100AC System Discord Dice Bot Updated
The 100AC System Dice Bot for use in Discord has been updated with some improved readibility and a more colorful interface. If you’ve already added the dice bot to your server, you will get these changes automatically. If you’re looking to play one of the 100AC System games online, but haven’t yet added the bot to your Discord server, you can add the 100AC System Dice bot to your server and start playing online right away!
The 100AC System Dice Bot for use in Discord has been updated with some improved readibility and a more colorful interface. If you’ve already added the dice bot to your server, you will get these changes automatically. If you’re looking to play one of the 100AC System games online, but haven’t yet added the bot to your Discord server, you can add the 100AC System Dice bot to your server and start playing online right away!
100AC System Dice Bot for Discord
Online play is more important than ever for tabletop roleplaying games, and while Scratchpad Publishing will always be excited to create games that support quick, off-the-shelf play around a table, we also know that many of you have been looking for more tools to help you play Dusk City Outlaws and Spectaculars online. You can now add a 100AC System Dice bot to your Discord server, which uses a series a simple commands to let you roll the percentile dice, advantage dice, and challenge dice used by these two systems.
Online play is more important than ever for tabletop roleplaying games, and while Scratchpad Publishing will always be excited to create games that support quick, off-the-shelf play around a table, we also know that many of you have been looking for more tools to help you play Dusk City Outlaws and Spectaculars online. You can now add a 100AC System Dice bot to your Discord server, which uses a series a simple commands to let you roll the percentile dice, advantage dice, and challenge dice used by these two systems.
“Just a quick heads-up: I coded this dice bot myself, and it’s my first Discord bot (and first time scripting in Python, for that matter). There’s a high likelihood that you’ll run into some bugs when using it. Sorry about that! If you do, you can visit the Contact section of this site and send me a message and I’ll try to correct the bugs as quickly as possible. Thanks for your patience!”
The commands for this dice bot are simple. With the !roll command, you can roll basic percentile dice. By adding certain arguments to your chat message, you can further modify the roll:
adding -t ## (where ## is your chance of success on the roll) will automatically determine success or failure
adding a, aa, aaa, or aaaa to the message adds that many advantage dice to the roll; you can also use #a, where # is replaced by the number of advantage dice you wish to roll
adding c, cc, ccc, or cccc to the message adds that many challenge dice to the roll; you can also use #c, where # is replaced by the number of challenge dice you wish to roll
adding -p will remove the percentile die roll, instead only rolling any advantage or challenge dice you included
You can add any of the above arguments in any combination to make a roll include exactly the dice you need
An example of the 100AC System Dice Bot in Action
If you ever need to see these commands in Discord, the !help command will cause the bot to print the basics of these commands for you.
You will need server manager permissions to add the 100AC System Dice Bot to your Discord server. If you don’t have your own Discord server, but want to see how it works, you can join the Scratchpad Publishing Discord server and experiment with the bot there.
Warehouse Move
Over the next few weeks, Scratchpad Publishing products will be unavailable for sale through our website as our warehousing company moves our stock to a new warehouse. In the meantime, you may place orders through Indie Press Revolution for both the Dusk City Outlaws and Spectaculars core game box sets, and through Campaign Coins for the Dusk City Outlaws metal tokens and Spectaculars metal tokens.
Over the next few weeks, Scratchpad Publishing products will be unavailable for sale through our website as our warehousing company moves our stock to a new warehouse. In the meantime, you may place orders through Indie Press Revolution for both the Dusk City Outlaws and Spectaculars core game box sets, and through Campaign Coins for the Dusk City Outlaws metal tokens and Spectaculars metal tokens.
Dusk City Outlaws & Spectaculars on Tabletop Simulator
Now available on Tabletop Simulator for free through Steam Workshop: official conversions for both Dusk City Outlaws and Spectaculars. If you have been looking for a way to play the Scratchpad Publishing games online, these TTS modules represent the first steps toward providing official online environments for play. If you own Tabletop Simulator on Steam, you can subscribe to these workshop modules to gain access to custom game setups that include high resolution components derived directly from the printer files for each game. A copy of either game (either physically, or in PDF format) is still required to play.
Now available on Tabletop Simulator for free through Steam Workshop: official conversions for both Dusk City Outlaws and Spectaculars. If you have been looking for a way to play the Scratchpad Publishing games online, these TTS modules represent the first steps toward providing official online environments for play. If you own Tabletop Simulator on Steam, you can subscribe to these workshop modules to gain access to custom game setups that include high resolution components derived directly from the printer files for each game. A copy of either game (either physically, or in PDF format) is still required to play.
Dusk City Outlaws Nominated for Origins Award
It is with great honor that Scratchpad Publishing announces that Dusk City Outlaws, the first independent game by creator Rodney Thompson, has been nominated for the 2019 Origins Awards! It is a great achievement for the game, and truly a privilege to be considered alongside other excellent nominees for the Origins Awards, the winners of which will be announced at the Origins Game Fair in June.
