Black Armada supports KSRU

We’ve been watching closely the attempts by the Kickstarter United (KSRU) to get recognised by Kickstarter as an official union. We’ve been dismayed by the response by Kickstarter. We support staff efforts to unionise, and we support the demands for Kickstarter to #recognizeKSRU.

We would like to emphasise that KSRU have not called for a boycott of Kickstarter, and doing so unilaterally at this stage is likely to undermine efforts to secure recognition. We are not boycotting Kickstarter. With that said, we support individual choice and nobody should be attacked for choosing to stay away from the platform at this time.

Below is an email we have sent to Kickstarter senior management (kickstarter-sot(at)kickstarter.com) and to thoughts(at)kickstarterunited.org. We’d urge all creators and backers to make your support known too.

To whom it may concern


We are writing as co-owners of Black Armada Games. We are three-time creators on Kickstarter. We have backed dozens of projects ourselves. We truly appreciate the service that Kickstarter and its workers provide to help entrepreneurs and individuals alike bring their dreams to life. We are substantial beneficiaries of that service, and we would like to use it again. Indeed, we have a campaign coming up in early 2020 that we would like to put on Kickstarter.


However, your company’s position on recognition of Kickstarter United has put us in a very difficult position. We support employees’ right to unionise as a matter of principle. We support the aims that KSRU have put forward – honestly, we struggle to see how anyone could disagree with them. It seems to us that those aims, and the support for workers to be able to unionise, is strongly consistent with Kickstarter’s stated values, not least as Kickstarter is a public benefit corporation.


It is clear that Kickstarter’s actions have been to oppose unionisation. While you have claimed to take a neutral position, in practice you have argued against forming a union, you have pushed for a process (NLRB elections) which will impede the speed and likelihood of the union being recognised. And that is without even considering the sacking of KSRU organisers, an action which looks deeply suspicious. We are horrified by these actions and, were KSRU to call for a boycott, they would have our wholehearted support and compliance.


With all that said, we have a decision to make as to whether to put our next campaign on Kickstarter or choose one of your many rival crowdfunding sites. We imagine we are not alone in reconsidering whether Kickstarter is the best platform for our brand and our values. We do not wish to undermine KSRU and we are not boycotting your site, but as a business we have to choose the best platform for our work. We may yet decide to continue with Kickstarter, but this issue weighs heavily in our minds.


And so we call on you to voluntarily recognise KSRU. End your oppositional behaviour. Redeem your reputation and move on from this PR disaster. Live your values and those of countless creators and backers. And selfishly, we’d ask you to do it swiftly so as to make our decision about our campaign an easy one.


Yours


Josh Fox and Becky Annison

Black Armada Games

Bite Marks is on Backerkit

We’ve sent Bite Marks off to the printers, which means it’s now available for pre-order if you missed the Kickstarter campaign.

Bite Marks is a PBTA game of werewolf pack dynamics. This is a game about being a werewolf, in a Pack. The Pack is a deeply intimate and close family; like a family, sometimes it is full of love and happiness and sometimes it is brutal and dysfunctional. But love it or hate it, you can’t ignore it – it will shape you. Fearless Alpha, dedicated foot soldier, pacifist scholar or rebellious cub – your relationship with the Pack is the cornerstone of who and what you are.

You might notice the game’s name has changed – we had some difficulty with a similarly-named board game, hence the change. We hope you like it!

You can pre-order Bite Marks here.

Get our games on itchio

We’ve also uploaded our back catalogue of smaller games to itchio. These include some of the first games we ever designed. Create your own disaster movie, fight a deadly duel between close friends, play farm animals overthrowing the despotic farmer, and more. Most of them are free (with optional donation).

And we’re uploading the games we’ve offered through our patreon. The first two games, Soap Bubble and What the Water Gave Me are already up there, with more coming soon. Of course, if you like these then you should consider backing the patreon, where you’ll regularly get games like this, before they show up on itchio.
 

