Thursday, 10 August 2017

RPG Backwards Look: Daytrippers Core

I’m posting this today for a couple of reasons.

First, today’s #RPGaDay 2017 question is “Where do you go for RPG reviews?”.

Second and more important AsIf Productions the author and publisher of DayTrippers whose primary job is in web development has been struggling to get new clients and sent out a general message to the RPG community about the kind of services they can provide, and I want to boost the signal.

So, if you’re looking to hire a web developer they do small business sites as well as solutions for larger business, and they’re available for freelance writing and editing. Have a look at their website.

If you like the sound of the game you can support them by buying their books, or via Patreon donations for their ongoing content. Go to the DayTrippers RPG site for more information. They sell their content on a range of platforms including DriveThruRPG and RPGNow, where you can also order print copies.

Having read the core rules I’m going to pick up Golden Age Adventures which includes not only 16 adventures, but the fiction that inspired them (Jack Vance, Philip K. Dick and others) and sounds like a great deal.

Now, onto the post.


I am a terrible RPG reader, for the following reasons:

  1. Signal to noise. I have so many pdfs (impulse purchases, Bundles of Holding, etc.) that they all blur into one.
  2. Heuristics and bias. I’ve read a lot of RPGs and when I scan a book and mentally sort the sections into fluff, system, examples, adventures; then I’ll scan each section looking for familiar frameworks. This means I don’t read in detail, and instead make assumptions about the content of the bits I haven’t read yet.

I think my first read-through of DayTrippers core went like this:

“OK, a fluff section. I know how that works, I’ll come back to that later.”

“OK, a point-buy character generation bit. I know how that works, I’ll come back to that later.”

“OK, the combat section. Yeah yeah, I’ll come back to that later.”

“OK, bits on taking damage, vehicular combat, etc.”

“Oooh! Vector slipping. I’ll definitely come back to that later.”

“Dream worlds… survival suits… slipships… right. I’ll need to come back to those later.”

“Oh! And a mission section. That’s probably going to be useful. I’ll come back to that later, after I’ve read all the other bits I said I would come back to later. After I make dinner.”

The second time I read through I took a leaf out of Baz’s book and started reading from the back, which is a great technique because the first place you hit (skipping over appendices) will usually be a scenario or mission, and barring an actual demo play session that’s the place where you get the best first impression of how a game should play.

(this way you also get a good look at the character sheets first. They’re the windows into the soul of an RPG; a bad sheet won’t necessarily kill your enthusiasm but a good one certainly whets the appetite. Take a look at the sheet for Lacuna Part 1, or the toe-tag sheet for Hollowpoint)

DayTrippers, back to front

Here’s what we know from the website:

The time is shortly after the year 2100, the location is the first world. Massive megacorporations dominate the economic landscape and incredible advances in technology make the most miraculous things possible, from genetic modification to medical nanotechnology and microfusion power generators. But the most earth-shaking development of the 21st century is one we’re just beginning to see the ramifications of: As the 22nd century enters its second decade, the inner and outer realities of SlipSpace are opening up to human exploration. The Slip Capacitor, based on the groundbreaking work of Zayim Diaspora, is an amazing device that allows travel to other dimensions in vehicles known as Slipships. The bold explorers who pilot these vehicles face a multiverse of physical and psychological dangers to bring back priceless knowledge and powerful artifacts from far-flung dimensions and other realities. They’re called DayTrippers, and you’re one of them.

Now, content.

Mission Types (p37-39)

First, a taxonomy of mission types. From this we know that the characters will be taken out of their base, home or comfort zone and participate in an adventure: exploration, rescue, fact-finding, making diplomatic contact, etc.

Next, we find out that each mission type has a clearance level and the PC’s SlipShip (whether their own or borrowed) must be up to the mission. This is a nice way of gatekeeping or power-capping the adventure, or signposting the clearence level (Paranoia-style).