It is with great honor that Scratchpad Publishing announces that Dusk City Outlaws, the first independent game by creator Rodney Thompson, has been nominated for the 2019 Origins Awards! It is a great achievement for the game, and truly a privilege to be considered alongside other excellent nominees for the Origins Awards, the winners of which will be announced at the Origins Game Fair in June.
Rodney previously won the Origins Award in 2013 for the Lords of Waterdeep boardgame (along with co-creator Peter Lee), and this is the first nomination for a Scratchpad Publishing game.
Neo-Dunhaven Released
Now available on DriveThruRPG, Neo-Dunhaven is a setting hack for Dusk City Outlaws that translates the heist game into a the dystopian cyberpunk setting of Neo-Dunhaven. Under the oppressive eyes of the Consortium Council, the Right Kind of People of Neo-Dunhaven plan heists and execute cons, dealing with artificial intelligences, digital memory storage and transfer, and an immersive virtual reality network.
Now available on DriveThruRPG, Neo-Dunhaven is a setting hack for Dusk City Outlaws that translates the heist game into a the dystopian cyberpunk setting of Neo-Dunhaven. Under the oppressive eyes of the Consortium Council, the Right Kind of People of Neo-Dunhaven plan heists and execute cons, dealing with artificial intelligences, digital memory storage and transfer, and an immersive virtual reality network. Designed by Steve Kenson and Rodney Thompson, Neo-Dunhaven includes complete conversion guidelines, information on the Neo-Dunhaven setting, eight new cartels for use in that setting, and a revised and expanded group of specialties for use with Neo-Dunhaven.
The Zombie Job Now Available
Scenario W01: The Zombie Job is now available on DriveThruRPG! This scenario was designed for, and run on, LoadingReadyRun's Dice Friends streaming show, and involves the crew being hired to retrieve a heretical tome that reanimates the dead. That tome is currently located inside a quarantined funeral parlor filled with ravenous, reanimated dead, the result of a ritual gone wrong.
Scenario W01: The Zombie Job is now available on DriveThruRPG! This scenario was designed for, and run on, LoadingReadyRun's Dice Friends streaming show, and involves the crew being hired to retrieve a heretical tome that reanimates the dead. That tome is currently located inside a quarantined funeral parlor filled with ravenous, reanimated dead, the result of a ritual gone wrong.
Now Available for Purchase!
Physical copies of the Dusk City Outlaws core game box set are now available for purchase through this website! Simply click on the "Add to Cart" button on the Dusk City Outlaws product page or on the main page to order a copy shipped to your doorstep by our shipping company, Blackbox!
Physical copies of the Dusk City Outlaws core game box set are now available for purchase through this website! Simply click on the "Add to Cart" button below, on the Dusk City Outlaws product page, or on the main page to order a copy shipped to your doorstep by our shipping company, Blackbox!
As an added bonus, for those who purchase the game through this website, once your game ships you will also receive complimentary copies of the core game PDFs through DriveThruRPG.
DCO Shipping Soon
Dusk City Outlaws is set to begin shipping to backers and select hobby game stores soon! Within the next two weeks, US backers should see their copies shipping out of the distribution warehouse and headed to their doorsteps.
Dusk City Outlaws is set to begin shipping to backers and select hobby game stores soon! Within the next two weeks, US backers should see their copies shipping out of the distribution warehouse and headed to their doorsteps. International backers should see the same before the end of March, barring any unforeseen circumstances.
Once backer copies have shipped, we will also have limited quantities available for sale through this very website. Keep an eye here for more updates!
Complete PDFs Posted
The Dust City Outlaws Core Set title on DriveThruRPG has been updated with the complete PDFs for all paper components that will come with the box set. If you backed the Kickstarter or preordered the game through Pledge Manager, you can download the updated files from DTRPG now!
The Dust City Outlaws Core Set title on DriveThruRPG has been updated with the complete PDFs for all paper components that will come with the box set. If you backed the Kickstarter or preordered the game through Pledge Manager, you can download the updated files from DTRPG now!
If you haven't purchased the game, you can still pre-order through Pledge Manager, or purchase only the PDFs through DriveThruRPG.
This is a big step for the game, and we move one step close to everything being manufactured and in your hands! These files have also gone off to the manufacturer, and we're now in the process of getting the physical game produced. Now, we're going to turn our attentions toward the digital scenarios, Digital Creator pack, Turf Wars, and Neon City Outlaws, while our partner works on the Companion App.
Pre-Orders Open!
The Dusk City Outlaws Pledge Manager is now live! If you backed the project and want to set up your rewards, or missed out on the Kickstarter and would like to pre-order a copy of the game, the Pledge Manager allows you to do make sure that you get a copy of the game as soon as it is released!
I'm pleased to announce that the Pledge Manager for Dusk City Outlaws is live for a limited time. From now until the time that the game goes to print, you can use the Pledge Manager to manage the rewards you will receive from the campaign.
