Indie Game Reading Club - Technique

Vignettes

We’re a couple actual-play sessions into Shattered City, UFO Press’ latest Legacyderived game, and it’s delivering an interesting experience. Rather than blow-by-blow whaddaydo whaddayado play, each session is a vignette. There’s a clear opening with an explicit situation, a nice little arc with miss-generated complications, and closure at the end of the session. They feel like very satisfying little one-shots happening within the much (!) larger context of the world-building bits.

Playing Shattered City kind of feels like watching a series like Tales From The Loop. There are small interactions between major characters, but big situational jumps between episodes. I gotta say, that’s doing a lot to keep me from feeling itchy and burned out! Rather than having to constantly shovel coal into the engine of The Campaign, we can just play a vignette and have it be satisfying.

Story Time!

Our first session was about an agent of the Crystal Crowned (the ageless vampire/elf/alien faction that had ruled the city and now holes up in The Last Redoubt, their goth nightclub spooky haunted castle) tasked with taking out a big titan stomping around the countryside terrorizing a crossroads community. I was worried that our first play session took us directly out of the city setting, but it turned out great. There was some travel and exploration, hungry soldiers who had deserted and were terrorizing the inn at the crossroads, and a non-violent resolution to the titan problem — the Agent is a Warlock, and one of their main deals is being able to negotiate with giant monsters. Cool! It was also our kick-the-tires session and we went out of our way to try all the basic moves. Normally that’d mean kind of a bad/dull session but honestly, it was nice. Because it was a vignette.

Totally normal plant people, not at all upsetting.

Our second session jumped to a prophet of the Verdant Priesthood, a society of tree people, who had foreseen the fruits of a great alliance between the city’s rebel underground and a cult of scumbag foreign occultists. The PC attached to the rebels is also a sibling of the prophet (the tree people are made, not born, and the process is intensely alienating in a city overrun by human-only bigots), so there was some terrific family drama baked in. And again, the vignette thing worked great: get into some trouble with the bigots, stumble into a crisis with the leader of the foreign occultists, have a heartfelt negotiation, done and done.

A Different Facilitator Mode

The vignette thing is a nice change of pace, I gotta say. It feels good to aim for a satisfying ending, if not actual closure. It feels good to not have to hustle for hooks and leads and ooh what if?! bits as I facilitate. In fact I hadn’t really realized how different my GMing headspace is when I’m in spool-out mode versus wrap-up mode. Rather than looking for ever-escalating snowballs (you know, typical PbtA), I’m on the lookout for smaller close-able loops. And sure enough, the sessions don’t end with everything on fire and everyone screaming.

Documentary footage of me GMing Apocalypse World

I think vignette play also leads to overall lower intensity. Which, you know, it’s a trade-off. I loved the big payoffs at the end of our Impulse Drive campaign. They were hard-earned. But the campaign ended when it needed to end, too, because I just couldn’t maintain that level of heat. The interest in Shattered City, I think, is in moving back and forth between the game’s big-picture tools  — practically speaking, it’s a nearly-GMless game, but that fact is hidden behind the players’ faction moves — and these closed moments. It’s less intense but maybe more sustainable. Guess we’ll see!

Vignette as a Distinct Play Mode

Settling into our game’s tempo has me thinking vignette play is distinct enough to deserve further investigation. I think the demands and expectations of a vignette are their own mode, like how dungeon delves and hex-crawls are their own modes. A vignette to my mind is also distinct from a conventional one-shot because a vignette, by definition, is part of something bigger than itself. Practically speaking, a vignette might be similar to mission-based play, but only if the mission is clearly part of a larger, evolving arc.