Last Fleet playtest

The first two rounds of Last Fleet playtests are complete. As a reminder, Last Fleet is a PBTA game where you play brave pilots, officers, engineers and politicians on board a rag-tag fleet of ships, fleeing across space from an implacable, inhuman adversary.

The game is in great shape, but there have been some tweaks which need further playtesting. If you’d like to take it out for a spin, drop us a line at lastfleet@vapourspace.net and we’ll send you a playtest pack.

How I run investigation games (part 1: prep)

A really juicy mystery, with the cool feeling of piecing together clues and coming to the correct conclusion, is one of my favourite things in roleplaying. It’s also something that I feel isn’t well delivered by existing RPG systems. Here I’m going to talk about my approach to building a mystery and enabling real investigation.

This isn’t the first time I’ve explored this terrain. Back in 2013 I talked about how mysteries are like stones falling into a pool, creating ripples. And I went on to talk about how investigation isn’t just about clue detection, but about deduction and reaching conclusions. But I stopped short of talking about how to construct a satisfying mystery, which is what I want to do now.

Just for the moment, let’s assume I have an ok system that will cover the business of discovering clues, and an ok premise that make sure the players want to investigate this mystery. I may come back to these later, but let’s imagine they’re solved problems for the purposes of this article. Let’s also assume I’m running something that has a substantial investigative focus, so there’s more than just one simple mystery to solve.

I then create my mystery in a number of fairly discrete steps:

  • Decide what the fundamental driver of the mystery is. Something like “There’s a cult trying to summon a demon through a series of ceremonial sacrifices”, or “House Rukh are planning to assassinate the governor and take over the planetary government”
  • Generate from this driver a series of events. These can be past events which the players are (presumably) going to be investigating, or future events which the players are (presumably) going to be trying to avert.
  • For each past event, I generate a footprint, that is, a set of clues which are out there waiting to be discovered by the players.
  • The footprint breaks down into physical clues and witnesses, which are obviously investigated in different ways. Each of these is amenable to assigning a location and/or time. I’m also thinking about the ways in which the players might discover the clues, though I’m leaving myself open to other ways as well.
  • For future events, I generate a timing and/or trigger, some consequences, and (in case the players don’t find out about it until after it happens) a footprint, exactly as for a past event.

For instance, let’s look at the cult example:

  • For events, I decide that the cult has already sacrificed two victims. One of them was pursued through a particular district in the city in the night, and then murdered in a junkyard. The other was killed previously and more quietly, in their apartment.
  • The pursuit generated some witnesses along the route it followed – people who heard screams for help and some who looked out of their windows to see a group of figures pursuing the victim.
  • Both the murders generate a corpse, some messy bloodstains, perhaps a footprint. They also include the identity of the corpse – for the junkyard murder that may not be obvious, while the apartment victim (if the players discover it) is in their apartment so probably can easily be ID’d.
  • The junkyard murder will be reported, which is the trigger for the players’ investigation. The apartment murder will likely lie fallow for a while, but might show up later.
  • I also create three future events: a near miss where someone is cornered by the cult and nearly killed, but escapes by jumping out of a window; and a murder that involves an initial kidnapping and the victim being brought to a specific site for the final sacrifice. Perhaps the near-miss will report in to the authorities and the players can find out about it that way. Perhaps the kidnapping will be reported, perhaps not.
  • At this stage I might also add in some kind of link between the various murders, be it geographical (the locations form a shape on the map, with the final sacrifice in the middle) or social (the victims are all highly religious people, say), or whatever.
  • If the final sacrifice is completed then the demon will be summoned and a whole new set of events will be generated after that (but I don’t bother thinking about that right now, because I’m expecting that the players will stop the sacrifice happening and/or kill the demon after it’s summoned.

Once I’ve planned all this out, I’ll review what I’ve got to make sure there’s enough there to give the players a fighting chance of cracking the mystery, but not so much that they’ll solve it in five seconds flat. I can add or remove witnesses and clues until I think I have got that right. Of course, my future events ensure that, no matter what happens, the players will have something to do. If time passes and they haven’t made progress, the next event happens.

