The Age of Anarchy

My latest Kickstarter just went live!

Those of you who follow me on social media know that I’ve been working with Paul Mitchener to create the Perpetual Motion Engine gaming system. And The Age of Anarchy is the setting we’ve chosen to release the game.

What is The Perpetual Motion Engine?

PME is a labor of love that has been underway for several years now. If you’ve read my blog for awhile, you know I love to tinker with gaming systems. That’s because what I want to play (what I really want to play) isn’t out there.

I didn’t make a game that was like the games I enjoy playing. I created the game I want to play because it doesn’t exist yet.

Here are the high points:

  • Consequence-based: Winning or losing ignites the story by forcing a relevant consequence (win and get what you want, lose and something bad happens).
  • GM Rolling is Optional: You can play it like Numenera or Apocalypse World, or you can have the GM roll. The rules for each are baked right into the system.
  • Rolling is Simple: 2d6 or 1d6 + your modifier. That’s it. That’s all you need.
  • Damage is Numerical: Consequences are not aspects, as they are in Fate Core. They are story occurrences, which could mean a dishing out of numerical damage.
  • The PCs are Heroes, but Not The Heroes: This one is big, so I’ll delve into it a bit further in the next section.

Patron-Based Roleplaying

If the PCs are not the heroes, then who is? The Patron, that’s who.

In PME, a Patron can be a cause, a person, an organization…pretty much anything a group of player characters can devote themselves to. And that’s the goal: to see your Patron’s goal realized. So the PCs are the heroes, the Patron’s heroes.

A business can’t build itself. A city can’t save itself from supervillains. A cause needs activists to spread the word. And an impoverished noble can’t rise to greater power without loyal followers.

The Patron-based part of PME is truly my favorite. It opens up so many options for gameplay.

  • GM’s don’t have to convince players to get involved in an adventure; the Patron has a need, and the PCs were created to help.
  • When a player character “dies,” the GM can decide that the Patron takes a hit to their status instead (or the player can choose to martyr their character for the Patron’s good).

And, best of all, the entire table creates the Patron and decides their Issues. And when it’s time to take on a new mission for the Patron, the players decide which Issue they want to solve for their Patron (usually, it’s the one that’s about to become a consequence for the Patron, but it doesn’t have to be).

PME is truly a shared storytelling experience, but with rules (though not a lot of them).

Enter the Age of Anarchy

So why Norman England? Because when I brought the idea of a Patron mechanic to Paul Mitchener, he said that historical RPGs are not as prevalent as they should be and that The Anarchy is uniquely set for us to explore building a noble lord or lady with the Patron mechanic.

If you want to know more about The Age of Anarchy game specifically, check out our Kickstarter. Supporting that will allow me to create a wider variety of games with PME (I can’t wait to bring it to a superhero setting).

Have you already read the draft of Age of Anarchy? What did you think?

A Smarter Way to Publish RPG Settings

Most of the game design articles this week have centered around making games more accessible for new audiences. In this article, I’d like to touch on a method for 3rd party publishers to attract some of the extant RPG audience that’s out there.

Go All-In with Setting

Let’s face it; most 3rd party published supplements are new settings to be played with a particular system. This was the way I went with Jadepunk: Tales From Kausao City and Shadowcraft: The Glamour War. And I’m here to tell you, I wish I hadn’t. It’s not that designing for Fate Core wasn’t incredible fun, nor lucrative (the Fate audience is great to its creators, in my experience). The problem lies in narrow distribution.

Just like how no one outside of the Mutants and Masterminds community is going to know what Emerald City is, and most people who don’t play Savage Worlds will have anything but a passing awareness of Deadlands, few people outside of the Fate community know what Jadepunk is. And that’s sad because Jadepunk is awesome (seriously, everybody says so).

“What?! Jadepunk is AWESOME!”

So unless you have the clout, and extreme patience, to build a single system from the ground up, I suggest you…

Distribute Widely

There are more systems than players in today’s market, and most players already have their favorite 2-3 systems that see 99% of the play at their tables. That’s a huge barrier to entry right there.

So what’s a fledgling game designer who wants to sell their shiny new game to do?

I suggest you write up your core setting document, sans system and put that out as a sort of “RPG travelogue.” Most RPG players are pretty smart, able to figure out how to make their favorite system play for film or comic book franchises that are out there, so there’s no reason they couldn’t do the same for your setting.

See where I’m going here?

The unique thing that you have to offer in this instance is your setting, so this approach makes sense. By only releasing the setting (at first, see the next section), you are giving your setting mass market access – anyone can try it out, without having to learn new mechanics. (And what if someone’s table loves your setting, but hates the mechanics you attached it to; they won’t give it the time of day.)

Once your setting is released…

Add SOME Systems

“But I want to play with mechanics,” I hear you saying. Well, this is where you get your chance. Once you release your setting, you can poll your buyers (or Kickstarter backers) and ask what systems they like. Then you can get to work on conversion documents targeted at your audience like a smart missile zeroing in on exactly who is most likely to buy it.

Personally, I wouldn’t make these conversion documents very long; 10-40 pages are probably enough for most systems, but it’s really up to you at this point. And the most beautiful part: by making conversion documents for your setting, you’ve opened the door for others to make them for their tables, increasing the value of your setting to the wider market.

After a few years of applying this method, you would hit the most popular systems out there, and your setting (if it’s good) and it’s conversion documents will sell better than if it were attached to a single system.

What Do You Think?

Does this sound like it would work? I’ll tell you, Jadepunk has been out since 2014, and I know many people who would love to give it a try, because of the setting, but who have a distaste for Fate rules. (Even some of the people who have worked on Jadepunk have said they want to convert it to their preferred systems).

To me, if setting is your thing, this is a no-brainer.