Category Archives: System Hack

Material for your games used by hacking an existing roleplaying game system, from generalist systems like Genesys or GURPS to specific ones like Powered by the Apocalypse or D&D.

System Hack: Dreadship

There’s an old axiom, ‘necessity is the mother of invention’. Even in creative pursuits this still sometimes comes to pass, where the only way to press forward on multiple ideas is to combine them into a single much wilder idea. Such was my solution to a constraint presented by my gaming group’s annual “Beach Weekend”, our excursion to Delaware to play RPGs and drink beer for three days straight that’s been going on (mostly) uninterrupted since 2012. We are blessed with numerous members who want to GM, especially when it comes to the event that consistently produces some of our most memorable one-shot games. This year there were six interested GMs, meaning that our typical slots (one slot each day and night for each of the three gaming days) were going to one person apiece. I would get a single slot this year, whereas in previous years I could usually finagle two (and sometimes got as many as four, which may have been too many). This is not a problem, except that I always have more ideas for games than I have time to run them. As we were planning, I was trying to choose between games. Do I run a game with a neat module I’ve been wanting to try, like Mothership? Or do I go for a high-concept one-shot that we really wouldn’t be able to play online, like the Jenga-tower horror game Dread? And then, of course, I thought to myself “wait a minute…”

Dreadship is simple, it’s Mothership played with the Dread Jenga tower. It has not yet been playtested, which will be fairly obvious once you read what my current rules are. That said, I don’t think this’ll be rocket science. Dreadship can be interpreted one of two ways, both of which are (to my eyes at least) equally correct. Dreadship is a game of Dread, where the character questionnaire is replaced by the Mothership character creation process. Alternatively, Dreadship is Mothership, where most mechanics are adjudicated with pulls from a falling block tower. One of these arguably works better than the other, but both need to be at least addressed in order for Dreadship to reach its full potential. Everything past that, like how the numbers are adapted, is just a matter of tweaking things to keep the right tension level between the two games.

The rules of Dreadship

Dread is, at its core, a fairly simple game. There are players and a GM, and players create characters by answering a questionnaire developed by the GM. While the published version of Dread has a few ready-to-run scenarios, the questionnaire is adjusted to taste by the GM, not a firm set of mechanics. After creating these (mostly freeform) characters, the GM describes a scenario while the players describe their characters’ actions. When the course of play comes to a point where a character’s action has a potential for failure, the player, with one hand, pulls a block from the tower and places it into the top layer, just like a game of Jenga. This course of play continues until the tower collapses, at which point the character whose player caused the tower to collapse is removed from the game. After that, the tower is rebuilt and play continues. There are few rules beyond that; more complicated actions may require multiple pulls from the tower, and in the event of a character-character conflict the two players may pull blocks in turn until either one player concedes or the tower collapses. Beyond that, though, most adjudication is left in the hands of the GM.

Dreadship takes this basic state of play and adds some action currencies to it. For Mothership character creation, you roll four stats and three saves, and choose a class which both determines your skills (some you start with and a couple you can pick) and modifies those stats and saves. In Dreadship, you still do that, except for each stat and each save you record only the tens place of your final score. As far as skills are concerned, write down each skill you take, though the bonuses aren’t relevant. Health and wounds aren’t relevant either, but stress and trauma responses definitely are, be sure to write those down.

Here’s how play works for Dreadship. Much like Dread, play is mostly freeform; just like in Mothership describing what you’re doing should be at the forefront versus constantly rolling. When you come to a time where there is a chance for failure, figure out which stat is most relevant to the action and then make a decision. You can either pull from the tower, as normal, or you can opt not to pull, instead spending one of the points you have in the stat (derived from the tens place of the original stat roll). That will still be a success but it will give you one point of stress. Circumstances come into play here too: If the GM deems that there is Advantage on the task, you can spend the point without taking the stress. If the GM deems that there is Disadvantage on the roll, you must pull from the tower. Additionally, if you’ve maxed out your stress (i.e. 20 points of stress) you cannot spend any points in any circumstance and must pull from the tower.

There is another benefit to pulling from the tower instead of spending your point. In Dread, once you successfully pull a block you are indicating that your character is known to be capable at that task. The example given in the book is translating an ancient text from Latin; once you successfully do that once, it stands to reason the character could do that again. Similarly, in Dreadship one should record what sorts of actions their character has successfully been able to do in order to perhaps gain Advantage on them in the future…but only when they pull a block from the tower. Even though spending a stat point would still imply a success in the fiction, the circumstances would be a fluke or simply rare, and not repeatable as far as the game is concerned.