If you backed the Kickstarter, check the e-mail address you use for Kickstarter for an invitation to join the Pledge Manager. This will allow you to configure your rewards, set up your shipping address, and, if you would like, upgrade to a higher tier or select any add-ons you would like.
If you missed the Kickstarter but still want to order, click on the link below to join in! You can share that link with anyone else you think might be interested in preordering the game.
Limited Time Only!
The Pledge Manager will remain open until mass production of the game begins, at which point pre-orders for the game will close. Act soon to make sure you get your copy of the game!
Kickstarter Ends as Huge Success
The Kickstarter for Dusk City Outlaws has ended as a massive success. Here's a little bit of info about what is going to come with the game, and how the Kickstarter's success has made everyone's copy of the game better.
Well, we did it. The Kickstarter campaign for Dusk City Outlaws has ended, and was far, far more successful than I ever could have hoped for. We unlocked every stretch goal, and revealed every guest scenario designer. To quickly summarize, here's everything that will be included in the game when it ships to backers, with things unlocked by stretch goals in bold:
- The 24-page Player Rulebook, with expanded campaign rules & variant rules
- The 48-page Judge Rulebook, with expanded guidelines for creating your own scenarios
- The 240-page Traveler's Guide to New Dunhaven digest-sized setting book
- 19 full-color cartel sheets (two for each cartel, plus three rare character cartel sheets)
- 26 full-color specialty sheets (including 10 sorcerous specialties)
- The 60-card Deck of Quirks
- The 40-card Deck of Enemies
- A tear-off pad of character sheets
- 5 sets of percentile dice
- 4 advantage dice
- 4 challenge dice
- Cardboard token sheet
- Four bonus scenarios
- The Dusk City Outlaws Companion App for iOS, Android, Windows 10, or Mac
Just incredible. Thank you so much to everyone who supported the campaign. Now, I set to work wrangling artists, editors, graphic designers, and the manufacturer to try and get the game out to you on time.
If you missed out on the Kickstarter, have no fear! Sign up for our mailing list, and once Dusk City Outlaws becomes available to order (hopefully through our pledge manager) we'll let you know!
Funding Goal Reached!
I am pleased to announce that Dusk City Outlaws has hit its funding goal! Thanks to everyone that has contributed their support to the game so far. We've still got a few weeks left, so that means it's time to dig into our stretch goals!
I am pleased to announce that Dusk City Outlaws has hit its funding goal! Thanks to everyone that has contributed their support to the game so far. We've still got a few weeks left, so that means it's time to dig into our stretch goals!
I've just posted an update to the Kickstarter that details the new stretch goal tiers. Every $5,000 above the goal, I'm adding something or improving something in the box. The more stretch goals we hit, the better everyone's copy of the game gets!
You can check out the latest update now for more details.
Days & Nights in the Dusk City
Time is the criminal's most important resource. Learn about the way time passes in the game, and how it got to be that way. This installment explores the day/night segment split and goes into further detail about planning scenes and legwork scenes.
From the beginning, one of the most significant goals for Dusk City Outlaws has been to be the kind of game that could be easily pulled off of the shelf at a moment's notice and be ready to play without significant prep work. A lot of the decisions that went into the design of the game come from this root, and one of the most significant one is the decision to break play up into fairly structures daytime and nighttime segments, during which you either do planning, or do legwork.
Another major goal for the game is that I wanted it to be a player-driven sandbox; this goal also ties into the idea of being able to run without prep work, because it means the Judge doesn't need to understand some twisting path of a narrative, only react and allow the players to keep the story moving forward. But sometimes player-driven sandboxes stall out; players have too many options, and don't know what they should be doing. To address this, I knew the game was going to need two things: a clear call to action and a limited amount of time in which to get things done. This is the pull-and-push of player motivation in Dusk City Outlaws.
The Call to Action
The call to action is something that many tabletop roleplaying games that I like get right. Shadowrun, for example, is one of the best examples of this; you need to get a job from Mr. Johnson in order to pay your bills, and that job has a clear goal that you have to accomplish. There's a lot of Shadowrun inspiration in Dusk City Outlaws, and indeed one of the elevator pitches I use when describing the game to my fellow game designers is, "It's the premise of Shadowrun, the strong factions of Legend of the Five Rings, against the backdrop of a fantasy version of New York City." Getting your job from your broker at the beginning is the clear call to action, and I've found that the best successes I've had in scenario design are the ones where there is a clear target (steal this diamond, rob this bank, etc.) with interesting obstacles around them. This is the pull, the thing that lures the players toward it: the clear goal, with a call to action to achieve it.