More tables and bullet points follow for different choices: the Node type, the Opposition, any Perks they get before the mission, Rewards, and Complications. Several of these are rolled beforehand. This looks like something right out of Sine Nomine’s offerings with a breadth of choice and random results, so I’m already loving it. Round that off with a sequence of scenes, from downtime accepting the mission, challenges, climax and return home.

Overall impression: this is a game with a strong format of mission, promise of reward, excursion and return. I already want to play it. Next!

Slipship construction (p32-35)

OK, we know that Slipships are important for getting about. They have a capacity, components, amenities, tonnage… I don’t feel the need to go into this now but I am interested that the ship is being created like a PC (it has its own character sheet). Possibly there’s shared ownership in mind — something I really liked in the point-buy base of operations in the Conspiracy X 2.0 (Unisystem) game.

I have one gripe with the ship sheet. Since I peeked ahead and know that the survival suit consumes kilowatts, does the Slipship really only consume milliwatts? I assume it should be MW not mW on the sheet. Unless of course there’s some Grant Morrison / In The Night Garden trickery with micro and macro-scale universes. In which case, having the power consumption of your encounter suit be one million times that of your Slipship is an interesting technical point.

Experience Points (p30-31)

A workmanlike section but very clear on what you get XP for and what you can spend them on (stats, skills, drama tokens if you use them, inventions, luxuries, fame, etc.). The most interesting part is the tracking of Total Character Value, XP Spent and XP Available. Why track both XP Total and XP Available? I’m hoping the answer is interesting.

Your Automated Survival Suit (p29)

Here’s what we know about the game from this section:

  • DayTripping is dangerous enough to need a suit
  • The suit has limited power: you get 100 kW from a full charge, and expend 1 kW doing certain tasks.

The scale is interesting because with 100 points to play with, people are less likely to quibble over spending a point here and there at the start — but the steady tick tick tick of the power meter going down will likely force some harder resource choices later into the game as the climax approaches.

Vector Slipping (p26-28)

This is the method of travelling to all different “Slip Nodes” in the multidimensional maestrom of the “Multiversal Chao”. OK. What we really have is a set of difficulties for travelling to different kinds of nodes (alt. Earth, Time Travel, Dream Worlds, etc.). There are consequences for failure, for missing the “Slip Window” and so on. There’s a whole page on Dream Worlds.

What this bit tells me is that this game is about travelling from a society that has somehow broken the barriers between many different levels of alternate existence; and that they probably lump different concepts of other times, other Earths, dreams, other planets all into one single category; as far as the DayTripping society of the 22nd century is concerned all of these can be written onto the same topological map provided the sheet of paper is big enough.

It’s also clear that the easiest jumps are the ones closest to home — alt Earths, time travel and known planets.

This gave me a few ideas already. All slips are conceptually the same but depending on classification, some may be locked down — depending on how the game world is run (corporations? A multiversal hegemony?). This also reminded me of the hyperspace navigation in Delany’s Babel 17 and the multiple gated realities of Ian McDonald’s Everness series.

Actions, Combat, Helping, Healing, Vehicles (p18-25)

This bit is the standard middle chunk of a RPG — a mix of rules for different circumstances, starting with taking actions. All you need to know is there are difficulty levels, you roll a bunch of dice and pick the highest, and there are a range of results depending on whether you make or miss the result. For example it matters if you hit your number exactly, miss or hit by 1 or more than 1. This granularity feels a lot like the results in FATE or Unisystem BUT I think I like the dice rolling here a lot more since it’s regular D6.

I particularly like the opposed rolling in theory with the “Yes, BUT”, “NO, and” style of results, and because the numbers are low the cognitive overhead shouldn’t be too bad. Everything else seems to work just like any other trad RPG — setting stakes before rolling the dice, interpreting afterwards. I’d need to play through it to see how smooth or crunchy it is.

Character Development (p14-17)

This is the bit that comes directly after Character Building but it’s frankly way more interesting; character generation is a hump that players just go through and this one, while simple, is still point-buy with options. More on that in a moment.