Off the top of my head, a good vignette needs:

  • A concise, well understood kickoff situation. Unless you just want to have the characters riff Clerks-style, you need to nail down why the characters are together and what they’re facing. But depending on the players and the game, maybe you could just riff. I think it would be hard to nail my last point in this list: making the vignette matter to the larger work.
  • A clear shift in focus and setting from previous sessions. I feel like the shift is an important element to the vignette, because it illustrates how this moment stands apart.
  • A good shared understanding of the overall game/setting/arc so that players have several choices of vignette. Sure, the GM can just frame one up. But I feel like players making that choice gives them more vision and buy-in for how it’s going to play out. They can go into the vignette with a better intuitive sense of the underlying pattern that will be completed.
  • A facilitator emphasis on small, closeable loops rather than constant escalation. (PbtA games, in particular, can easily fall prey to ever-wilder outcomes through to the end of the session.)
  • Accepting that the vignette may be a lower-intensity experience. The payoff is in character revelations and closure, not the cliffhanger.
  • Ways to tie the events of the vignette into the big picture. The vignette needs to matter in some way, even if it’s just to build out the setting.

And a few things I think a vignette is not:

  • It isn’t a play-the-day type thing, where every session covers every moment of everyone’s life. Hitting a satisfying conclusion means being disciplined and intentional about framing scenes. I think you can do this quietly but it may require a firmer facilitator hand on the tiller than you’re accustomed to.
  • The players can’t wait for the GM to hand them shit to solve. Players need to be proactive within the session for a vignette to come together.
  • Tightly integrated into, and contingent upon, outside events. If you’ve got some way to convey a big picture – the faction turn in Stars Without Number or the Family Phase in Legacy – then you set your vignette within that big picture and have it be meaningful and resonant. This is distinct from a session kickoff that picks up hot on the heels of the previous session, or is otherwise part of a continuous whole. It can be discontinuous.
  • A cliffhanger. The session needs to stand on its own and feel conclusive.

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I founded the Indie Game Reading Club in 2010. I've written and developed RPGs since the mid-90s, now I mostly talk about playing them.

3 Comments on “Vignettes

  1. Part 3 of ? in the Cultivating a Storytelling Mindset series

    The hardest thing I ever ask of a player is to decide what they’re going to care about.

    Some games tell you what to care about, right? You’re dungeon delvers, so you’re supposed to care about the treasure. Advancement is a strongly implied goal as well. But there are also games that don’t tell you what to care about. Why is deciding what to care about such a challenging lift?

    We’re playing Shattered City, a PbtA game derived from Legacy that doesn’t specifically tell players what to care about, so I can’t stop thinking about this subject. It’s a game design challenge but it’s also a creative, social and emotional challenge for the players. Burning Wheel covered this ground, and workshopping Beliefs and Instincts is a notoriously difficult process. In Legacy games, which feature big shifts in time and an explicit split between big-picture events and small-picture character vignettes, there are no specific economies driving choices other than the ones you choose, I think it’s even harder.

    And what does “interesting” even mean? Is it interesting to the player, to the GM, to the other players? To your blog readers? To your Twitch audience?

    How does this continue to be so hard?

    Such a mystery. Or you could help the players figure it out for themselves.

    Where To Look

    Sometimes, system provides the player benchmarks and validation. You want to advance, so do the things that earn you advancement. You will grind out food, rest and light, so do things to maximize them.

    Other times, the game’s premise provides an answer: you’re a secret society of monster hunters, you crew a tramp freighter, you’re a criminal gang. The shared goals in these games are of course entirely embedded in the game’s fiction: monster hunters hunt monsters, tramp freighters take jobs, criminal gangs claw their way into being bigger and badder. Shared goals are great! But those are all extrinsic goals. They’re not the character’s goals.

    Meanwhile, we’ve provided players almost no training at all in developing their own intrinsic goals. Decades of shitty GMing have provided plenty of negative reinforcement though, mostly by ignoring what players tell us. It’s too hard to integrate their backstory. I forgot that NPC you took an interest in. Our session time is so consumed by the job/mission/dungeon that there’s no time left for the characters. You can’t wander off the rails.

