanted rules to help model survival horror, this is your chapter. Inspirations cited in this chapter revolve around horror media where survivors have limited resources and ever-present external threats, and the optional rules include consumables, consequences and NPCs, and havens.

Consumables drive a lot of play, since they get used in different circumstances. There are general rules for the number of NPCs in a haven, and how they might be removed from play. Havens get assaulted and damaged, and must be defended and repaired.

The rules for connections between the NPCs and the PCs allow for some of the danger of survival horror to remain present while still having a stable cast of protagonists.

Chapter 7: Horror is the New Pink

Chapter seven is all about managing aspects of horror that overlap with the unique way the genre interacts with assumptions about women. It has the usual inspirational material, and has additional rules for feminine horror aspects, horror points, and several thematically linked scenarios.

Much of the material in the Horror Toolkit gives players agency while incentivizing causing problems for their characters, even beyond what Fate Core normally allows. In this case, characters will have a feminine horror aspect linked to the theme of the campaign. Self-compelling this will give the player a horror point, which acts as an especially effective Fate point.

The generation and use of feminine horror aspects and horror points allow for the player to have greater control over when they might be put in a position of vulnerability, and how much agency they will have in the resolution of the scenario.

The example story arcs explored in this section include the following:

  • Poisonous Sexuality
  • Anticipated Blood
  • Alien Pregnancy

These include setups, feminine horror aspects, stunts, NPCs, current issues, and lingering issues. Lingering issues are a specific aspect that characters in a feminine horror scenario have, which represents past events and how they still affect the player character.

While the chapter has several tools for modeling the story structures described, this is definitely one of the chapters where reading the breakdown of the elements, and the usual progression of these stories, is as interesting as the mechanics reinforcing that story structure.

Chapter 8: Spooky Fun

Compared to the heavy topics in some of the other chapters, chapter 8 looks at a slightly lighter side of horror. The optional rules in this section deal with stories inspired by Goosebumps, Scooby Doo, or Nancy Drew. This includes inspirational media suggestions, a new way to present skills (the report card), conditions, stunts, and new rules like courage and fear. It also defines what being taken out looks like in this genre, and introduces formalized rules for twists in the narrative.

The report card version of skills presents a version of skills that is similar to approaches from Fate Accelerated, with the rating of a subject that can be broadly applied depending on the fiction. Player characters using these options do not have a stress track, but mark several conditions that they can clear over time. The group has a Courage stat that builds as they find clues. It can also go up when players introduce a twist to the story. The courage stat is available when the group is together, but not when they get separated, unless there is a special circumstance.

I like the concept of building the Courage stat, and how finding clues is less about having a convoluted mystery, and more about building resources until the group is ready to confront a threat. It reinforces the genre concept that having all of the kids together for the confrontation is the best way to get a favorable resolution.

Appendix

There are two appendices in the book, and both involve safety tools that can be employed at the table. Appendix 1 deals with the X-Card by John Stavropoulos (which can be found here online), and Appendix 2 deals with the Script Change tool by Brie Sheldon (which can be found here online). While some of the text of both tools is included in the appendices, there is also some additional discussion on why these tools might be useful or preferable for a group.

I appreciate that these tools are both in the book in usable forms. Often, when outside safety tools are referenced in RPG material, it can be easy to not follow up on links presented in the text. In this case, while there is more material on both sites, there is enough to make both tools functional from the book itself.

I have a lot of respect for both tools, but I am especially happy to see Script Change referenced in an RPG safety section, as it is a great tool that I have seen used very well at a table, and Brie Sheldon did a great job designing it. I’m looking forward to more “safety in gaming” sections referencing their work.

Plenty of Stakes, Lots of Garlic Many horror stories manage to be scary or impactful even when they are using established tropes. This toolkit does a great job of explaining how to use those tropes to maximum effect. Share49Tweet9+11Reddit1Email

The tools in this book are useful for a horror game, but many of them, like the group Fate Pool, heroic sacrifice, and trauma aspects, can be used for games that aren’t explicitly in the horror genre. The discussion of doomed campaigns, survival horror, and feminine horror, as well as the outline of The Other and how it progresses in a game, provide strong campaign frameworks. Almost all the tools provided have a strong, built-in aspect of agency to them.