This bit looks very interesting because it talks about what happens to your PC during play. “Progressive Character Generation” is used to let the players “wear” their PC and defer actual backstory until later, by holding back Character Points to retroactively spend.

“LifeShaping” is a mechanism to mark dramatic character development, including motivations, personal problems, relationships, etc. I like the concept although I’m not entirely clear on the in-game process; nor am I clear on how (if) these relate to the once-per-session Character Development Scenes.

I guess this is partly where the claimed OSR-Narrative hybridisation comes in, and for me it provides opportunities for narrative expression of the PCs without stepping into the narrative-shaping role of the GM.

Character Building (p8-13)

This is another workmanlike section of point-buy setup, and it’s necessary but to be honest, this is an overhead I have to pay both to learn and play the game, rather than a bit I actually enjoy. I’m glad I read the book backwards. All I can say is there are lots of options for flexible skills, packages of skills and experience (“class advances”) etc. It’s not too crunchy.

I do like the way that skills are written on the same line as the Stat they apply to — this helps parsing the character sheet a lot.

The World of DayTrippers (p6-7)

Here we learn that the big movers and shakers of the 22nd century are corporate (rather than national/political) and the one thing they have in common is the disruptive technology that allows people to the Nodes. This is an important SF conceit — an extrapolated future based on a single scientific advance. The world is otherwise a blank canvas — there’s a half-page devoted to bullet points of technologies which might be available, but it’s up to you. The best description we get is the overview:

The world of DayTrippers is kinda dull, stupid and ridiculous, punctuated by spectacle, festooned with advertising and dripping with irony. It’s a place of technological progress and rampant global capitalism, complete with continuous media charades and enormous social inequity, somewhere between “2001” and “Idiocracy”.

This is followed by a laundry list of corporations. It doesn’t really matter who or what they are; as we’ve learned (by reading later sections) all that matters is you go on missions in slipships, those ships may be party- or corporate-owned, and the missions have classifications, and the people paying you to travel are mercenary capitalists.

The Introduction (p2-5)

Finally, the fiction which tells you how the world came to be the way it was. It serves its purpose; the most interesting bit is at the end where we read about SlipSpace and the five different kinds of slips (Cartesian, Paraterran, Temporal, Subjective and Compound) which map onto five kinds of Vector Slipping.

Final Remarks

DayTrippers feels weird and goofy, and not at all serious, and I’m not sure why that is — maybe it’s the New Wave SF surrealist sensibilities or the apparently disposable mission-based approach. Once I’m over that I can see a lot of depth and potential to be both superficial and lighthearted, or serious and deep. It could be a comedic franchised exploration company, contracting out to corporate clients a la Ghostbusters or InSpectres. It could be a serious, military SF style game if you replace the corporations with a military chain of command; it could take a conspiratorial tone if certain Nodes were classified or forbidden. I could see a mission focused game, or a sandbox where the PCs hire themselves to the highest bidder. I could see a game where the downtime drama scenes become as important as the missions.

By limiting the kinds of nodes you can tune the conceptual boundaries to make a game that’s only about alternate Earths, or space travel, or time travel, etc. And by tuning the power levels of the characters you could expand the scope further — I might fancy playing a superhero game like Planetary or Zenith (Phase III), sending supers to fictional universes using a fiction suit, or the Omnihedron’s alternate earths via. an Einstein-Rosen bridge. You can probably tell this is right up my street.

I can’t say what the system will be like yet, but it deserves a fair shout; the scale of results, the use of d6, the attrition of resources and the yes/and/no/but approach all sound like a really nice balance of “narrative” and “trad” — but then that’s exactly how we’ve played for years. But if you really don’t fancy it there are conversion rules for d20, PbtA and percentile.

So in summary: this is a smart and interesting game with an intriguing system and a very strong, yet adaptable premise. It’s not too long, and it’s good value for money.

Tuesday, 6 December 2016

RPG First Look: Perdition vs. Crypts & Things

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The Black Hack may have all the OSR (and indie) cred right now, but I’ve just been reading two other 2016 OSR releases.