When something is inflicted upon a character, be it a poison or a gunshot wound or the vision of a horrifying monster, they use one of their Saves. Here the player has the same choice: either pull from the tower or spend a Save point and gain a point of stress. The saves, though, represent a bit of a deviation from the rules of Dread. The Body Save is much as you’d expect: The Tower collapses, the character dies or is otherwise rendered unplayable. For Fear and Sanity Saves, though, there is a chance at redemption. Instead of immediate death, if the tower collapses on a Fear or Sanity Save, the character takes the result on a failed panic check and is removed from the scene. Typically, a panic check involves rolling a d20 and seeing if you’re able to roll greater than the character’s current Stress. Since we’re not using dice here, a collapsed tower is a failed Panic check with the resultant Panic Effect being equal to the character’s current Stress rating. So if the character has 12 Stress, a collapsed tower would cause them to be Haunted and leave the scene. Oh, and of course, a collapsed tower (assuming you live) also means you gain an additional stress.

While Dread really wants to be binary about the tower collapsing causing a character to be removed from the game, fact is that having the Panic Check release valve allows for an alternative consequence when the failed skill check is, well, rather silly. The example in the book, also using translating from Latin as the action, has the excuse for removing a character from the game being a phone call with bad news about a relative. Frankly, the spectre of having to actually use that on a player is way worse than the possibility of dampening the impact of the tower with a less-than-absolute consequence.

Considerations for play

My main concern for this hack is pacing. Ignoring the bonuses from class selection, each character will have an average of three points per stat and two per save, equalling an aggregate 18 points of tower-pull avoidance. I can’t help but note that actually spending all of those points will max out a character’s stress, which puts them teetering close to a ‘remove from game’ situation that eagle-eyed players may actually try to avoid. And that ends up being the key question: Will drawing out the tower collapse phase and potentially removing the fatality from it reduce the tension in the game? I’m hoping not but I’m also hoping ‘slightly yes’ because, as much as this is a hack about being a little goofy, I do want to actually try and run a Mothership module in this. Making it so that the only real way to avoid pulls is to take stress is a decent replacement for the Mothership rules, which give you a point of stress every time you fail a roll. There’s also the fun side effect that the trauma responses are brutal. The Marine’s is such that if the tower collapses due to their panic, as soon as it’s rebuilt every other player needs to pull a block immediately. That’s kind of awesome, and incredibly visceral to boot.

Another thought about the broader viability of this sort of hack is how stress management ends up working. For better or worse, I intend to run a scenario with few exits and few chances to relieve stress. That’s one less balance issue, but it opens the question up for what it would take to use Dreadship over multiple sessions. Does stress relief equate to refilling your point totals? Is there a more nuanced version where stress relief works with saves but healing works with stats? How nuanced would we actually want to go? Clearly the combat system is mostly dispensed with (save descriptive details and maybe advantage or disadvantage granted by armor or weapons), but given how violent and dangerous combat can be, will that really materially change the results?

In case it wasn’t obvious, the entire premise of this hack is predicated on the fact that Mothership, like many OSR games in its immediate orbit, places significantly more weight on its modules and world fiction than it does its mechanics. Many procedures (infamously stealth) come with no rules at all, and in basically all cases you’re encouraged to dispense with the rules if what you come up with makes more sense to everyone at the table. Given that, pushing most of the rules aside and replacing them with Dread not only could work, it wouldn’t even alter the interactions with the module that much, barring some fiat about how to translate the ‘combat’ and ‘instinct’ ratings into in-game behaviors. What’s fun about this is that the mechanics of Dread impose a sort of rising tension which is both much more narrative and overt than the Mothership designers would have ever built intentionally and yet fits perfectly into a lot of Mothership games, especially with more ‘meatgrinder’ groups which liberally use the High Score attribute as a yardstick for their game’s success (or lack thereof).

All of this said, while I think this is a fun way both to run a game and to think about the design of both Mothership and Dread, I don’t think Dreadship will replace the as-written Mothership anytime soon. I’m actually interested in running Mothership longer-term in the future; so far I’ve only run a few one-shots. What could make it a good long-term game will require interfacing with the totality of the rules, and once you’re running something a bit more complicated than a dungeon crawl (that may give a hint about the module I intend to use) you’re going to want those space combat and extended healing rules. Coming at the hack from the perspective of Dread, though, everything slots in very well. Even if I’m bending the rules a bit, Mothership is actually a great game to dock into Dread.

