Games to Make you a Better Person

One of my passions is to use games for self-improvement and understanding. In the process, and in conjunction with various folks on twitter, I put together a list of RPGs that explore the human condition and teach important lessons.  I update this list on a periodic basis to include new examples as they arrive.

The Romance Trilogy – About relationships

Monsterhearts – On queer youth

Dream Askew – On queer communties

Durance – On prison culture

Dog Eat Dog – On colonialism

Kagematsu – On gender roles

Steal Away Jordan – On strength under slavery

Mars Colony – On governance

A Flower for Mara – On death and returning to your life afterwards

Dogs in the Vineyard – On faith and overwhelming responsibility

Misspent Youth – On rebellion and revolution

Grey Ranks – On personal sacrifice

carry, a game about war – On war and it’s costs

Shock: Social Science Fiction – Critical thinking on societal issues

Microscope – On the flow of history and importance of the individual

Heads of State: Nine short games about Tyrants is pretty self-explanatory.

 

What games would you add to this list?

 

Dresden Files RPG – A Magic System Hack

I am a fan of Fate and the Dresden files RPG system in specific. That said, I have noticed that there are some rough spots in the magic system from my perspective. I found that the absolute dependence on the three existing magic skills was less than idea. This post consists of my little hack to the magic system to meet my personal preferences, in hopes that it broadens the discussion. I would love your comments and thoughts!

 

Changes to Powers

Evocation (-2)  (Wizard Requirement)

Evocation: You’re able to use evocation in all of its forms, as described on page 249. You gain five new skills, rated at Mediocre (+0), representing the different types of evocations that you are capable of performing. These skills are typically Fire, Air, Water, Earth, and Spirit/Force, for those trained in the classical western tradition. Underline these skills on the character sheet to keep track of them.

Specialization: Gain 5 Evocation Skill-points, which can only be spent on increasing your Evocation skills.

 

 Thaumaturgy (-2) (Wizard Requirement)

Evocation: You’re able to use Thaumaturgy in all of its forms, as described on page 261. You gain five new skills, rated at Mediocre (+0), representing the different types of thaumaturgical spells that you are capable of performing. These skills are typically Summoning and Binding, Conjuration, Divination, Veils, and Wards. Underline these skills on the character sheet to keep track of them.

Crafting: You can craft Items and Potions, which you may possess by purchasing the Focus Item, Enchanted Item or Potion

Specialization: Gain 5 Thaumaturgy Skill-points, which can only be spent on increasing your Thaumaturgy skills.

 

Refinement (-1) (Wizard Requirement)

Gain 5 skill points which may only be spent to increase your Evocation or Thaumaturgy skills.

 

Focus Items (-1) (Wizard Requirement)

A focus is simple. Whenever you cast a spell with the appropriate focus for the appropriate skill, you gain a free aspect of “Focussed” for that spell, including a free tag.

 

Enchanted Items (-1)

You gain 4 Enchanted Item slots.

 

Potions (-1) as normal

Channeling (-2)

Pick a specific thematic specialization of Magic. You can cast Evocations with your Conviction, within the limits of that thematic specialization.

 

Ritual (-2)

Pick a very specific Thematic area of magic. You can cast Thaumaturgy with your Discipline, within the limits of that thematic specialization.

 

Sponsored Magic (-1)

Gain the Channelling and Ritual rules, at no cost but incurring 1 Sponsor Debt with each casting.

 

Casting Evocations:

Follow all the normal procedures for steps 1,2 and 3.

Roll your appropriate Thaumaturgy Skill to control the power. You can apply aspects to this roll, including the free invoke of the “Focussed” aspect if you have a relevant focus item.

If you fall short, you will succeed but you will have to pay a price. Count the number of shifts that you are missing. Those will strike you as backlash, unless you can mitigate enough of them by….

  • Drawing on power outside yourself, taking on Sponsor Debt from other willing creatures or things beyond reality in exchange for two shifts.
  • You can cause fallout and damage the environment for two shifts.

Anything left over deals physical stress damage to you.

Rote spells work as normal.

 

Casting Thaumaturgy:

Follow all the normal procedures, except that your maximum number of shifts per roll is determined by your  Discipline instead.

Roll your appropriate Thaumaturgy Skill to control the power. You can apply aspects to this roll, including the free invoke of the “Focussed” aspect if you have a relevant focus item.

If you fail any individual roll, the spell fails entirely and there is a price. Count the number of shifts that you have accumulated so far. Those will strike you as backlash, unless you can mitigate enough of them by….

  • Drawing on power outside yourself by taking on Sponsor Debt from other willing creatures or things beyond reality. In exchange, you reduce the backlash by 2.
  • Sacrificing unwilling inhuman creatures during the casting, reducing the backlash by 2. Sacrifice of a more powerful creatures may further reduce the backlash.
  • Deliberately sacrificing humans will reduce the backlash by 4. Enjoy your new title as “Lawbreaker of the First Law”.
  • Drawing from objects that store power to reduce the backlash by 2.
  • Causing fallout and damage the environment to reduce the backlash by 2.

Anything left over deals physical stress damage to you.

Editors-a-plenty

While you are all digesting the latest version of Spark, I wanted to give you a bit of an update on the editing situation. Good editing is essential to the success of a roleplaying game, and for my flagship product, I am making every effort to impress. That’s why I’m pleased to announce that I have four editors lined up to contribute to this project.

My Lead Editor, charged with doing most of the heavy lifting, is David A. Hill Jr. of Machine Age Productions. He will be examining the mechanics, analyzing the procedures and ensuring that the text is as inclusive as possible. You may know Machine Age Productions from some of their successful games such as Machine Zeit, Amaranthine, Farewell to Fear and Guestbook.

The first of my Assistant Editors is Queenie Thayer who is charged with improving the writing itself. She is my last line of defense against grammatical and spelling errors, charged with bringing my text into understandable English. She has already contributed to the text in the first version of the beta and I am pleased to have her on my side.

The second Assistant Editor is Gus Belanger, who has contributed to games such as Alpha Omega.  (http://www.alphaomegathegame.com/)  He is my general-purpose editor, who I assign to look over each of the drafts of my game and give me an honest & critical assessment of the various changes.

Last, but certainly not least, is Mark Richardson, a good friend and long time GM who is diving headfirst into Indie Game Design. In addition to the revisions and comments on each of my drafts, he is also running a playtest session of Spark that I am observing in action, so that I can correct the game as I go.

With talent like this, I am certain that Spark will be a smashing success.

Happy gaming!

The Intrigue Engine – A First Draft

Hey all,

Sorry about the delays in getting the latest version of Spark out the door, but that should be ready in about a week or so. Until then, I bring you a free little mini game called the Intrigue Engine.  It’s a little thought experiment inspired by Rob Donoghue’s Mighty Brain.

Feel free to take a look, to comment and to pilfer any clever bits.  It’s mostly Amber and Durance smashed together with a light sprinkling of Polaris in there.

The Intrigue Engine First Draft

Cheers!

P.s. The GenCon seminars, including the “Intro to Indie RPG’s” one, will be up very soon.