The first is Perdition from Hack and Slash publishing. It’s self-consciously a third wave OSR game:

It is a third wave clone because it is not a game designed to emulate or provide an improved version of the “Fantasy Adventure Role-Playing Game”. It is not a game designed to allow you to create your own fantasy realm and have whatever type of adventures you wish. It is a game designed to allow you to explore the world of Perdition. It crosses a line of setting books that work with whatever ruleset you are using and provides the setting information via mechanics, classes, equipment, spells and monsters, instead of through large blocks of flavour text and fiction writing.

I said before that the third wave of the OSR will be defined by those who claim it. I also said that these definitions will diverge; and Perdition is clearly diverging from earlier hand-waving claims of simply “innovation of setting”.

The other is Crypts and Things from D101 games, a very British “Sword and Sorcery RPG” with nods to White Dwarf and Fighting Fantasy, and with no elves or dwarves. Speaking of which the Encyclopaedia of SF has this to say about the genre:

Tolkien’s long, richly imagined work is as important to modern sword and sorcery as Howard’s, the two representing the two ends of the genre’s spectrum: Howard all amoral vigour, Tolkien all deeply moral clarity of imagination. (Also, Howard’s heroes were very big, Tolkien’s very small.) Common to both – although the two writers could not have had the remotest influence on each other – is a powerful commitment to the idea of worlds where magic works, and where heroism can be pitted against Evil.

C&T’s influences are Howard, Clark Ashton Smith and Moorcock’s Elric, placing the game at the “amoral vigour” end of the spectrum. I always felt D&D was like that anyway, and perhaps that’s why the fantasy races felt so out of place in BECMI D&D. C&T’s core classes and focus on human cultures feel like a clean but necessary break.

(of course it’s not the only humanocentric Hyborian/Hyperborean S&S OSR game, and North Wind’s Astonishing Swordsmen and Sorcerers of Hyperborea was also a contender for my wallet — but getting the HC of either the 1st or 2nd ed. in Kickstarter would have been punitive to a non-US customer)

Reading through both books reveals interesting differences that point at fundamental design decisions, and I’m going to consider these in a bit. First, the lowdown on each book.

Perdition

Perdition is about playing in a world (Prime Material Plane) overrun by devils and demons. The latter are Chaotic and would tear creation asunder if it were not for the actions of the former who represent law and stability. They are at war and power their infernal war machine by corrupting human souls. The Vile Court oversees everything.

Perdition’s cover of a weirdly inverted city and a three-quarters view of a corpulent devil’s buttocks is by Matthew Adams, and will look familiar to fans of Yoon Suin. The other artists are Russ Nicholson, Heather Gwinn, Marcin S., and Michael Ralston. Nicholson’s art (a main attraction for me) is mainly found in the Monsters section detailing the major devils or lords. Interior book sections are graced by full-page illustrations, which are anything but traditional and have a spooky, dark fairytale and folk-art feel that would fit in with an occult anthropology book.

I love digest format books; but for once, I wonder if this one shouldn’t have been in a larger format. It’s a dense book and (as indicated by layout issues) there’s not a lot of white space.

(Actually there was some trouble with the PoD for Perdition, where page numbers, flags and some full plates were truncated (vertically and horizontally). This was fixed in my replacement copy (mostly) although the borders of some of Russ Nicholson’s full plates are slightly cut off)

Perdition divides up 326 pages roughly like this:

  • character generation including class, race and other bits (around 80 pages)
  • the usual miscellaneous rules for encumbrance, hirelings, languages, skills etc. (30 pages or so)
  • equipment (12 pages)
  • encounters (20 pages)
  • magic (90 pages)
  • monsters (40 pages)
  • finally GM’s section (“Agonarch”) that runs to the end (30 pages)

The contents page is great and the order is (mostly) logical. I had no trouble jumping to the sections I wanted to read. The book also provides a “Change Quick Reference List” on page 10 that tells us exactly where the system diverges from the SRD template. The authors know who their audience is.