There is of course an implied follow-up to this article, after I actually run Dreadship in October. I’m not sure if it’ll be a full article itself or just a comment on this one, but I will be sure to come back and let everyone know how the game went. If I have more complex thoughts about the whole thing, I’ll share those, but if it was just a great splatterpunk time, I’ll share that too. Let this be a reminder, though, to all of you. Try your crazy ideas. Even if you’re just smushing two games together to make them kiss, you’re still engaging with game design, and there’s no better way to figure out what inspires you and what sort of gaming you truly want. So with that in mind, hack on, friends, and I’ll see you later this year with another System Hack!

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System Hack: Making a Useful Character Questionnaire

Character questionnaires aren’t new tech by any means; even before they started to be ingrained into character creation and session zero procedures, lists of key questions have been used extensively in TTRPGs to give players a starting point from where they could figure out who they wanted their character to be outside of mechanical determinants. In recent years, though, the character questionnaire has developed into a procedure all its own, with some interesting tech for making the process more specific to both TTRPGs in general and the given TTRPG a questionnaire was packaged with. One character questionnaire I’ve used recently, the persona generation questionnaire from the DIE RPG, is both powerful enough and generalizable enough that I want to break down what it does in an attempt to make writing a character questionnaire for your own session zero easier.

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System Hack: Colony Sim Cortex Tech Tree

In RimWorld, the tech tree is the conceit which allows the game to work with its ‘societal drift’ conceit. Tribes of nearly cavemen, “modern” colonies, and ultra-tech feudal lords all coexist thanks to a set of technological ‘research projects’ which separate each colony by level of development. In our System Hack, we’re going to need the same tech tree conceit, but the underlying mechanics are going to be quite a bit different.

Before we go any further, I want to make sure you know that Cortex Prime is now available on DriveThruRPG. While digital versions of the game have been available before, you can now finally own a PDF version unfettered by a walled garden app which made the game significantly less accessible. With Cortex Prime finally available in the broader ecosystem, my hope is that there’s much more interest in this and a whole host of other projects using the system.

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System Hack: Mashups

Hobby games is a pretty broad field, with both upstarts like TTRPGs and trading card games as well as board and miniatures games which go back decades further. The whole field is brimming with designers taking their ideas about set, setting, and mechanics and committing them to cardboard and plastic, creating new and weird accessories or just sticking with humble dice and meeples. When you combine the recent renaissance in hobby board games (driven, like TTRPGs, by Kickstarter and the internet) with a few decades of family board games that everyone seems to have kicking around, there’s a lot of potential just sitting there.

TTRPGs are just as able to use weird, custom accessories as any board game, and in some cases all it takes is one designer with a weird idea to make something new. Where I think is the most fertile ground is the RPG mashup: taking accessories you may already have in your game cabinet and making new games with them. The hobby has figured out this works great with Jenga, and as you’ll read about in a moment, someone is trying it with the classic family (dis)favorite Monopoly. As far as other games, the sky’s the limit…but there is an extra layer of challenge involved with taking an existing game and both changing the experience while preserving the original bones.

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System Hack: Colony Sim Cortex Lists part 2

Welcome back to our System Hack! We’ve moved into the detail part of this hack, actually nailing down what everything in the game is and how it works. Now that we’ve nailed down what the skills are, it’s time to talk about Resources and Items, how they’re made, and what they do. Later on this leads us to part 3, where we lock down the tech tree and more specific base stations. After that’s all situated, it might be time to prototype this thing as a game.

RimWorld does give a guide in terms of what level of simplification we should go for. Resources like ‘compacted steel’ and ‘compacted machinery’ sidestep massive parts of the metal and machining supply chain, and also end up neatly creating resource constraints at different stages of the RimWorld gameplay loop. We’re not necessarily restricted by the same intent with our designs; this game is still an RPG at its heart and things like trading and finding more resources aren’t necessarily constrained to a single map and random events. With no (or at least much less) dead-ending, it’s okay to make the resources palette a bit broader and a bit more interesting.

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System Hack: Colony Sim Cortex Lists part 1

It’s time to move from theory to practice. As we move on to the next stage of this System Hack, I’m going to start taking the elements we discussed in the first set of articles and make them into actual game elements. For today, that means character creation. When we discussed characters for this System Hack, we landed on some pretty straightforward prime sets: Attributes, Skills, and Distinctions. As such, we’re going to lock in our Attributes and Skills. For Distinctions, the number I’d want to write is perhaps a bit high to cover comprehensively in one article, but I am going to lock in what the three Distinctions each character has are, what they do mechanically, and how they’ll be roughly categorized.