The Time Limit
It's that second core need of the game, a limited amount of time in which to get things done, that led me to clearly define day and night segments, as well as planning scenes and legwork scenes. Putting a time limit on the Job puts pressure on the players to move forward; it's the stick that puts forceful motivation to the players' actions. But at the moment you put any limitation on the players, you need to also give them a clear sense of what the confines of those limitations are. In the case of putting a time limitation on the Job, that means the ultimate resource the players have is now time itself, and I found quickly that I needed to be able to tell the players now only how much of that resource they had, but how quickly it is expended. That's only fair, and the players won't enjoy their time at the table if they have a limitation placed on their resources but no clearly defined way that they are expended. If it's all arbitrary, they don't get the satisfaction of feeling like they earned their success, or deserved their failure.
Planning
While that realization led clear definitions of time resources (you have X days to do the Job, and each day is divided into one daytime segment and one nighttime segment), players then needed to know what they could actually do with their time. From the start, I said I wanted this to be a game where clever planning is rewarded, and where that instinct to come up with the foolproof plan that many gamers have is both rewarded and prevented from spiraling out of control. I felt strongly that coming up with not only the basic sketch of a plan, but also coming up with all of the details and contingency plans, would lead to a more satisfying payoff. I also wanted there to be a real risk of failure (if not complete failure in the Job, at least failure to account for something in your plans) because I feel like the highs of success are greater when this is the case. But if I was going to let the players do the planning, I had to put limitations on it. We've all played in that game where players dither forever. To keep planning from spiraling out of control, I said that planning consumes your main resource (time, in the form of an entire daytime or nighttime segment) and put a 15-minute real-time limit on planning scenes. This has had the nice effect of spurring the players to the meat of their planning quickly, with little distraction or dithering.
Spencer Crittendon's planning notebook.
Legwork
Looking to the source material for the game, the con/heist genre, it seemed like a common trope is that no plan can instantly be put into motion. The main characters needed to get out there and set things up, meet contacts, recruit allies, set up cover stories, and, in the process, provide lots of opportunities for their opposition to make life more difficult for them. Every time the main characters went out and started putting a piece of their plan into motion, it was associated with a high risk of being caught. The classic con movie, The Sting, is one of the best examples of this, and some of the most tense moments in the movie come well before the climactic final act.
This is where the idea of legwork scenes came from. I found pretty quickly during playtesting that a player-driven sandbox game needed something very important to feel satisfying: a sense of progress. If you're going to ask the players to drive the action, they are going to want to feel like they're actually getting things done. So, I started out allowing everyone to define or participate in one legwork scene. That "or" in there was quickly revealed to be a problem; it led to lots of time spent with the crew divided into smaller groups, which would inevitably result in two or three players sitting around the table doing nothing and waiting for the current scene to play out. So I shifted the rule to say that everyone takes the lead on one legwork scene, and then can participate in as many of the other players' legwork scenes as they wanted. Coupling this with some better guidance for the Judge (focused on introducing complications that encourage many members of the crew to get involved in the scene), the pacing picked up significantly, and the players' sense of progress grew significantly.
There was one final major tweak that I made to legwork scenes, and it came after a playtest I ran at PAX West 2016. After that playtest, some of the players made the suggestion that the one thing missing from legwork was some assistance from the game in helping the players define the scene, a template that they could follow to easily set up the action. This is something tied into the challenge of player-driven games; when the options are too wide-open, players often feel paralyzed by their choices. I then created the template that players use in the game right now to help define their legwork scenes:
“Specify one thing you want to get out of the scene (a specific piece of information, some asset or resource, the cooperation or aid of an individual, and so on), and describe the place you are going to get it. You then explain how you are going to get it and, if necessary, who you interact with to get what you want.”
This turned out to be a great aid in keeping the pacing at the table moving forward. Defining what the player wants to get out of the scene up front sets and end goal for the scene, the "pull" that the player is working toward. This is also nice because, at the end of the scene, the player can look back and see if they got what they wanted, leading to a very clear sense of progress. Describing the place where you are going to get it helps the Judge provide the backdrop and set decoration for the scene, an important part of immersing the players in the setting. Defining how you are going to get what you want helps the Judge not only make the call on what obstacles and challenges are present, it also points to which skills or other mechanics you're going to need to use to succeed, and the option to talk about who you interact with opens the door to introducing recurring NPCs into the game. Best of all, this structure still allows players freedom to drive the game forward in the way they want, and lets them play to their strengths. If you're a Vesper who is good at dealing with nobles and need blackmail material on a noble to use as leverage, you describe your method as interacting directly with the nobility; if you're not good at dealing with nobles and are instead a Mummer who is good at dealing with criminals, you describe your method as seeking out another criminal who actually has the blackmail material already. Players can play to their strengths while still following a template that makes things easier on everyone.
Dusk City Outlaws LIVE!
Starting very soon, we're going to be Dusk City Outlaws is going to be played live for your viewing pleasure! We've got a schedule of livestreams coming up that should give you a chance to see the game in motion and give a sense how it plays.
Starting very soon, we're going to be Dusk City Outlaws is going to be played live for your viewing pleasure! We've got a schedule of livestreams coming up that should give you a chance to see the game in motion and give a sense how it plays.
Note: All times listed below are for the Pacific time zone in the United States.