    I’ve talked on and off for a while about the concept of “holding environment.” To recap, it’s the premise of your game that gives the characters reasons to spend time together, particularly in scenes. And those premises can be all over the place: for emotional support reasons (personal relationships in a closed environment, like the settlements of Sagas of the Icelanders), for tactical reasons (party builds in D&D), for professional reasons (a ship crew like in Scum and Villainy), even for meta-play reasons like “because we all agreed to show up on Saturday afternoons for five hours.” But those are all related to the larger social dynamic of all the players at the table.

    I suppose it’s not unreasonable that a player might pick any of these things as their intrinsic goal: what I want to do is support someone else’s effort. But I don’t think that’s sustainable or scalable. What happens when the whole party exists to support…the whole party? Or crew or whatever. At some point, if you’re playing a game where the emergent fiction is the goal, someone needs to care about something.

    The secret is that not caring protects you from being hurt. Not to get all armchair therapist here, but identifying what players fear will hurt them is most of the exercise.

    Why Should You Care?

    Deciding what in the fiction to care about makes some assumptions. The big assumption is that “the fiction” matters, changes, and is part of your overall enjoyment of the medium. And different RPGs care about “the fiction” in very different, incompatible ways. A dungeon delving game puts a lot more emphasis on the tactical fiction than, say, a ships-crew game that emphasizes the fiction around tramp freighter logistics. Or a feels-heavy game that emphasizes emotional context way above tactics or logistics. Or a political maneuvering game that emphasizes social context.

    Some games are written in a relatively fiction-agnostic way. Personally I think that’s usually not intentional: the designer(s) just didn’t think about what aspect of “the fiction” they wanted their game to address or facilitate most clearly. But that incoherence can be intentional. You can get a lot of good play even while the players don’t settle into a gestalt.

    Because I can’t stop thinking about this topic, I’m starting to think “give me easy things to care about” is something I desperately want and need in a game. “Don’t punish me for the things I end up caring about” is a close second.

    Okay I totally lied. Let’s get all armchair therapist!

    Get Out Of Your Own Way

    I think the difficulty comes down to fear.

    Fear of being judged for having a bad idea. Easy and shitty to be judgy about other players’ contributions: it’s dumb or hackneyed or predictable.

    Fear of tripping over the GM’s authority or credibility, their prep or plans.

    Fear or uncertainty around fitting your idea into established fiction, or external canon (the Star Wars problem, if you haven’t bought into making a canon-rich setting your own).

    Uncertainty about how your authority interfaces with other players’, including the GM. What happens if I want to care about something that contradicts what someone else wants to care about? Will the system let me fight that out, or do I need to talk it out? Is that going to be okay or weird or what?

    A general lack of player credibility, that the table won’t buy your idea but they might buy the same idea if it came from a higher-credibility player. (How do you build credibility? Glad you asked.)

    Not wanting to rock the boat if the table’s goals don’t match yours. Everyone else is there to beat a dungeon, but while you’re exploring your thief’s morality, that’s interfering with your thief’s tactical efficiency. That’s not what the other players signed up for. I’ve done this, and had it happen, and it sucks.

    But what if I choose wrong?!

    Okay, So How Do I Choose?

    Sometimes it takes time to settle into the game’s table vibe and established fiction. It’s hard to decide what to care about when nobody else has decided what they care about (including the GM!). Someone has to go in the water first and prove it’s warm, or at least swimmable. That’s usually one of the unspoken responsibilities of facilitation: clearly signaling where it’s safe to put your attention.

    You feel that stutter-step tempo during scene framing in GMless games. This can be a tough exercise, particularly if you’ve never done it before and especially if you’ve never GMed or facilitated before. If you’re doing a scene with another player, you both fumble around until you settle on a premise for the scene you can agree to and find interesting. I’m not sure how you speed up that process other than through practice and saying “yes” a whole lot when the other side offers a scene up.