Remarks

First, the Character Class and Magic sections — which are effectively player-facing — dominate the book with more than 50% of the page count. There are a lot of options for what you can play, and the game is the AD&D race-plus-class style with over 80 combinations (if you have the right stats). The classes are thoughtfully arranged into four groups based on Tarot suits (although I can’t see much Tarot symbolism elsewhere, but maybe I’m being thick) and the way you like your characters to get things done — fighting, skills, social and magical.

The magic section is extensive and that’s partly because there are many branches, some of which are specifically for certain classes. This means if you want to cast magic you’ve got to absorb both the class options and the magic section to make your decision on what to play. I like the way magic is handled with all the different schools, the Minor/Major/Grand distinctions (as opposed to levels) and the spell surges and so forth. But it’s a significant undertaking for starting players (and taxing if you’ve only got one book between you).

The monsters are the next largest section (and note that there are several fiends in the Summoning and Druidic magic sections also) and the Devil Lords get Russ Nicholson’s lovely art. If the goal is to communicate the setting through rules then I guess class, magic and monsters should be the dominant sections.

But actually the part of the rules I expect the whole game to revolve around is relatively short. The section on dealing with Devils and Demons (including summons, contracts and communication via the Vile Court) is appended to the general rules for equipment and skills and is maybe around 10-12 pages long. This sub-system together with some comments on the Wickedness stat in the Agonarch’s section is possibly the most important in the whole book. That I feel is the game’s real USP.

What else? Experience is treated as Prestige, an in-game currency that is used to claim levels, and also pay for petitions via the Vile Court (an idea I love, as it’s something I have in mind for Black Mantle). There’s a bit on Titan-sized monsters which can be both antagonists and locations (as in Shadow of the Colossus, island fish, etc.). There’s social and mental conflict (and hit points & armour class). The Encounter process causes PCs to suffer stress with successive encounters.

In summary, a lot to like, but also a lot to digest. I expect most OSR games to be nicely modular with a simple core — and Perdition is probably the same, but it’s different enough that you need to absorb it properly — it’s medium rather than low crunch and demands investment to play.

Crypts & Things

Crypts & Things is much more mainstream in terms of fantasy, though as said above it’s at the Howard and Leiber end of low fantasy as opposed to Tolkien’s high fantasy and great clomping feet. Comparisons with Conan and Hyboria (or Hyperborea) are inevitable — a ruined world besieged by “Others” via a mountaintop gate, pre-human civilisations, and a Barbarian character class.

I thought publishers steered clear of green book covers (when I was putting this image together for Fictoplasm it was a real struggle not to make the image as single wall of blue). Whether that’s true or not the lambent green cover is all you need to tell you that everyone on Zarth is fucked like a chronic case of Martian syphilis. Singing maggots aside it’s a very pretty cover (by David Michael Wright, who also did the interior art) with a male barbarian and female sorcerer squaring off against horned undead, a huge snake and a skull shaped portal in the background. The interior B&W art is consistent and sharp and on the whole very nice if a little safe with a procession of PC in a pose, snake person, ziggurat, snake person, temple, PC in a pose again. The best art (IMHO) is in the monster section (the place where it’s needed most).

The book is your traditional, large format and 2-column layout, plenty of white space. Hardly exciting by modern standards, but — and this is a big plus for me — printer friendly. The content is broken down into books — the Scrolls of Wonder (Player’s Guide) and the Book of Doom (for the GM). The former runs to just over 100 pages:

  • Creating a character, character classes and Life Events (approx. 40 pages)
  • Spell lists (20 pages)
  • How to play (20 pages)
  • The Continent of Terror (5 pages)
  • What the Elder told me (10 pages)

Then the Book of Doom’s approx 130 pages is divided like this:

  • The Secrets of the Continent (15 pages)
  • The Others (8 pages)
  • Antagonists including Snake People (4 pages) other bad guys (5 pages) and a bestiary (60 pages)
  • Treasure (5 pages), Adventures (20 pages) and author’s notes on play (10 pages)

The contents page is brief, the index longer but it’s all functional — I certainly wouldn’t have any trouble finding the section I needed.

