So, there's this weird little RPG called "Capes" by Tony Lower-Basch. And it has this crazy, semi-competitive, almost board game-like structure that I'm obsessed with. Unfortunately, I can't play RPGs anymore, but I keep wondering if I can boil this thing down into a more board game-like experience that I can bring to a board game night. I'm still working on that, but for now, I thought I'd share a scene or two of how this game works. I'll try to keep it focused, though. Wish me luck.
The game doesn't have a Game Master, or maybe everybody's a GM and they're all competing to tell their own stories. Now, you can lure the other players into your story with enticing story stuff, but you can also (and to some degree must) earn the resources to tell your story. It's not that complicated, but it's complicated. I guess I should just start.
Because it matters, we'll assume three players: Alan, Beth and Carl. (See what I did there with the names?)
Alan will go first, setting the scene. Because Alan is an unoriginal waste of skin, the scene will be a bank heist in the rough, "Foundry Row" neighborhood, that gets interrupted by superheroes.
Everybody chooses characters in order:
Alan decides on "Bank Robbers". Yes, he's playing a loosely defined collection of people. Maybe this isn't the best choice. Nobody has to play the bad guys if, for example, the heist were just the background for some other character conflict.
Beth picks "Gun Bunny", a patriotic, gun-toting heroine. She's sort of like one of those archer heroes, but with guns.
Carl selects "Gangbuster", a Foundry Row local who isn't at all invulnerable, but somehow just won't stay down.
BANK ROBBERS | |||||
Skills | Styles | Attitudes | |||
Shoot | 5 | Improvised Weapon | 2 | Furious | 3 |
Rough-House | 4 | Obedience | 1 | Abrasive | 2 |
Boast | 1 | Alpha Male | 4 | Confident | 1 |
Steal | 2 | Screw the Rules | 3 | ||
Outnumber | 3 |
GUN BUNNY | |||||
♦Powers | Styles | Attitudes | |||
♦Trick Bullets | 4 | ♦Chain Reaction | 1 | Selfish | 1 |
♦Rapid Fire | 3 | Fast-Talk | 2 | Flexible | 2 |
♦Ricochet Shot | 2 | ♦Always Got More Guns | 3 | Confident | 3 |
♦Pinpoint Accuracy | 1 | Frustrate | 4 | ||
♦Massive Property Damage | 5 | ||||
DEBT | |||||
Justice [1] | 1 | Truth [2] | 0 | Love [2] | 2 |
Hope [3] | 0 | Duty [1] | 0 |
GANGBUSTER | |||||
♦Powers | Styles | Attitudes | |||
♦Outnumbered | 2 | ♦Still Standing | 2 | Unflappable | 2 |
♦Rotten Luck | 1 | Thrill Junky | 3 | Bored | 3 |
♦Running Out of Time | 3 | ♦"Is that all you got?" | 4 | Determined | 1 |
♦Brutal Martial Arts | 5 | ♦"Not while I'm still breathin' you're not." | 1 | ||
♦Overcome Pain | 4 | ||||
DEBT | |||||
Justice [1] | 0 | Truth [2] | 0 | Love [2] | 0 |
Hope [2] | 0 | Duty [2] | 2 |
The first "Page" starts with the players DM-ing at each other, pretty much saying whatever they want short of controlling the other players' characters. Eventually, though, the Starter (Alan) takes an Action for each of his characters, bringing the rules back into play.
He creates a Goal: Bank Robbers Escape [1/1].
Beth has Gun Bunny act on that Goal with "Confident", because it's equal to or higher than the die she's targeting. "Confident" isn't a Power, so she won't be able to use it again during this Scene.
She narrates:She rolls one of the '1' dice on the Goal, getting a... '2'. She accepts the result, which means that everybody gets a chance to react to it, starting with her. She uses "Ricochet Shot", which she pays for by taking a point of Debt in "Justice".
She re-rolls the '2'... '6'!
Since no character can have an Attribute greater than '5', the other players can't React to this die roll further.
Goal: Bank Robbers Escape [1 FOR/6 AGAINST]
Interestingly, Carl goes another way with things. He creates a new Goal for Gangbuster.
Goal: Gangbuster Impresses Gun Bunny [1/1]
Beth is the new Starter, and now she gets the first chance to Claim one side of a Conflict. She grabs her side of Bank Robbers Escape. Gangbuster takes one side of Impress Gun Bunny. Alan passes.
Goal: Bank Robbers Escape [1 FOR/6 AGAINST(Beth)]
Goal: Gangbuster
Impresses Gun Bunny [1(Carl)/1]
There's more free-play here, describing the shoot-out a bit. Beth takes a moment to have Gun Bunny taunt Gangbuster. "Don't worry, old man! I've got this one. You can go ahead and take a nap or something!"