    But that’s just related to making the game proceed, and doesn’t have anything to do with deciding what to care about inside your own head. I’m thinking about how I go about settling on a vibe or characterization or whatever, in these set-your-own-scene games. It’s so hard because I’m asking myself what I can care about for the next four hours. And sure enough, I still face all the fears I list above: does this fit with everyone else’s investment? Will I be judged favorably for it? Is it “clever” (ugh)? Does my characterization fit with the premise or setting or genre?

    I’ve been playing these kinds of games for a decade and I’ve never really dialed it in. But I’ve also mostly GMed conventionally structured RPGs for four decades, which has given me plenty of training in being comfortable asserting anything.

    Okay, finally the useful part.

    Subjects To Care About

    Again, I’m assuming you’re playing a game where the fiction matters, where players need to pick something to care about otherwise the game won’t go. The set of games that requires this is quite small. Similarly, the set of games that actively reject or ignore this is also quite small. The vast majority of games, either tabletop or larp, work best when the players settle on some set of things. And the table, ideally, supports your choices.

    Goals: Personally I think this is a pretty shallow take on “the fiction,” but sure. Let’s assume your character is consumed with the burning desire to do well at their…thing, their job, whatever it is. This is an easy fallback to competency-porn type play: characters who are good at their job, enjoy being good at their job, and look great doing it. There’s no need to justify your character’s goal, just pick something, anything (but please, please pick something in the fiction, not “I want to unlock this ability”). Goals are a terrific jumping-off point to decide that you care about what may have led to this goal.

    Logistics: This is, to my mind, a logical extension of investing in goal-oriented fiction. Now you’re caring about how to get the rest of the players as deep into the dungeon as they can get, or fly their ship as far and as safely as possible, all the support stuff that happens in a game. I mean, it’s a thing and you could pick it to care about. Folks who love to be supportive frequently fixate on a game’s logistical concerns (and are frequently frustrated when games simply don’t have them, eg no tracking ship fuel or maintenance schedules, don’t really care about food, rest and healing times, and so on).

    Emotions: What does my character feel about things? Are those feelings a rational product of their setting and situation? I talk about this bit a lot in the previous Cultivating a Storytelling Mindset. In short: your character’s emotional state can be literally anything, rational or not. Your goal is to be true to it, explore it, see where their hopes and fears and desires take them.

    Relationships: How does your character fit into their larger social context? What friends, families, rivals and enemies are around them? This means choosing to care about your character’s relationships and treating them as real, rather than as (merely) useful or obstacles. This is often ultimately goal-driven, but it doesn’t have to be.

    Setting: Tricky one! I feel like choosing to care about “the setting” is some alchemy of social concerns, taking an interest in big sweeping events, and fidelity to genre expectations.

    Fidelity: Does the game feel like the genre you’re modeling? How do my decisions advance that feeling? This level of caring feels really meta to me, like, it’s more concerned with “correct” authorship than with interesting or provocative authorship. But genre is a good way to ensure everyone’s on the same page, right? If we’re hunting vampires, it’s practical and useful to invest in your depiction of vampire hunting: describing badass mission prep, complaining about being too old for this shit, relating stories about how vampires ate your family.

    Yeah don’t do this.

    Just Pick Something. Anything. Many Anythings, Even

    The reason this is in my Cultivating a Storytelling Mindset series is that choosing what to care about ultimately means engaging in proactive play. Invested play. Thinking more about what you want your play experience to be and taking measures to ensure you get it. It’s a refutation of play where you simply react to what the GM throws at you in the most tactically efficient way possible. That’s a whole category of play – arguably the biggest! – but it’s not storytelling-mindset play.

    And like I go into in some depth in the previous piece, stories are not games and games are not stories. Just because you’ve picked something to care about, that doesn’t mean you should expect your wishes to go unchallenged. In fact it’s now on the GM to specifically push you on the things you care about. And those challenges might not feel like how you imagined things going down. If you want your wishes to be all that matters, write a story. On the other hand, if you’ve picked something (anything! Many things!) and the GM, other players, and evolving events don’t take that into account, that’s worth talking about.