I’ll then break the information down into a number of components I can use:

  • A timeline of events
  • A list of locations with clues that can be found there
  • A list of characters with motivations, information they might have and any key abilities

Once I’ve got all that in place, the game more-or-less runs itself. The players move from location to location as prompted by clues and/or a future event becoming a present event. Perhaps they discover clues which help them to get ahead of the timeline, perhaps the timeline runs ahead of them and they’re forced to confront a scary situation unprepared.

I’ll talk in a future article about how I use this prep in practice.

This article is supported through the Black Armada Patreon.

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Designer diary: Last Fleet

I’ve been getting quite a bit of feedback on my current WIP, Last Fleet. In case you’ve missed hearing about it, the game is about the last surviving members of the human race, fleeing across space from an implacable inhuman adversary. The players are brave pilots, officers, politicians and journalists, struggling to keep the fleet – and themselves – in one piece, under immense pressure.

As you might gather from the above, a key theme in Last Fleet is pressure. The core mechanics revolve around gaining and losing Pressure, which acts like hit points and mission/team pool all rolled into one. Crucially, players can gain +1 to any roll, after rolling the dice, by marking 1 Pressure. This means players tend to push their Pressure up of their own accord. Your Pressure track has room for five marks, after which you have to mark and perform a Breaking Point action whereby you do something risky or irrational. Eventually when you’ve marked them all, the (presumably) last Breaking Point action is to die.

Side note: if this sounds quite a bit like Night Witches system of Marks, that’s no coincidence. I’ve drawn inspiration from that. And as you’ll see, I think the lessons from playtesting are pushing the design to being more similar to Night Witches than it currently is.

A significant issue in playtesting has been getting the balance right between being under too much pressure versus not enough. There are lots of variables which can affect this:

  • How often the players make actions that allow them to erase Pressure (social stuff, mostly);
  • How much space the GM gives them to do that;
  • How much the players have to roll the dice;
  • How serious are the consequences the GM puts on the line;
  • How much players work together to min-max their rolls and apply maximum bonuses from assists; and (not forgetting)
  • How well the players roll.

So the system puts the players under pressure, but getting it at the exact right level to avoid either crushing them or leaving them feeling totally relaxed, seems to be a bit of an art. But I’m currently feeling that the system itself makes it too easy to reduce Pressure, while leaving the consequences of bad rolls insufficiently terrifying to prompt the players to increase their own Pressure all that much.

So where is that leading me to? Three (or maybe four) things:

  • I’m toughening up the consequences of bad rolls, including on a 7-9, to increase the stakes of failure. In turn that should mean players wanting to spend more Pressure.
  • I may reduce the overall statline of starting characters, which currently start with +2/+1/+0/+0/-1.
  • I’m reducing how much Pressure is erased when Pressure-reducing moves are taken.
  • I said maybe four. I’m considering whether players trust each other too much. The initial relationships set up tend to push things towards distrust and conflict, but I’m not sure if I’ve taken it far enough. Something to think about.

What’s interesting is that the stories people are coming back with from playtesting sound like exactly the sort of play I want to see – so while people may not feel sufficiently pressured, the game is fundamentally working ok. It needs tuning, perhaps even some significant redesign of individual components, but the overall shape of the design seems right.

If you’re interested in Last Fleet, get in touch! I’ll be doing more playtesting later in the year and I’m always keen to have more playtesters.

Is it ok to fudge rolls?

I was bodding about on Twitter recently and I came across this:

Reading through the comments I saw a lot of pushback against point 2. People saying “But it sucks if some random roll means I get killed by an orc in the first encounter.” “Some players don’t like it when they die, it isn’t fun.” “It’s ok if I got the threat level wrong, so I’m just correcting my mistake.” “You shouldn’t have rolled the dice if you weren’t ready for that outcome.” And so on. This got me thinking about why people fudge dice rolls at all.

