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!
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 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
You can get Flotsam for as little as £9 / $12 for the PDF.
I’ve been working hard to get Flotsam ready for kickstarter, and it looks like it’ll be ready to launch some time in July.
Flotsam is a game for 3-5 people about outcasts, renegades and misfits living in the belly of a space station, in the shadow of a more prosperous society. You focus on their everyday lives, their relationships and small-scale, interpersonal drama.
You could play:
The cast-off, an ordinary person fallen on bad times;
The Thunder, a tough ganger who makes the rules down here;
The Voice, the charismatic leader of a cult or community;
The Spider, a ruthless trader or spymaster;
The Sybyl, a prophetess with uncanny powers; or
The Hybrid, part human and part something else (alien, AI, god… there are lots of options).
The game is GMless: Each player gets one Primary character to play, as well as one Situation that they help to develop and push forward when not playing their Primary. That can be a lot to juggle, so the game has a simple, streamlined system that’s geared towards giving each player maximum control over the pacing of their own scenes, so you can have quiet, tense emotional scenes when you want them, or high-energy, threatening scenes when you feel like hitting the gas.
The game’s system pushes you to focus on your relationships and personal flaws, to move your character out of their comfort zone and develop them. Over time you’ll see those relationships and flaws change, and your characters grow. As such, it’s designed to work best in campaign mode. Over a handful of sessions, you’ll get to see real evolution of your character and their relationships.
Nonetheless, I wanted the game to be playable as a one-shot, so the game will include rules for quick-start play, using simple scenarios with pre-generated characters and situations. These will be designed to kickstart play with relationships that are already on the point of change, and problems at the point of exploding. It’ll mean you can play the game in 3-4 hours.
I’m excited to share the game with you! If you’re interested in this project you might want to follow the Black Armada kickstarter account here, so you’ll get a notification when the campaign launches. If you have questions or would like to talk to me about the project, you can comment here or contact me at flotsam (at) vapourspace (dot) net.
Finally, I couldn’t end this article without sharing the work-in-progress cover art by Anna Landin. It’s only a sketch and it’s already looking great! Honestly, commissioning art is one of my favourite things about being a game designer.