    (Which is the next-hardest thing for players to do!)
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  2. Before These Unprecedented Times, I used to hit the gym three times a week. Working with a personal trainer, I got into weightlifting later in life. It was fun to hit new numbers! It was fulfilling to feel strong. But lifting late in life meant I got injured. Take just a little too long off, screw up my form a tiny bit, and boom. There goes my back, or my shoulder, or a knee.

    Running UFO PressShattered City, designed by Douglas Mota and Mina McJanda, these past several months has been the RPG equivalent to my late-life injury-risking weightlifting program. It finally broke me, but along the way it was great to hit new numbers. It was fulfilling to feel accomplished. To feel strong.

    I wrote a bit about Shattered City when we first started. Twenty sessions in, this is my final deep dive. And just in time: Mina tweeted about the hardbacks finally making themselves into the world recently.

    Shattered City

    PDF available at DriveThruRPG (affiliate link)

    Storytime!

    To recap: players in Shattered City play Houses, big important factions shaping the future of the eponymous City, Montara. In the game’s fully realized form, one player (not the GM) instead plays a Guild, representing the occupying force oppressing the city. We went all-Houses, and it was fine. But I’ll bet a motivated Guild player would be a ton of fun.

    In our game, we had the Crystal Crowned, weirdo vampire-elf alien nobility who were the original masters of Montara; the Verdant Priesthood, supportive plant-people with neat plant-magicks; and the Rebel Underground, Montaran patriots pushing back against the occupiers. We decided on the Volarees as our Guild, fallen nobles looking to make a name for themselves by turning Montara into a powerhouse.

    Players also play a hero of their house. We started with a Warlock for the Crystal Crowned, lots of funky powers related to the setting’s ambient magical energy; a Warden for the Verdant Priesthood, a relationship broker and peacemaker; and a Martyr for the Rebel Underground, because who doesn’t love a rebel martyr?

    Gameplay was so broad and involved that there’s really no point in trying to retell any of it. They fought giant monsters, explored the nearby countryside, and eventually overthrew the Volarees. And that was just in the first “cycle.” The game is played in big strokes like that, with little vignettes within the bigger sprawl of history.

    Behold! A delicious, completely bonkers r-map of our final game-state.

    Since we played online, I produced a lot of documentation about our game. I built an elaborate character keeper, wrote a setting bible, used Miro to maintain the relationship map above, and so on. It might not all make sense but if you want a clear breakdown of what all happens in the course of a campaign, check out my Current Situation document.

    There Is So Much (Maybe Too Much)

    There are so many ways to combine houses and playbooks in this game. So much stuff. Maybe too much.

    Players choose from eight houses, five guilds, and fifteen playbooks (helpfully broken up into bold, civic and uncanny themes). The Houses won’t change much but players are expected, even encouraged, to hold onto their heroes lightly and regularly introduce new playbooks. Advancement is left entirely to the players, who can just decide to advance as they play through the faction roles they take on in the course of their lives: leader, traitor, outsider, agent, rebel, prophet and agent. Once you’ve taken four roles (and advanced four times), the character either retires or becomes a Champion (which is kind of its own house).

    Oh how could I forget? There are also, formally, five species in play. Those also impact play, both mechanically and culturally. Several of the playbooks are also de facto species, like the Awoken (a self-aware robot from the ancient technomagical past) and Chimera (genetically engineered byproduct of a recent war), or the Verdant Priesthood (all of whom are part plant) and the Architects of the Living City (space-manipulating aliens from another dimension). Players looking to optimize a build are going to get quickly frustrated. Not everyone is happy to run whut they brung.

    Then there are the move sets. So many move sets. There are hero moves, for when the characters are doing normal roleplaying stuff. When you pull back and play more abstractly, there’s a whole other set: house moves. And to execute the biggest-picture stuff, starting and ending whole cycles, you’ve got story moves. The moves take up three tabs on that character keeper I mentioned up there.