Should I Have Invited Them In?

If there is any downside to the book, it’s that the tools may work better for creating a good horror story than being immersed in a good horror story. There has been discussion about how well Fate can do horror in the past, and while the tools in this book incentivize players to make the decisions that will put their players in harm’s way, for some players, knowing that they can pump the brake may drop them out of the immersion they were previously hoping to experience.

Recommended — If the product fits in your broad area of gaming interests, you are likely to be happy with this purchase.

If you are even a little interested in Fate or in horror as a genre, it is unlikely you will regret this purchase. In addition to providing a wide range of useful Fate related tools, the discussions on genre and campaign structure are going to be of broad appeal, even for people not running their game using Fate.

If you are the kind of player that is more focused on the flow of the story and hitting the right beats, you may appreciate this a bit more than if you want to be immersed from your character’s point of view, but even in that instance, many horror stories manage to be scary or impactful even when they are using established tropes. This toolkit does a great job of explaining how to use those tropes to maximum effect.

What do you think of horror RPGs? Do you need to feel scared for them to be successful? What horror games have done this the best? What Fate toolkits would you like to see in the future? I’m interested to find out all of that and more, so please leave me a comment below. I’d love to hear from you.

Categories: Game Theory & Design

Character Class: Winning the Metagame Part 1: Succeeding on Your Diplomacy Roll

RPGNet - 12 June 2018 - 12:00am
How to be more fun to play with and make the game more fun.
Categories: Game Theory & Design

Wyrd Previews Hucksters For Malifaux

Tabletop Gaming News - 11 June 2018 - 3:00pm
There are the people out there that can get things for you. You know the type. They’re the ones that always have just what you need. They’re the hucksters, and they’re coming to Malifaux. They’re featured today in Wyrd’s regular Monday Preview, making your Mondays just a little bit better. From the post: Pssst. Over […]
Categories: Game Theory & Design

Carthage Board Game Now Available

Tabletop Gaming News - 11 June 2018 - 2:00pm
Ceterum censeo Carthaginem esse delendam. Although, in this case, it’s alright if Carthage sticks around. It basically just got here. It’s the new gladiator-fighting board game. It’s got fighting elements and positioning. It’s got deck-building aspects. It’s got a bit of everything. And you can pick up your copy now. From the announcement: Newly released, […]
Categories: Game Theory & Design

Happy Games Factory Launches Arenabots Kickstarter

Tabletop Gaming News - 11 June 2018 - 1:00pm
Happy Games Factory is looking to get more people involved in their Eden world, as well as expand the universe into more gaming facets. To get both those in one go, they’re running a Kickstarter campaign for Arenabots, their new board game. Think the show Battlebots, but in a post-apocalyptic future world. From the campaign: […]
Categories: Game Theory & Design

Y.F.T. Design Studio Launches

Tabletop Gaming News - 11 June 2018 - 12:00pm
Y.F.T. Design Studio is a new company that has the feel of an old company. Why does it have that feel? Because it’s the new stage for the people from Nexus Miniatures. They’re open for business now, including all of Nexus Miniatures’ old lines (since Nexus is a part of Y.F.T. now), but have a […]
Categories: Game Theory & Design

Monday Terrain Corner

Tabletop Gaming News - 11 June 2018 - 11:00am
It’s Monday. And, to be honest, it was a not-at-all-gaming-related weekend for me. Sometimes you gotta take a break, y’know? For me, that included hanging out at home and watching Lost in Vegas. I came across their YouTube channel early last week and have just been going through their back catalog. I love their Free […]
Categories: Game Theory & Design

Condottiere Being Added to Z-Man Games’ Catalog

Tabletop Gaming News - 11 June 2018 - 10:00am
Z-Man Games seem to be the place to go for re-releases and new editions of recently-classic games. They’ve got another they’re adding to their catalog. In this case, it’s Condottiere. They’re updating the rules and the map, while still keeping the art style from the 2007 version. They’re also bringing in 2-player version. You can […]
Categories: Game Theory & Design

Gnomespotting – Gnomes At Origins 2018!