Sunday, January 29th, 2:30 PM - Divvy the Loot: Join me (Rodney Thompson) as I livestream a game for some friends of mine here in Seattle. Two of the players have playtested before, but the other two will be brand-new to the game! This is a two-part livestream, with a 4-hour scenario broken up into two halves.
Tuesday, February 7th, Time TBD - The Saving Throw Show: The Dungeon Bastard, aka Tom Lommel from the Stonesetter Job actual play video, takes the Judge's seat for a livestreamed game on the Saving Throw channel.
Sunday, February 12th, 12:00 PM - Divvy the Loot: Time for Part 2 of the livestream from January 29th! We'll be picking up where we left off at the end of the last stream and wrapping up the scenario.
Friday, February 24th, 6:00 PM - LoadingReadyRun's AFK Show: I'll be traveling to the wilds of Victoria, Canada to bring a livestreamed game with my favorite Canadian nerd comedy group that I am personally friends with!
Rogues Gallery
It's not easy to pull off a Job under the best of circumstances, and the City Watch aren't the only group a criminal needs to watch out for. Find out more about the groups and individuals that oppose the cartels, and how they can make life difficult for the Right Kind of People.
The criminal protagonists of Dusk City Outlaws might have plenty of skill and influence, but they don't go about their illegal business unopposed. In today's installment, we're going to take a look at a few of the groups that provide opposition for your crew while on the Job. Some of these threats are ever-present, while others only pop up from time to time, either in a specific scenario, or when the Judge introduces a plot twist or complication.
Private Security
With all of the money that flows through New Dunhaven, it should be no surprise that the wealthy and powerful spend some portion on that to protect their wealth and power from the cartels. Private security guards are common in New Dunhaven, and their duties range from on-site protection to acting as bodyguards for individual nobles. Private security does not endure the scrutiny that agents of the Crown do, and they tend to be less disciplined, less skilled, and also less restrained in dealing with the Right Kind of People than a member of the City Watch would be. They occasionally have contentious relationships with the Watch as well, and many Crown investigators will turn a blind eye when private security officers get roughed up or humiliated by the cartels.
The City Watch
The City Watch is the primary arm of law enforcement in the city. On the streets, City Watch officers patrol in pairs or small squads, keeping an eye out for criminal activity and responding to citizen complaints. Their role is to enforce the law, and to arrest anyone that flouts the Crown's authority. District precinct houses belonging to the Watch have small jails where criminals are held before being transferred to the Castle, the fortress-like prison overlooking Longharbor. The City Watch also employs investigators whose job is to seek the criminals responsible for breaking the law, collect evidence, and both direct the officers of the Watch to make arrests and provide the Crown barristers with enough evidence to convince a magistrate to convict.
The Spiders
The Spiders are the city's secret police. Before the Arrangement went into place, the Spiders were a criminal cartel. When the Black Council formed, the Spiders refused to abide by the Arrangement and turned Crown, offering their skills and knowledge of criminal methods to the legal authorities in exchange for pardons and employment. This betrayal cut the cartels deep, causing one to flee the city and another to collapse entirely due to having so many of its members arrested and executed. Now, the Spiders use their knowledge and experience as criminals to hunt the members of the cartels and enforce the Crown's authority in secret. They often operate independently, but can predict cartel activity based on their own history.
Bounty Hunters
When a crew avoids justice for long enough, the Crown will frequently put bounties out on their individual members. Bounty hunters are private citizens, licensed by the Crown to hunt down and apprehend criminals and bring them in for arrest and trial. Most bounty hunters are independent operators, though some work in pairs, whose only income comes from cashing in bounties. They are usually highly skilled, well-prepared, patient and well-armed; few bounty hunters would take to hunting down the Right Kind of People without an arsenal of weapons and plenty of rope, manacles, and other tools of the trade. Bounty hunters frequently strike when a member of the crew is isolated from the others; taking on a whole crew at once is a good way for a bounty hunter to get killed.
The Dredgers
The Dredger Detective Agency, whose members are usually just referred to as Dredgers, is a private investigative organization that specializes in detective work and security. Unlike most private security, Dredgers are highly skilled, intelligent, and usually at the top of their field, and they charge a commensurate amount for their services. The Crown contracts the Dredgers when their investigators have failed to apprehend a particular criminal and a bounty has gone unclaimed for too long. Dredgers are also occasionally employed by nobles or wealthy merchants for investigative and security operations where a skilled hand is needed to lead. The Dredgers are also the only private citizens that are allowed by law to carry firearms, a result of a negotiation between the organization's founder and the Crown many years ago.