    It’s a lot to keep in one’s head. Occasionally, the moves or their attached economies will affect across scales. If the players aren’t fully invested in the excitement (challenge?) of mastering perhaps the most complex PbtA game ever conceived, it’s gonna be a rough ride for everyone.

    The Moves Are Alien But Productive

    Let’s talk about these sets of “common moves.” Being several designs into the Legacy concept (Legacy and then Legacy 2nd Edition, Free From The Yoke, and now Shattered City), the move sets have gotten — and I swear this is not pejorative! — weird. You need to set aside your opinions about “correct” PbtA doctrine to really evaluate them.

    The takeaway all my players shared in debrief was that it was hard for them to engage with Shattered City‘s moves in an organic way. Moves don’t easily trigger from the fiction as it happens. Moves don’t snowball into other moves like one might expect. The game wants players to engage very intentionally, even boardgame-ily! But the moves’ fictional triggers are unintuitive and the outcomes that emerge from those triggers are highly abstract. My players settled on looking at mechanical outcomes they wanted, and reverse-engineering the move(s) needed to get there. That’s not necessarily a new thing to PbtA-style play — players regularly evaluate outcomes and steer the fiction toward moves — but it’s an inescapable feature here.

    Let’s take a couple examples from the Hero move set, Unearth and Compromise.

    Unearth reads like this:

    You might expect a move like Unearth to produce outcomes like Read a Sitch (Apocalypse World), Discern Realities (Dungeon World), or even the “extend your senses” option in Let It Out (Urban Shadows). Those are all about nailing down situational details right here and now. I think there’s some equivalent to that effect in nearly any PbtA style game I can name. That’s not what happens with Unearth.

    Unearth is an invitation for the player to co-develop setting details. None of the options in the bullet list are situational details, though. I mean, sure: in typical PbtA fashion, anything that isn’t a move can just be narrated. Whatever. But my players were looking for more practical affordances and I, as GM, wanted more guidance. To be sure, Unearth produces super interesting content! So it’s not a “bad” move. It’s an alien move. Alien, but productive.

    Compromise is another in that category. You’d think you were getting something like Intimidate/Manipulate (Impulse Drive), or Turn Someone On/Shut Someone Down (Monsterhearts) or even Propose a Deal (Cartel). But, like much of Shattered City, the “social move” operates at a whole other level. Here’s how it reads:

    Structurally I really like this. It’s how the game’s Assault move works as well: you earn objectives and suffer reactions. But you know what? In almost every case, it was very hard to fit the objectives (other than Enlist and Earn) to the fiction, and the Reactions all felt wildly out of scale. The move felt vital — there’s a lot of interpersonal work in the game — but Compromise almost never produced the types of outcomes we were hoping for. Not every Compromise outcome looks like something in the (immediate) fiction.

    The House moves are also quite abstract. In fairness they need to be, given they’re driving the big-picture fiction of the game. Mostly House moves don’t have fictional triggers and don’t act like conventional “moves” other than by writing the rules in Move language (weak and strong hits, pick lists, etc.). One terrific innovation in Shattered City over its predecessors is the addition of “decrees,” an economy that lets the GM limit how long folks spend in up-high mode, and drive the action back down into hero-level roleplaying. So mostly the triggers are worded like “when you spend a Decree…”. Which is mechanical, not fictional. It’s fine, we adapted. That feature is not universally true: there’s a “react to bad things” move called Endure, kind of a House-scale Defy Danger (Dungeon World), that we literally never thought to use in twenty sessions because it didn’t trigger the same way.

    The most alien bit of the House moves, in the end, is that there’s no simple move to achieve most of the game-state stuff you’d want. Like, there’s no specific move to “earn Influence” over another House. You have to come at it sideways, see, either by dropping into a Flashpoint and taking Influence as a Compromise outcome (see above), or come at it sideways via some other move. I wrote an entire reference document about this for all the economies in the game. From my GM seat, I rather liked this indirectness. But the players hated the uncertainty and reverse-engineering necessary to pursue their boardgame-y factional goals.