Now as I see it, the answer is pretty straightforward. People fudge dice rolls because their chosen game isn’t giving them sufficient discretion in decision-making. They rolled the dice, and what they rolled means they are forced to either implement a fictional outcome they didn’t want, or fudge the roll.

When this happens, it is probably because the game is premised on a simple linear process:

Someone makes an attack -> roll dice -> inflict damage (or not)

See how that works? As soon as the GM picks up the dice, they’re committing to possibly inflicting damage on you. Maybe it will kill you. But that’s all that can happen. They can’t knock you out, they can’t take your stuff and leave you tied up. They can’t leave you beaten but humiliated. And that’s just thinking about possibilities relating to us fighting. We haven’t even got started on how they can’t reveal a terrible secret that will leave you crushed and sobbing, or have a totally different threat raise its head.

My point is, I think a lot of people are playing games with what you might call ballistic mechanics. You get to choose whether to pull the trigger (i.e. roll the dice) but once you’ve done that, you have no choice in where the bullet hits (i.e. what the outcome of the dice roll is). You can solve the problem by cheating – by ignoring the die roll – or by using a system that fires smart missiles instead of dumb bullets.

There’s plenty of games out there which continue to give you choices after you’ve rolled the dice. A failure doesn’t have to imply a mechanically fixed outcome. If you’re reading this and wondering what games I mean, one good avenue to google is Powered by the Apocalypse or Forged in the Dark, both of which give real, hard consequences to dice rolls – but in a way that gives you interesting choices rather than automatic pre-defined outcomes.

Even D&D (which I assume is what we’re all thinking about here) doesn’t need to be implemented like that. I mean, come on. It isn’t like you haven’t used house rules or not-technically-RAW “roll a d20 and I’ll tell you what happens” for umpteen other things. So why be a stickler about the attack roll? Why not say that on a hit, the orc disarms you, then headbutts you into unconsciousness. You wake up in chains. Hard consequences that generate more fun, instead of snuffing out interesting possibilities.

So if I’m so keen on interesting outcomes, why not just fudge the roll and do it that way? Well, like the Tweet said, this is about social contract. If you’re playing in a group where the expectation is that successful attack rolls lead to hit point loss and hit point loss leads to death, then you’re playing with fire if you don’t enforce that. You’re essentially saying “your choices were meaningless; you thought you were risking death to achieve your goals; you thought there was a point to me rolling these dice; but you weren’t and there isn’t. You might as well stop recording your hit points and stop rolling the dice because the real decision-maker is me, the GM, and I’ll ignore the dice when it suits me.” The whole point of systems with dice rolls is to create risk and drama and make choices meaningful.

The same applies to games where hit point loss and death aren’t automatic consequences of a roll, by the way. Just because I can opt to have you KO’d and captured by the orc instead of killed, doesn’t mean its all just arbitrary GM fiat. I have to abide by the fact that the dice were rolled, so something bad happens. I can’t just shrug my shoulders and say “nothing happens”. If I do that, I’m equally guilty of denying you the fruits of your decisions as the GM who refuses to inflict those hit points because they think it wouldn’t be fun.

But I think that a lot of groups in their heart of hearts don’t want a social contract like the one we see in D&D, RAW. Dying at an arbitrary moment because of bad dice rolls is not everyone’s idea of fun. I think that’s why we see so much fudging going on – because people don’t actually like what the rules tell them they must do. The point is, you’re breaking the social contract if people thought hit point loss and death was a possibility but it actually never was; but you can have a different social contract if you want. You have to ask yourself in advance whether you want arbitrary death or not. You have to talk to your group about how you play the game, and get their consent.

“Hey, I’d like to play some D&D, but I’m not really into the whole ‘one bad roll and you die’ thing, so I’m using a different set of rules. Ok?”

If you do that, then you’ll get the outcome you wanted – you remove arbitrary “un-fun” death from your game. But you get it without having to cheat people out of meaningful choice, and waste time rolling dice when you have no intention of enforcing the results of your rolls. Everyone can engage with the encounters you present, knowing what’s on the table and what isn’t.