Gnome Stew - 11 June 2018 - 9:40am

Origins Game Fair 2018 in Columbus, Ohio is startlingly close! Did you know that many, many Gnomes will be there running incredible games, hanging out, being on panels, and doing awesome gaming stuff? Well we will! Here is a listing of the Gnomes who will be at Origins 2018 and what we’ll be doing.

Angela Murray

Ang is running a couple of games for Matinee Adventures this year, both of which were full when last checked. On Wednesday evening, she’s running a Firefly/Serenity game called “Old Friends, Old Debts”. On Friday afternoon, she’s running a Dresden Accelerated game titled ‘Good Mojo, Bad Juju.” Beyond those two events, she’s got a fully packed schedule of playing games and hanging out with a wide variety of awesome folks. If you see her, feel free to say hello! Or give a nudge on twitter @orikes13.

Camdon Wright

It’s my first time at Origins so there is an extra level of excitement for me! I’ll be facilitating game at Indie Games on Demand on Thursday night, Friday afternoon, and Saturday afternoon and evening. I’ll have my own game, One Child’s Heart, and a prototype story game written by fellow Gnome, Wendelyn Reischl. Please say hi if you see me around the convention! I should be easy to reach via Twitter @Camdon Wright if you want to track me down.

Chris Sniezak

I’ll be running several games and hosting a couple of panels. Games: The Temple of the Snake God in The Sequence System by Encoded Designs on Thursday at 3pm and Saturday at noon and The Oracle of the Spire in Dungeon World on Friday at Noon and Sunday at 10am. The Panels: The Buisness of D&D with Shawn Merwin where we will dish about doing business on the D&D side of podcasting, writing, the ins and outs of the DM’s Guild and much more on Thursday at 1pm and Play Better Games Damn it where as many of the Misdirected Mark Productions crew will be to talk about GMing advice, game design, and we will be getting up to all kinds of other shenanigans in this irreverent and entertaining panel. If you’re looking for a little fun on Friday evening we will also all be at Barcadia starting at 8pm. If the ski-ball machine is open we’ll have an impromptu ski-ball tournament and there will be a prize in the form of a game book. Looking forward to seeing you there. Twitter @misdirectedmark

John Arcadian

I’ll be running games of the Tarrasque and some Rockerboys and Vending Machines / Love and Justice , but they are all sold out. When i’m not running, I’ll be hanging out with the other gnomes, people I know, and generally milling around in my kilt likely on the big bar on two. Say hi, I’m friendly! Ping me on twitter @johnarcadian and I will have about a 50% chance of seeing it.

Kira Magrann

I’ll be running games at Games on Demand Thursday and Friday! I usually hang out there even when I’m not running games. It’s a great mini community withing the con, and there’s usually games available three times a day, and each game costs two generic tokens. You sign up once you get to the room. The games I’m running are mine: A Cozy Den, SYNC, and Something is Wrong Here. There’s tabletop and LARP games, and it’s diverse and has a great harassment policy. AND the A Cozy Den book will be available at IPR I’m so excited! Follow my on Twitter @kiranansi, I’ll definitely be taking some film footage for youtube too!

Phil Vecchione

On Thursday and Friday will be running sessions of my game Hydro Hacker Operatives, and Turning Point, which I wrote with Senda. Saturday, I am in two seminars, one with Senda, talking about One Shots and Campaigns, and one with the rest of the Misdirected Mark network. Sunday, I am ending off by running a game of Rockerboys & Vending Machines. If you spot me, come by and say hello, and you can follow me on Twitter @dnaphil if you want to see what I am up to.