    A Couple (Almost) Fatal Flaws

    Matters of unmet moves expectations and overwhelming player options aside, there are a couple places the game for-real nearly fell apart for us.

    Manifest is a Mess

    The big one is a move/concept called Manifest. In Shattered City, literally everyone in the game can tap into ambient magic called Qoam. Very broadly, Qoam is telekinesis, tuned to specific aspects depending on the focus (Potent, Swift, Wide etc.) mastered by the character. That ability is addressed by Manifest, but it also shows up indirectly in other surprising places: the move used to take down gigantic Titans, the Warlock playbook, the Firebrand playbook (which switches out telekinesis for fire!), and so on.

    Each player participating in a Manifest move can add their own focus to the move, and doubles the strength of “one person applying force.” Ostensibly these foci create very elaborate effects and creations. There’s an appendix at the end of the book, easy to miss, that offers sample effects at various combinations of foci. But these effects don’t reflect the “double human strength” guidelines. Like, you can create a magical automaton with three foci! That just isn’t covered by Manifest or its supplemental text.

    I suspect Manifest is meant to be eyeballed, both by the players and the GM. Like, the player(s) suggests a magical effect and the GM says what foci are needed. That’s cool, it’s “a conversation,” but I feel like the GM doesn’t get enough guidance to know whether something is, you know, three-ish foci or five-ish foci or even if a particular effect is possible under the “telekinesis” umbrella. It’s setting-important and very, very loose. I think if you went into the game with the GM very clearly telling everyone “imma eyeball this,” and clarify that every Manifest is going to be “a conversation,” it might be okay.

    Missing Misses

    Second (almost) fatal flaw: On the mathy side, it’s just too darned easy to roll hits. And given how large-scale every move is written, you don’t see a lot of rolls in a session. Fewer rolls + rare misses = a feature to route around.

    Players help on Hero moves by handing over extra dice. I normally like the simplicity of Advantage-style help, but where I’ve seen it (most recently in Impulse Drive) it’s usually limited to one extra die. Not here! We had three players, therefore four dice in many cases. You do need a Covenant (relationship) with the person you’re helping, which can be fun after a Covenant is broken and the players hustle to create a new Covenant with an eye toward future help. Assuming they can help, it’s easy to assume everyone will help every time if possible. The odds of missing on four dice is quite small — around 9% according to anydice.com, compared to 18%ish on three dice.

    At the House move scale it’s even more pronounced: Allied Houses can provide two help dice! Two Allies (Allied is a game-state term of art) helping on a roll means six dice. They will never, ever miss. There’s a cute bit where the lowest die in the pool means the helping House might’ve fucked things up between the Houses, triggering additional complications, but as far as actually giving the GM an opportunity to make a Reaction (GM moves in this game) from a miss? Doesn’t really happen. Of course the GM can still make Reactions under all the typical PbtA triggers, like “when they look to you to say something” or “they hand you a golden opportunity.” But the House Moves are so abstract that it’s tough to embed the moves’ outcomes in the fiction. Golden opportunities and “waiting for the GM to say something” don’t come up in an organic way.

    To be clear: we played twenty sessions. Nothing even close to “fatal” about that, right? It meant we had to master reverse-engineering our desires, working backward from desired outcomes to the string of moves that would get us there. That’s a tough vibe for folks accustomed to tighter interplay between the immediate fiction and move triggers. It’s tactical, abstract, boardgame-y.

    Big Little Picture

    As with the rest of the Legacy branch of PbtA, the secret of the split between hero vignettes and big-picture systems is that it tricks everyone into co-GMing. This is Shattered City’s best magic trick, and it really is magical when it fires off.

    By asking the players to advocate for their factions, everyone brings more energy to their struggle than just “wouldn’t it be cool if you and I had a fight?” The players are quite invested! But almost every move demands the players come together to work through the consequences of their big-picture actions, frequently without GM intervention.