48 hours left to back Bite Me! on Kickstarter

Update: Please note that Bite Me was renamed to Bite Marks, after the campaign closed. The game can now be pre-ordered from Backerkit.

We have been running a Kickstarter for Bite Me! – a game of werewolf pack dynamics here: https://www.kickstarter.com/projects/blackarmada/bite-me-a-game-of-werewolf-pack-dynamics and we are down to the last 48 hours.

Vincent Sammy is illustrating the game … gorgeous.

As you know I love Werewolves and werewolf packs especially and this is a labour of love which I’ve talked about before on the blog.  I wanted a game which combined all the tropes of Werewolves like control, domination and hyper-violence and used that to fuel messy relationships and explore pack dynamics.  This is that game.

The campaign is funded and we have hit the first stretch goal but I really would love to get to the stretch goals by Whitney Delaglio, Kelley Armstrong and Paul Czege if we can.

If you’ve backed or shared already then thank you so much and if you have been thinking about it then there is 48 hours to make your move!

Reflections on play: Pasion de las Pasiones

I was recently lucky enough to get to play Pasion de las Pasiones by Brandon Leon-Gambetta. Pasion is a (currently ashcan-only) PBTA game based on telenovelas. If you haven’t come across telenovelas, my totally uninformed layperson’s summary is: overwrought, over-the-top Latin American soap operas. Now you might be thinking “why would I play a game about that when I know nothing about telenovelas”, and that is what I thought too. I couldn’t have been more wrong.

Pasion is brilliantly designed to reinforce the themes of a telenovela even for a complete novice to the genre. The core mechanics and the playbooks point you in the right direction, probably more effectively than any other game I’ve seen. You cannot really go wrong simply noticing the things that will give you a mechanical benefit and doing them – and if you do, you’ll naturally get both a fun experience and an on-genre experience.

Before I talk any more about how it does this, let’s just look at some things that happened in our game to give you an idea what I’m talking about:

  • Ernesto, the eyepatch-wearing drugs kingpin, fed his lover Maria’s sister to a pair of jaguars for refusing to do his bidding.
  • Ernestino, Ernesto’s twin brother who everyone thought was dead, makes love to Marcela (who is under the impression she is making love to Ernesto) against a marble statue of aphrodite.
  • In a single scene, Maria reveals that she has been posing as a nun to sooth the pain of a wealthy landowner (and inveigle herself into the landowner’s inheritance), and then agrees to run off with Ernesto, ripping off her habit to reveal a slinky dress underneath.
  • The police descend on the (deceased) landowner’s mansion at the reading of her will, to try and wipe out Ernesto’s drug empire, forcing Ernestino and Marcela to smash through window to a waiting limousine, while Ernesto and Maria shoot their way to Ernesto’s helicopter.

In other words, think of a Western soap opera, then imagine that all concerns about suspension of disbelief and overacting have been not merely removed, but destroyed with a flamethrower, and you get some idea of what you’re in for.

So how does Pasion do it? Start with the playbooks. Each one has a set of props which you can choose from to help add flavour to your character. This simple decision makes it easy to see what the character is about. My character Ernesto was essentially built from those props: an eyepatch, a scarily large knife and a huge mansion. More standard for PBTA are the moves and the relationships – though these are very good, and further reinforce the character type and the themes of the game. Most fun of all is your character’s question; as long as you can answer yes to it, you get +1 to all your rolls. Examples are “are you taking control of this situation?” and “are you the centre of attention?”. Wonderful stuff.

Then there’s the basic moves, which are glorious in at least two ways. The first is the obvious, usual way that a well-crafted PBTA game does it, which is simply to point each move at the things you want the game to be about, in this case things like declaring your love for someone, accusing someone of lying, processing your feelings out loud and other such excellent stuff. But the one I’d like to dwell on is the way that stats work in Pasion. The way it works is: there aren’t any. Instead, each move has two questions attached. For each one you can answer yes to, you get +1 to the roll (plus of course your playbook question, which can add a further +1). The questions are things like “are you doing this for love?”, “are you doing this for vengeance?”, and suchlike. So not only are the moves themselves pointing you at the right sort of drama, you’re incentivised each and every roll to conduct that drama, and even shape your character’s motivations, in an in-genre way.