The Blooded
In many ways, the Blooded are the ninth cartel that rules over the criminal underworld of New Dunhaven, though they do not abide by the Arrangement or respect the authority of the Black Council. The Blooded are criminals who do many of the same things that the cartels do, and their turf covers a large swath of the southern reaches of the city. Yet despite being criminals, the Blooded are not the Right Kind of People; they prey upon the other cartels, fight openly with them, and are enemies to all of the cartels of the Arrangement. They oppose the Crown and the cartels alike, and engage in criminal activity that is more overt, more violent, and more predatory than the cartels typically sanction. They prey upon the law-abiding citizens in their turf with open hostility, and instead of trying to work subtly and stay out of the view of the City Watch, they invite conflicts with the Crown with open antagonism. When a crew is on the Job, the Blooded will often try and steal the score out from under them, and can be disruptive to any crew's plans.
The Endless Dawn
Though they would call themselves "concerned citizens" when asked, the Endless Dawn are nuisances at best and vigilantes at worst. A grassroots organization of private citizens whose stated mission is to keep the streets free of criminal activity, the Endless Dawn began as a neighborhood watch organization that spread throughout the city. Unfortunately, as the group's membership swelled, its mission drifted, and now the Endless Dawn is largely dominated by angry, aggressive private citizens who want to take the law into their own hands. Most of the time, this amounts to little more than busybody neighborhood watches that stick their nose into the cartels' business, but Endless Dawn activity that has gotten out of control has occasionally led to riots and worse. Reckless in their supposed righteousness, the Endless Dawn occasionally harasses law-abiding citizens suspected of being criminal informants or cartel agents, though often this is just an excuse for one citizen to take out a grudge on another.
The Heat is On
To make it easier for the Judge to present challenges and keep the pacing of the game moving forward, Dusk City Outlaws uses a resource system called heat. Heat builds up as the crew is on the Job, and when the Judge spends heat the city's law enforcement and other cartels pop up to cause problems.
Since Dusk City Outlaws is based on sandbox-style play, and knowing that I wanted the game to be one that required a minimal amount of prep work to start playing, I knew that I wouldn't be able to include a lot of plot or narrative in the scenarios, and would need a mechanic in the game that carried the weight of providing dramatic twists. That mechanic is called heat, and it represents the severity of the reaction of the city's law-abiding citizens to the criminal activities of the cartels. Heat is also a resource that the Judge spends to create impromptu challenges that the members of the crew need to deal with in order to succeed.
Reaching to drop some heat into the heat pool during a playtest.
Lots of thing generate heat; just by being on the job, the crew generates heat, representing the ever-present pursuit of the Crown's investigators and the officers of the City Watch. The players can also generate more heat by being sloppy or unlucky when committing crimes: leaving behind lots of evidence, stealing objects of exceptional value, causing collateral damage, killing or kidnapping someone, etc. Crew members generate a small amount of heat by being conspicuous in certain areas of the city, though they do not generate heat for most crimes by default, only when the crimes are egregious or reckless enough to draw the attention of the Crown. Heat can also be generated as a negative consequence of rolling drawbacks on the game's challenge dice.
The Judge spends heat to introduce complications during legwork scenes, or when the climactic scene of the scenario is going down. For small amounts of heat, the Judge can add private security guards into a scene on the fly, introduce hazards and obstacles that pose a physical threat, or cause a mark to become exceptionally suspicious for one scene. Greater expenditures of heat can have a bigger effect: a district of the city is plastered with wanted posters featuring images of the crew, the citizens of a district grow suspicious and are less susceptible to being fooled, or a more significant antagonist, like an investigator or bounty hunter, enters the scene.
Removing some heat from the heat pool just before ruining the crew's plans.
When the heat pool grows large enough, the Judge can spend a large chunk of it all at once to introduce a plot twist. Plot twists are major shifts in the scenario that might recontextualize the entire affair. A plot twist could reveal that one of the crew's allies is actually secretly an agent of the Crown who has been spying on them, or it could cause the City Watch to scoop up that ally in a raid and imprison him or her in the Castle, far from where they can be of assistance. A plot twist can introduce a major villain, like a member of the city's secret police or a Dredger investigator, or it could be used to place an entire district of the city on lockdown, making it impossible to move in and out of that district without having to deal with the City Watch.
The Judge makes the call as to the nature of the complication or plot twist that gets introduced. It always needs to make sense in the context of the scenario's narrative, and some scenarios come with special plot twist suggestions specific to the circumstances of that particular Job. This also allows players to replay previously-played scenarios, as plot twists and complications can drastically alter the way the Job plays out. Heat reduces the need for advanced prep work by allowing the Judge to read the current situation and make things more interesting on the fly instead of requiring the Judge to follow a script laid out in the scenario.
The Right Kind of People
Players in Dusk City Outlaws take on the role of a crew of criminals, and they create their characters by combining the choice of their cartel with their specialty on the Job. The mechanics of each are presented on cardboard cards, which are placed next to each other and contain everything you need to know to run your character. Find out a little more about how this character system evolved during development.