    The same thing happens in the Flashpoints, where we play characters in a conventional RPG-y way. Many of the moves ask the players to create their own truths and answers (see Unearth, above). This can be a surprising cognitive load for players. More than once I’d offer ideas for moves that ask the players to provide answers. There is something weirdly different between discovery (revealing what I came up with) and invention (sharing what they come up with). Mostly my players wanted to discover what complications and through-lines I had up my sleeve.

    Setting aside the aesthetics or fatigue of collaboration, the play product itself — the actual outcomes, the resulting fiction, the through-lines — is, honestly, exceptional. It was a hell of a run, our twenty sessions. Nothing else quite like it.

    The Killer App(s)

    There are a few other standout bits of design that stuck with me.

    Covenants are a super interesting replacement of History (Hx) type mechanisms. Covenants are ranked (from 1-3) and characterized via a pair of keywords, each keyword provided by half the relationship. If you get additional Covenants with the same character, it’ll have its own keyword pair and rank. Sometimes the rank matters and sometimes the number of Covenants matters! But it’s sharp in so many ways. The big one is that the players remember why they had a Covenant in the first place. But also, sometimes you Test the Covenant, and on a good enough roll the players can narrate a new positive memory about that relationship. That may sound frivolous but it produced several genuinely moving moments in play.The grid of political relationships between factions is terrific. Factions can hold Influence over each other (which may not be reciprocal), they can be allied, they can be in conflict, or they can hold dominion over another faction. These are all mechanically meaningful, and produce a ton of interesting context.Assault is maybe my favorite one-roll combat resolution minigame in all of PbtA. On a hit you pick a tactical goal and a couple complications, and on a strong hit you pick two goals, a “better” goal list opens up, and you only face one complication. It played out great every single time we used it. The trigger includes an invocation of “appropriate weaponry,” which meant we were able to use Assault to play out an angry speech to whip up a mob at one point. The centrality of the mechanized map, constantly evolving and growing, is very powerful. I’m a big believer in having central information on a table, and Shattered City mandates the map. Every “strategic asset” is on the map somewhere (and therefore can be targeted with City moves), new locations get added all the time via move outcomes, it’s great. We used Miro to build our map, and being able to zoom in on Montara for individual buildings and neighborhoods, and then zoom out for forests and mountain ranges elsewhere, was very cool. Not sure how we’d pull that off at a real table.The Roles attached to every hero playbook. There is so much design packed into this bit of the game! Every Role is really a little mini-kickoff to their personal arc, either a thing they need to do to enable the role, or a thing that has happened that gives the GM stuff to frame around. When those interact with the players’ House choice, it’s pretty magical. So what’s that all add up to? 8 houses x 15 playbooks x 6 roles per playbook = 720 kickers? That’s kind of bananas.

    In Conclusion

    In the end, I think what broke me was that it was hard to care about the characters.

    That’s a structural feature. The game purposefully breaks up big-picture and personal play. Players are incentivized to take, finish and move on from their Roles as the only path toward advancement. And they only get to advance four times, then it’s on to another hero of their House.

    It’s hard to be a fan of an abstract organization. And while our shared history was pretty exciting, it’s hard for me to invest in “history” as its own end product, Microscope style. I was a little skeptical when we set out that the Houses are the real stars of the game, and it turned out they are. Which is not, it turns out, what we cared about the most.

    I could definitely see fighting the game’s incentives and playing Shattered City in a slower, more expansive way. Setting aside advancement until you’ve fulfilled your role in good faith, rather than the one-or-so session vignette per spotlight character we went with. Treating the House moves in a more intentional co-GM way, perhaps. Like most long-form games, though, it’s hard to see myself getting back to them to apply all these best practices.

    Shattered City is perhaps the most elaborate, difficult PbtA game anyone’s ever attempted. But if you’re willing to put in the work, maybe you’ll get 20 (or more!) sessions out of it too. It’s got nearly limitless space to expand a campaign into. But you have to be strong.

    If you’re looking for additional thoughts on long-form play, I wrote about that in the recent past!
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