I’ll also mention flashbacks – only briefly, because we didn’t actually use them all that much, though I think they have a lot of potential. Pasion has a flashback move similar to what’s used in Leverage and Blades in the Dark. You can use it, just like in those games, to retroactively declare you have stuff set up to be prepared for whatever situation you’re in. But more interestingly, you can use it to reveal secrets about other characters, and have it be true, right in the middle of a scene. I wish I’d noticed this mechanic earlier on in the game because I’m sure this would be a lot of fun.

Finally there’s a wonderful little mechanic reminiscent of World-Wide Wrestling where – during other characters’ scenes – you get to play the audience watching the show at home, and during your own scenes you earn XP from their reactions. It’s a lot of fun.

I was super-impressed with Pasion de las Pasiones. If soap opera drama on steroids appeals to you then I’d seriously recommend it. You can buy it here.

Flotsam is available for pre-order

If you missed the Flotsam: Adrift Amongst the Stars Kickstarter, you can now get in on the action by Pre-ordering on Backerkit.

Flotsam: Adrift Amongst the Stars is a roleplaying game about outcasts, renegades and misfits living in the belly of a space station, in the shadow of a more prosperous society. You play through their everyday lives, interpersonal relationships and small-scale drama in the Below, a dangerous world where poverty, social strife and gang conflict sit side-by-side with alien technology and supernatural weirdness.

Imagine the Belters of the Expanse watching as Earth and Mars shape their lives, the civilians in Battlestar Galactica living with the decisions made by the military and the folk of Downbelow in Babylon 5, abandoned to destitution and squalor by those who built the station. This game is about characters like that.

The game is GMless and diceless, with rules that point your characters at each other and bring their relationships into sharp focus. They help you create a rich setting, flawed characters, and charged relationships which develop over time. You’ll watch your characters evolve and change before your eyes. It’s really cool.

Pre-order Flotsam Now



Bite Me! is coming to Kickstarter – Get on the Mailing List Here!

Update: Please note that Bite Me was renamed to Bite Marks, after the campaign closed. The game can now be pre-ordered from Backerkit.

The Bite Me! Kickstarter is getting closer and closer, practically snapping at our heels over here at Black Armada.

Bite Me! is a Powered by the Apocalypse Game of werewolf packs and it is a full throated emotional howl into these cold Winter nights.

If you want to know the instant the kickstarter emerges naked and bloody into the world then sign up to our mailing list here:

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Flotsam: Adrift Amongst the Stars

Flotsam: Adrift Amongst the Stars is now available to buy in our store. You can also find it on DrivethruRPG, on itch.io and in gaming stores worldwide.

Flotsam is a roleplaying game about outcasts, renegades and misfits living in belly of a space station, in the shadow of a more prosperous society. You play through their everyday lives, interpersonal relationships and small-scale drama in the Below, a dangerous world where poverty, social strife and gang conflict sit side-by-side with alien technology and supernatural weirdness.

Imagine the Belters of the Expanse watching as Earth and Mars shape their lives, the civilians in Battlestar Galactica living with the decisions made by the military and the folk of Downbelow in Babylon 5, abandoned to destitution and squalor by those who built the station. This game is about characters like that.

The game is GMless and diceless, with rules that point your characters at each other and bring their relationships into sharp focus. They help you create a rich setting, flawed characters, and charged relationships which develop over time. You’ll watch your characters evolve and change before your eyes. It’s really cool.

“Josh has put together something really interesting here – there’s glimpses of a larger setting through the world, but it only comes out through the lenses of the characters. Very clever stuff.” 

– Grant Howitt, co-designer of The Spire RPG