From the beginning, I knew I needed character creation to be fast and easy in Dusk City Outlaws. I also knew that I wanted a game where most characters were composed of only two major elements. The roots of this are in Dungeons & Dragons (race and class), but in the last few years there have been a few games that have taken the A + B approach and refined it so that each of the two halves is weighted about equally in terms of their importance in character creation. The two that inspired me the most in the early days of Dusk City Outlaws were the edition of Gamma World I worked on at Wizards of the Coast and the Iron Kingdoms Roleplaying Game that came out a few years back. I loved character creation in those games, and they use one of my favorite techniques in games as a whole: asking the player to creatively interpret the combination of two static game elements. I love this game element because it lets players put a little bit of themselves, something uniquely their own creation, into the character before the first die is even rolled.
Gravediggers concept art by Joy Ang.
Another thing I knew from the beginning is that I wanted these two character elements to be on cardboard mats that you put out in front of you, similar to how board games like Arkham Horror or Shadows Over Camelot give you character cards. If I wanted there to be a short time between opening the box and being done making characters, I didn't want players having to copy information out of a book, or sharing books, or doing any of the other things that takes a while. Since I wanted to do the "pick A + B" style of character creation, I didn't think a character folio would work as well, so I settled on two cards that, when placed next to each other on the table in front of you, would take up about the same amount of space as a sheet of 8 1/2" x 11" paper. This decision later ended up being a real boon to making the game easy to play; I was able to put rules and gameplay reference information on the back sides of those sheets, meaning my players did not need to be constantly referencing a rulebook when they had simple rules questions.
For the sake of reducing analysis paralysis, I decided to make two distinct types of character aspect cards, which also had the added benefit of making it easier for the group to make characters; the players on one side of the table would choose from one set of character cards while the players on the other side of the table would choose from the other set of cards, and then swap. The decision to make one type based on the cartels, and the other type based on what you contribute to the crew, was in from the very beginning; the very first "version 0.1" prototype character aspects had this split.
Cartel aspects tell you about the larger organization of which you are a part; they also give you information on where you and your cartel-mates are conspicuous, what kinds of things you know about, and they give you some examples of how you can use your influence and connections to get things done on the Job. Each cartel aspect also has one special benefit that broadly defines the kinds of things the members of that cartel are good at. For example, the Circle, a cartel often used as the "muscle" of the crew for the Job, has a special benefit that makes it so that they can be more guaranteed to succeed when fighting with fists, knives, swords, and other melee weapons.
Specialty aspects tell you what your role is on the crew and on the Job. They give you your equipment, provide you with multiple special benefits, and also list your skills. If the cartel aspect tells you who you are, your specialty aspect tells you what you do. The Specialties in currently in the game include:
- Alchemist
- Assassin
- Basher
- Boss
- Brawler
- Cleaner
- Dabbler
- Fixer
- Grifter
- Mastermind
- Mole
- Poisoner
- Runner
- Sharpshooter
- Thief
- Trainer
Because a major goal of the game is to have minimal prep work to get going, that means that a lot of the interesting narrative twists and turns that a roleplaying game normally takes need to come from the players and the mechanics they use. The dice system discussed in the previous blog post is one method, but the specialty aspects carry some of this weight in their special benefits. Most specialties have one or more benefits that allow them to twist the narrative in unexpected and exciting ways. They rely on player creativity to use, and are often left intentionally open to interpretation, a necessary requirement for being flexible enough to be broadly applicable in many different situations.
The end result is a fast way to create characters that give the chance for players to engage in some creative interpretation. I think it also results in players spending more time thinking about the things that make their characters unique, since the bulk of the character creation process is thinking about how the particular combination of cartel and specialty manifests itself.
The Dice Have It
Dusk City Outlaws came into being through a spark of inspiration blending three basic ideas I'd been working on for a while: a simplified narrative dice system, an urban setting with colorful criminal factions, and a desire to make a game that made making characters and starting to play fast and easy. Today, I'm going to talk about the dice system.
I figured out pretty early on in the design of Dusk City Outlaws that, if I was going to have a game that's easy to pick up and play on the spur of the moment, I was going to need mechanics that are easy to teach and understand, but that could have a big, and varied, impact on the narrative of the game. Today, I'm going to talk about how the game's streamlined narrative dice system came about.
There have been a fair number of games released over the last few years that use unique dice mechanics, and sometimes unique dice, as a means of introducing more narrative variability and interpretation into task resolution. I love this idea; you roll the dice, and then you interpret the results and what they mean for the narrative. It's like watching the High Aldwin consult the bones in Willow (and yes, I unironically love Willow).
Playing with prototype dice during the filming of an actual play session. Left to right: Rodney Thompson, Sam Witwer, Elisa Teague. Photo by John French.
But I'm a tinkerer at heart, and I had in mind some additional goals for a narrative dice system that I wasn't quite getting out of everything that was out there, or at least everything I'd played. First, I wanted a dice system where your chance of success was immediately obvious to even the most casual player. This is something that I think many dice systems, both traditional and modern narrative systems alike, struggle with. There's an interpretation layer the player has to pass through to understand just how likely they are to succeed. Even looking at your character and evaluating how good you are at something is an exercise in system mastery and relative interpretation.