Remarks

Let’s say retro-clones diverge in two directions: either greater diversity and choice, mixing and matching racial and class options (the AD&D way) or a reduction in the number of options (the Basic D&D way). Perdition is a great example of the former, while C&T does the latter.

Reducing options means reducing the number of decisions players have to make before kick-off. With four core classes and one homogeneous magic system C&T has a much lower cognitive overhead than Perdition. In fact C&T has an immediacy to it — thanks to the life-paths, the gazeteer and the “What the Elder Told Me” section (eight sets of culturally-biased answers to common questions like “who are we?” and “what is magic?”) I expect it would be quick to get up and running — which matters to me as I’m most likely to run OSR games as casual one-shots.

Downsides? C&T is a bit cartoonish; the classes are templates to be filled in, as is the landscape. That’s not a downside for me — I like my games painted with a broad brush and I don’t care for overly detailed settings. I feel C&T hits a sweet spot with just enough of a sketch to make the world a jumping off point rather than a straightjacket.

What else do I like? I like Skill and I like Luck. I also like the one kind of Sorcerer (as opposed to MU and Cleric) and three colours of magic, each with their own costs. Although based on earlier reviews (e.g. here and here) I had certain expectations and there have clearly been a few changes in the “remastering”. It seems previously White magic cost nothing, Grey cost HP and Black cost Sanity. Now White attracts “Others”, Black gains you Corruption and Grey has no cost.

Let’s talk briefly about Corruption and Sanity. I honestly can’t see the value of having both and in general I can’t see the point of CoC-style Sanity in a fantasy game — it made no sense when it was tacked onto Stormbringer and it’s not a great choice here. Corruption, now that makes sense. If only there had been more than one page devoted to it. The rules seem punitive; if it really goes up for every spell level cast then a 5th level sorcerer could see a bump of 9 points in a day’s adventuring. The rules for other classes being corrupted are hand-waving, as are the ones for reducing. The real problem is this isn’t a currency the players can manage except by not going near Black magic in the first place. A fair strategy and maybe the designer’s intent, but boring.

Final Words

Crypts & Things is formulaic, safe, evolutionary rather than revolutionary. I’d call that a strength, because the people I play with are only likely to engage with OSR games on a casual basis. The game has just enough flavour. It could be my go-to system for clearing up those LotFP modules cluttering my hard drive.

Perdition is uncompromising, detailed and unique. I don’t think I’d get the time to play it to the depth it deserves. But even so, I’m very glad I read it because it’s remarkable both in concept and execution.

Tuesday, 25 October 2016

RPG Revisited: Continuum and Narcissist

Narcissist is the companion game to the compelling but unplayable Continuum, slated for a 2008 release but so far yet to see anything beyond the 0.7 testing release.

In this post I’ll do a couple of things. First, I’ll look at Narcissist as the counterpoint to Continuum (which I’ll revisit, natch). Second, I’ll discuss the playability of both games. The second point is important because I’ve always considered Continuum unplayable due to the arcane Time Combat and punitive book-keeping. Is that true?

I have a thing for dead games. On the other hand Continuum and Narcissist are only dead in leveller terms. Their death is in both games Yet, but maybe they can still do great things.

Continuum Revisited

continuum

The Wikipedia page has an extensive write-up of Continuum, although it misses a couple of key points. These are the highlights.

Spanners are time travellers. Their ability to travel is measured in Span, which is counted in fractions up to one and then whole numbers after that. The Spanner rank determines how far you can go in both time and space between resting (ranging from seconds and inches to many thousands of years and miles). Spanner rank is taught, based on merit; and the ability to span is technological (nanotech to be exact), not magical. Spanners actually make use of the “sky road” aka the Van Allen belt.