Senda Linaugh

I’ll be running HydroHacker Operatives, One Last Job, and Turning Point (the new game Phil and I have been writing) on Thursday and Friday. You can catch me Saturday at the One Shot and Campaign Tango, where Phil and I will be doing a live version of our show Panda’s Talking Games, and you can catch me at the Misdirected Mark network panel that evening. On Sunday I’m wrapping up with my game Love & Justice. I’m super excited to see everyone and I will have swag for both my podcasts if you come say hi! You can find me on twitter @idellamithlynnd if you’d like to catch me.

Tracy Barnett

I’ll have playtests of Iron Edda Accelerated and Terrorform at Games on Demand mornings on Thursday, Saturday, Sunday, and the afternoon slot on Friday. Other than that, I’m hanging out and talking about games with people. If you see me say hi! And if you want to know where to see me, find me on Twitter @theothertracy.

Wendelyn A. Reischl

Wendelyn A. Reischl will be running her product Wrath & Glory, the forthcoming Warhammer 40,000 RPG, in the first public demonstrations of the game in the US. Since she is running seven (7!?!?) sessions Wendelyn can be found mostly in and around the Ulisses North America RPG space. She’ll be at the big bar on two when possible and y’all can find Wendelyn at the Three Legged Mare bar Saturday night starting around 8pm! Her new fade haircut and d12 tattoo may help you to spot this game designer in the wild. Twitter @WendelynReischl

Categories: Game Theory & Design

New Japanese Battle-Frame Infantry Officer For Konflikt ’47

Tabletop Gaming News - 11 June 2018 - 9:00am
Apparently, Warlord tossed out one last release for Konflikt ’47 on Friday after I’d done my news sweep through. S’alright, I check them every day. So now I can tell you about the new Japanese Battle-Frame Infantry Officer that they’ve got available in their shop. If you want to keep your troops in line, this […]
Categories: Game Theory & Design

Game Design Beyond Screens & Joysticks - Game Space Shift (4/5) - by Tatiana Vilela dos Santos

Gamasutra.com Blogs - 11 June 2018 - 8:41am
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
Categories: Game Theory & Design

Questionnaire - Heuristics for F2P Mobile Games - by Marisardo Bezerra de Filho

Gamasutra.com Blogs - 11 June 2018 - 8:40am
Hi guys... I'd like to ask for who has some experience in F2P Mobile games to answer this questionnaire that will help the definition of a set of ARM heuristics for the design of F2P Mobile Games.
Categories: Game Theory & Design

Finding The Themes - by Gregory Pellechi

Gamasutra.com Blogs - 11 June 2018 - 8:39am
You got a game, it has a story... but what are its themes and what are you trying say with it? Themes help evoke that feeling your after whether its isolation or a power fantasy, here's how to go about finding, strengthening and supporting your themes.
Categories: Game Theory & Design

How To Market An Indie Game In 2018 - by Michael Hicks

Gamasutra.com Blogs - 11 June 2018 - 8:38am
Some thoughts on what it takes to market an indie game in 2018.
Categories: Game Theory & Design

The meaning of the word "Indie" has changed. - by Dan Hayes

Gamasutra.com Blogs - 11 June 2018 - 8:38am
While many are currently blaming steam's curation for the demise of indies, the issues go a little deeper than that.
Categories: Game Theory & Design

After the Dawn: a mini-retrospective on Cultist Simulator - by ALEXIS KENNEDY

Gamasutra.com Blogs - 11 June 2018 - 8:37am
What happened when we launched Cultist Simulator, and why we think it happened.
Categories: Game Theory & Design

Type-safe object pool for Unity - by Sam Izzo

Gamasutra.com Blogs - 11 June 2018 - 8:36am
In this article I discuss object pooling and generics, and present a simple type-safe object pool for Unity.
Categories: Game Theory & Design

Making our first indie game - Wats! VR Pest Control - by Lorcan Mc Garry Hunt

Gamasutra.com Blogs - 11 June 2018 - 8:29am
I've just released my first game to market on the Oculus mobile VR store. While it's all still fresh I thought I should write up a quick retrospective on what developing my first indie game was like here a year after finishing Uni.
Categories: Game Theory & Design

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