Gun Bunny tries to roll up the other side on Impress... with "Pinpoint Accuracy", taking a Debt in Love for no reason. She rolls a '1'.
She accepts it and reacts with "Rapid Fire", getting a '2'. She puts the Debt into Love again.
Carl and Alan weigh the odds and decide not to React.
Goal: Gangbuster Impresses Gun Bunny [1 FOR(Carl)/2 AGAINST]
On Carl's turn, he rolls Impress... up with "Outnumbered" (Debt in Duty). And rolls a '1'. Come on!
Of course he Reacts, with "Overcome Pain" (Debt in Duty), and gets '4'.
Alan chooses not to React, but Beth takes her chances. She reacts with Gun Bunny's "Frustrate" style, and rolls the '4' down to '2'.
Here's a twist! Even though Alan passed before, he can still React now. He must have an agenda! He uses the Bank Robber's "Outnumber" to roll up the '2' and gets... '4' again!
(That seems weird, right? But it's a perfectly legitimate move.)
Goal: Gangbuster Impresses Gun Bunny [4 FOR(Carl)/2 AGAINST]
Each player gets one Reaction, so that's it. Alan's turn.
Alan does something new. On his action, he creates an Event. It's like a Goal, but there's no goal. It's just something that's going to happen.
Event: A cloaked figure is about to escape into a glowing portal! [1/1]
The others could veto this Event if it sucked, or they just didn't like it, but it sounds cool, so they're in!
Now Conflicts (Goals and Events) get Resolved. We check for Claims. If the Claim won, that player resolves the Conflict.
Goal: Bank Robbers Escape [1 FOR/6 AGAINST(Beth)]
Goal: Gangbuster
Impresses Gun Bunny [4 FOR(Carl)/2 AGAINST]
Event: A cloaked figure is
about to escape into a glowing portal! [1/1]
The Conflict now generates Inspirations. Subtracting the 1 on the losing side from the 6 on the winning side, gives Beth a juicy, 5-point Inspiration that she records for later.
Carl won Gangbuster Impresses Gun Bunny, so:Carl gets a 2-point Inspiration.
Carl gets first option to claim one side of a Conflict, of which there's only the "Portal" Event. Whoever controls the Event gets to determine its outcome. Does the mysterious figure escape? Who is it? The person who resolves it gets to say.
Carl is interested in who it might be, but doesn't have an opinion of who it should be, so he passes on Claiming. Alan quickly claims one side of the Event. Beth also isn't super invested in this Event, and there aren't many resources to try to squeeze out of Alan, so she passes as well.
Again, Carl isn't interested in fighting over the Event, and is ready to move the story onward, so instead he uses "Unflappable" to raise the Inspiration he earned from a 2 to a 3.
Alan rolls up his side of the "Portal" Event with the Bank Robber's "Steal", getting a '2'.
Ready to move on, nobody Reacts.
Beth isn't interested in winning this, and doesn't feel like taking on Debt to raise her 5-point Inspiration, so she passes.
Alan resolves the Event, gaining a sad little 1-point Inspiration.
With no more Conflicts left on the table, the Scene ends.
Well, that's kind of a taste of it. There's a bit more to it, though, with non-people characters and staking Debt and winning Story Points and being Overdrawn and using Inspirations and splitting dice. Honestly, I really didn't do it justice. But this is kind of what it's like. Alan was taking the lead on this one, but if the other two had stories that they were trying to push, this might have gone a bit differently. Maybe I'll do another scene sometime.
Ĝis la revido!
That is really interesting. Not only the report but the way you ran the game as though having split personalities and appreciate the effort that went into showing how the system works. You would need the right sort of group to be able to run it though.
ReplyDeleteThanks! I'm not even doing it justice, though. Like, you can use Inspirations that you've earned from previous Scenes to set one of the dice to the Inspiration's value by tying the previous Conflict to the current Conflict. Not only is that a potentially powerful game advantage, but it keeps the story tied together. Very clever.
DeleteAnd yes, you'd need a bunch of GMs, or at least creative players. There's also the problem where players get drunk with power and make silly things happen. The game is self-correcting in that players who do that will be less likely to earn rewards (unless everybody's enjoying the silly) but also once people get used to it, they tend to rein themselves in.
Now I feel like I definitely need to do at least one more Scene. :)
This RPG seems bizarre enough that I might have to get it.
DeleteI'm honestly kind of obsessed with it. Unfortunately, I don't think it's for sale anywhere anymore.
DeleteThere's this site:
http://www.museoffire.com/Games/order.html
where maybe you can get the PDF? Or maybe you can email the author and figure something out?
I kind of want to hack it into a boxed set like ATMA so I can get people to try it. :)