There are three imporant eras in the setting, from 18000 BC up to 2400 AD. At the start there’s the Antedesertium, the origin of the narcissists, the self-serving enemy time travellers who oppose the Continuum. At the end there’s the spacefaring Inheritors, an inevitable future society of time travellers who no longer have to use the Sky Road. In between there’s the human Societies stretching for 20,000 years or so.

inherit

The Continuum is all about preserving the timeline. Alternate timelines are fallacious and heretical, as are parallel universes. The Continuum has a set of maxims which must be obeyed, including trusting your elders (they know more than you) and the limits of how much you can help a paradoxical situation.

cont

Speaking of paradox, frag is a measure of paradox and is applied personally to spanners, and it’s their job to deal with it.

Information is everything. What you actually know is really important, partly because of your personal Yet. Everything is technically fated to happen, but you can’t know what will happen if you haven’t observed the outcome. There are little rules here and there about what happens when you meet yourself (a gemini incident) and what happens if you skirt around your own death and then get killed a second time. But most importantly the rulebook is laid out according to Span, as though the player characters were progressing up the hierarchy. Crucially behaviours change as your span goes up. You age differently; you join Fraternities (Traditions, Bloodlines, etc.); you participate in the Greatest Game. Most importantly your spin on what the Maxims actually mean and tell you to do changes as you go up the ladder and learn more about spanning, becoming responsible for lower ranks beneath you.

The book is rounded off with accounts of the war between the Antedesertium and the Continuum over the zodiacal ages. But make no mistake, the outcome of the war is a foregone conclusion. The Continuum dogma does not allow for any future except the ones where the Inheritors succeed the Societies. The Inheritors at the end of time are thoroughly invested in that outcome, and they exceed the Span of any in the Continuum; therefore they will always ensure paradox is corrected and the timeline stays on track.

Narcissist

narcissist

Narcissist makes sense — and is a lot of fun to read — as a direct counterpoint to Continuum.

Being the same “Dreamcatcher” system it has a lot in common with Continuum — some parts of that book have been re-used (skills, leveller combat) and others have been tweaked ever so slightly to work from the “crasher” POV. So, here are the highlights:

  • “narcissist” is an epithet applied by the Continuum to the self-identified crashers
  • The Continuum is called “the Swarm” by crashers
  • Whereas Continuum spanners are invited, Crashers are recruited by “artisans”. The process of alteration is physical — as the book says, crashers are “retooled machines. You were not born; you were built.”
  • The Continuum have ranks based on Span; the Antedesertium have castes starting at zero (levellers) then going through low-level Pressed, mid-level Merchants and up to Princes, Kings and Gods
  • The crasher credo is fundamentally at odds with the Swarm/Continuum, which it views as a constrained vision of the future (where it insists that mankind “does not reach the stars”). Crasher philosophy is based on a number of paraverses, and creating crash points that can be used to generated gates to those paraverses. There’s still the concern about generating Frag but it’s also waved away in places with “but the Continuum will deal with Frag anyway”.
  • Most interestingly, there is a counterpoint to the Continuum’s inevitable timeline involving the Inheritors. The Kings and Gods of the Antedesertium are convinced that “in the final analysis, we will overpower them. It is only a matter of when, and if as immortal gods we should even bother”. This assumption relies on the existence of many universes overwhelming the one Singularity the Continuum is allied with and approaching.

So, basically, you have the same game, but perfectly inverted. One side relies on a philosophy of convergence to a singularity far in the future; the other side relies on the root of many branching paraverses deep in the past. But even though the philosophy of how time travel is achieved differs, the underlying mechanism — that of spanning, and Time Combat — is the same.

There is something beautiful about how Narcissist handles time travel, however. First of all low-level crashers are built by infecting them with stolen nanotech from the other side (specifically the Fraternity of Physicians). Second, they travel in time via the Royal Road by hopping to different paraverses.