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System Hack: Colony Sim Cortex Overworld

While the focus in RimWorld is on the stretch of land that you’ve claimed for your base, the entire planet is available to you to explore. You can see the spread of different biomes and factions when you select your landing site at the beginning of the game, but really exploring and interacting with the broader world is dependent on either sending out risky caravans or developing later-game technologies like drop pods and (now with Odyssey) gravships. For our System Hack, the base site is likely to feel a bit smaller, and venturing out onto the world map is something that happens sooner. Luckily, we have decades of wilderness exploration in TTRPGs to help us out. When looking at our overworld map, we want to make sure that exploration and venturing beyond the base site both provides interesting decisions and helps us populate a world with people and places that our players will want to explore.

The overworld is also where we start considering some of the setting assumptions of RimWorld, and deciding where we converge or diverge. RimWorld’s implied setting is fascinating, but the place where all of the setting ideas fail to emulsify is in the overworld. Beyond the dispersion of settlements being a clear game contrivance, the lack of any population buildup or agglomeration is just not how any planet would look after years of colonization. There is a line to be walked here; a ‘RimWorld’ would likely self-select for individualists who may want space and to be left alone, but there’s simply too many personal and economic benefits for larger settlement to assume there wouldn’t be any.

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System Hack: Colony Sim Cortex Base Building

If any one topic is ‘the core’ of this System Hack, this would be it. Base building is the underlying gameplay loop of RimWorld and it is also a topic du jour in RPG circles, with the (admittedly poorly detailed) stronghold building from the D&D days of yore coming back into focus as more gamers want broader storyline opportunities. For our purposes, of course, if we’re making a colony sim we need to make a colony. But what exactly is the best way to do that?

Base building from my perspective is sandwiched between two examples which effectively bracket the space we have to work in. On the heavy end is RimWorld itself, a computer-assisted colony manager where everything is measured out in five foot squares and the player has complete power to place elements as they want them, as long as everything fits. On the light end is the new generation of stronghold building rules, most effectively typified by Free League’s games, notably Forbidden Lands and Twilight:2000. These games add a strong layer atop their roleplay frameworks, but the actual mechanical existence of a Forbidden Lands stronghold is merely a list of buildings with requirements and effects. We know the first item is too much, but we know the second is not enough. So what will base building in our System Hack actually look like?

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System Hack: Colony Sim Cortex Tasks and Work

When you boil it all the way down, RimWorld is a game where you assign tasks to your colonists and optimize how they get performed. Every time you place down blueprints, place a zone, or add a ‘bill’ to a production structure, you’re effectively communicating a specific task. When it comes to our tabletop colony sim, these sorts of tasks are going to be a cornerstone of the gameplay loop just like how they are in RimWorld. The actual implementation, though, is going to be quite different.

Structured time in RPGs is seen as something to be avoided, at least outside of combat. In most trad games, the passage of time is something either tracked closely in increments no more than a few seconds, or glossed over entirely. We have started to see games, especially games using Free League’s YZE system, paying more attention to the passage of time, while Edge’s new DPS mechanics used in Arkham Horror are assigning a mechanical bounding to the typically loose definition of a ‘scene’ by anchoring characters with a dice pool that exhausts over the span of one scene. It’s useful to consider rules like these for our game, but a Colony Sim is going to require something different. With productive tasks being primary, constant and consistent time tracking is going to be needed to fairly assess what’s going on in the colony.

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System Hack: Colony Sim Cortex Characters

Characters are the key unit of play in any RPG, and our system hack is going to be no different. For a game modeled after RimWorld, though, we’re going to have to strike a balance between emulation and ease of use, especially considering how many characters may be at play.

Cortex Prime allows for a range of different options for modeling characters, collectively called Prime Sets. Different combinations of Prime Sets lend themselves to different genres, and each one has different rules mods that can be attached to it. Only one Prime Set is required, Distinctions, but luckily it works well for certain traits within the RimWorld framework.

After some consideration, the two core Prime Sets we’re going to use outside of Distinctions are basic ones, Attributes and Skills. Attributes may not be directly used in RimWorld, but giving each character a rating in Physical, Mental, and Social can also be used for stress tracks, recreation type preferences, and other underlying RimWorld properties that wouldn’t fit with other Prime Sets. We’re also going to look into Resources and Relationships, Prime Sets that will be important for the game but perhaps limited at character creation.

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