There is one common die system that does do a good job of making it very clear how good you are at something, and how likely you are to succeed on any given task: percentile systems. It's easy to translate a percentile chance of success into a practical understanding of how likely you are to succeed. Saying, "I've got a 75% chance of success on this" is a very comprehensible statement to most people. Unfortunately, percentile systems don't stand up as well when you start adding in modifiers or shifting difficulties.
Sam knows his die roll was good enough to succeed, but Elisa sees the twist of negative consequences on the horizon. Left to right: Rodney Thompson, Sam Witwer, Elisa Teague. Photo by John French.
The second goal I had is that, for all of the awesomeness that narrative dice systems provide, sometimes you just want to roll some dice quickly for a succeed/fail result. During the development of D&D 5th Edition, we often referenced situations where the Dungeon Master would call for a roll to get some guidance on how to proceed when they didn't have strong feelings about a task or situation. More complex narrative die systems often result in situations where every die roll becomes an exercise in interpretation, but I wanted a system where the rules said that it's OK (and easy) to have a quick die roll to determine success or failure, then move on.
My last goal is that I wanted interpretation of results to be simple and fast, even if it's the first time you're sitting down at the table to play, no matter how complex the situation is that triggered the die roll. Symbol-based narrative dice systems actually have some elements that make this easier, and some that make it harder. Counting symbols is, in general, easier than doing even simple math. It's just easier to look at a die and count the number of visible symbols, even over looking for some number of dice with an X or higher showing.
With all of these goals in mind, and knowledge of how the various die systems I've played with interact with those goals, I settled on a few things. First, I wanted to go with a percentile system. However, instead of modifying your chance of success based on the situation, the system would assume that your base chance of success for any task never changes (with a few caveats about impossible or automatic attempts). Instead, to represent things that increase the challenge or tilt things in your favor, the player adds narrative dice to the roll. These dice would come in two varieties, one positive, and one negative, and with only a single type of symbol on each type of die.
Challenge dice (left) and advantage dice (right), with the drawback and boon symbols, respectively.
This results in a system where, on any given die roll, you can have:
- Success
- Success, but something goes wrong in the process
- Succcess, and you get an unexpected additional benefit
- Failure
- Failure, but there is some upside to the attempt
- Catastrophic failure with unintended consequences
I felt like that was a pretty good starting spectrum of results, but these starting decisions did have some consequences for the kind of game I'd be making. These basic design decisions meant that the game wouldn't focus very much on the granularity of its challenges, and combat probably wouldn't be dependent on any target's defenses. Any enemies that are particularly defensive, or particularly vulnerable, would need some other way to indicate that.
The prototype advantage and challenge dice used in playtesting.
Once the game came together, the die system worked surprisingly well for a first draft. New players, and players less experienced with roleplaying games in general, were able to quickly identify what they were good at and make and interpret rolls quickly. While running the game, I found that it was really easy to just throw advantage and challenge dice into the roll based on the circumstances. Best of all, the spectrum of six possible results ended up doing a lot of the heavy lifting in providing exciting, diverse narrative beats during game play.
So, what changed during development? Mostly things surrounding the system, while the core system stayed intact. Early playtests weren't seeing advantage and challenge dice have a big impact, so I doubled the number of symbols on each type of dice. The unfluctuating percentages for skills left players feeling like they didn't have a lot of control over the game, so a mechanic for spending luck (the players' hit point-like resource) to guarantee success, but at the cost of adding challenge dice to the roll, was introduced (this mechanic is called pushing your luck). I originally had a rule that said that you can only have 3 advantage or challenge dice on any roll, unless a game mechanic says that you can have 4; that mechanic wasn't worth its complication, and while running the game I found myself ignoring it frequently, so it was cut.
The most recent prototype advantage dice.
Other than that, the system has worked pretty well. I avoided trying to tie too many mechanics to boons or drawbacks (the symbols on advantage/challenge dice) because I wanted them to be largely in place for the players to interpret based on the situation, not the system itself. I think it hits my three goals rather well, and I think people will find it to be a nice, lighter narrative die-rolling system that moves quickly from the time the roll is announced to the point where the players are done interpreting the results.
Dusk City Outlaws Actual Play Videos
In December, we recorded an actual play session of Dusk City Outlaws with some friends of ours in Hollywood. After putting some small editing touches on the video, it's finally time to show it to the world!
In December, we recorded an actual play session of Dusk City Outlaws with some friends of ours in Hollywood. After putting some small editing touches on the video, it's finally time to show it to the world!
This video was recorded at the awesome livestreaming studio of the Saving Throw show, and was made with the help of players Sam Witwer (Being Human, Star Wars: Rebels, Smallville), Elisa Teague (Geek Out!, Girls on Games), Tom Lommel (The Dungeon Bastard), and Spencer Crittendon (Harmonquest, the Harmontown podcast), with Dom Zook (the Saving Throw show) acting as our engineer, and John French as our B-roll photographer.