In this game different paraverses are rated for Proximity (to where you are now), Thrust (scale, energy, mass, size) and Drift. It’s Drift that determines how fast time runs relative to your current paraverse; so to travel in time all you need to do is hop onto a faster drifting paraverse, then hop back and hey presto, you’re in the future. The Royal Road includes cascades of paraverses with graduated drift that can be used to make precise jumps.

(It reminded me a lot of Nine Princes in Amber).

narc

Another cute twist that Narcissist makes is the treatment of doubles or Gemini. The Continuum’s maxim of “trust your elders, they know more than you” applies to versions of oneself (elder Gemini). This is inverted by crashers, for whom elders you cannot remember are inherently untrustworthy, since they could be echoes or other Continuum tricks, or a corrupted older self. Disbelief protects against this. Not only that, crashers have a mercenary approach to their own doubles from other paraverses, being prepared to murder them to fake their own death in another paraverse, steal their lives and resources, and so on. Of course the Continuum’s dogma means this philosophical point isn’t really a concern.

Playability

At first sight the problem with Continuum is the sheer amount of book-keeping needed. Each player maintains a span card detailing their spanner’s every jump backwards and forwards.

Actually I think that’s fixable. Find a way to simplify recording the jumps, accumulating tokens, tracking locations and the number of visits each PC has made to them. Consider how complicated the combat is in Burning Wheel but then how easily it can be simplified by just laying down the moves on cards — which I believe is just what Mouse Guard does. You could do exactly the same with Time Combat moves and make it much easier to see what’s happening.

Narcissist seems much more playable than Continuum simply because it’s more interesting to be the underdog and the outcast fighting the system; but structurally it’s identical. Whereas Continuum’s Span 1 spanners start out in a Corner working for a Span 3 or whatever fixing things, Narcissist’s low-level Crashers will be working for their Artisan and later other higher ups from the Merchant and Warrior castes making crash points and new gates. I don’t see much of a difference.

The question is, why should they bother if their philosophy says their version of the timeline is inevitable? What are they actually doing? For both sides it sounds like pointless busywork to me.

Continuum notably has an “Appendix A” which is a list of all the things the game is not. It’s not about policing the timeline. It’s not about the mortals left behind. It’s not about the loneliness of being a time-traveller. It’s also not about a self-repairing universe or “chronos ex machina”. I’m struggling to work out what the game authors actually think the core activity is, aside from engaging in Time Combat all the time.

What would be playable, and interesting to play, would be a game where the characters live on the fringes of one side doing its dirty work, and are forced to make compromises and accept the philosophy of the other side to get things done.

I drafted a game called Transuranic World a while ago (and playtested it a couple of times). This was basically Sapphire and Steel as a PbtA game. It never went anywhere; but re-reading Continuum and Narcissist has made me realise what was missing — the philosophy, the high concept and the overarching vision of the timeline. It was fine when the time agents Sapphire and Steel only hinted at their true philosophy and motivation, but roleplaying games need more, I feel. This may just be it.

Last Words

Continuum and Narcissist are masterpieces of worldbuilding, but as games they’re no good. But out of two difficult games there’s one game with a great deal of potential. This is what I would change:

  1. The premise for what the actual characters do should be as time-repairers or time-crashers; but to achieve their ends they will come into contact with, and have to engage with their opponent’s philosophy, and risk accusations of treason from their own side.
  2. Thus they need to keep track of not only Frag but also Standing with their own organisation — something that is tainted by their contact with the opposition.
  3. For the actual mechanics, Time Combat needs better representation at the table. I would set the arena for Time Combat beforehand. Much like a Sapphire and Steel mystery this should be a closed field where time has been looped or otherwise perverted. Gates to other universes of infinite possibilities are not very interesting. Pockets with the potential to create Gates are much more interesting because they defy local physics and temporal philosophy, at cost to whomever is inside.

That’s what I would do, and what I may do if I ever come back to Transuranic World. I’m currently suppressing the ideas and trying to finish old projects rather than start new ones.

If these books ever see print again they should be as tête-bêche bindings with the final chapters in each comprising the timelines, converging on their mutually-exclusive zeniths.