Back to the Mud: Putting some Grit in Cortex Prime, Part II: General Difficulties

In Part I of this series, I offered some methods for modifying the core rules options in the Cortex Prime Handbook for damage and injuries to get a grittier feel. In this follow-up, I’m going to talk about some hacks for difficulty in general, because “grit” is about far more than death and dying.

As I mentioned before, Cortex Prime favors generally capable characters from the get-go and that I believe that making characters inept is the wrong way to add grit to mechanics. So we’re not going to change characters; we’re going to look at some alternative approaches to assembling pools, calculating results, and determining effects.

As a note of acknowledgment, the ideas about limiting the dice pool and the use of “Forced Dice” came from a friend of mine during a conversation we were having about adapting Cortex Prime to serve as a ruleset for my Avar Narn setting. If he gives permission, I’ll update this article to give him credit by name.

No Effect Dice, Expanded
The Cortex Prime Handbook offers a mod that removes Effect Dice from the mechanics. Unfortunately, the mod as described gives no replacement method for full degrees of effect, simply replacing all Effect Dice (where they would be used) with a d6, stepped up for a heroic success. There are plenty of games that offer varied degrees of success based on a single roll, and we could also point back to Rob Donoghue’s note about five steps stacking with the five die sizes of Cortex Prime to fill in the gap.

Rather than dividing results into “normal” successes and “heroic” successes, we can simply establish four or five sections for a granular map to convert a roll total to an Effect Die where it’s useful or necessary to do so. If you want to skip d4 Effect Dice, then you’ll have four success categories, five if you include them. I think there’s a good argument to be made for starting with d6 as the “basic” success level for mechanical ease of use, as d4’s are only supposed to be used once and then removed. On the other hand, including more d4s in dice pools increases the likelihood of Complications and Opportunities (and may further reinforce the gritty nature of a system when basic results provide only fleeting advantages).

An additional benefit for mapping mechanics to grit is that higher Effect Dice are reached less often, but this can cut both ways. It might turn many conflicts into more attrition-based slogs than the faster-moving action of the core system. A statistical analysis of the core rules for Effect Dice against the “Degree of Success” conversion described herein would need to account for many variables–average pool sizes, relative frequency of the various dice types being in pools, etc. I have neither the training nor inclination to perform such analysis for my own end systems in Cortex, much less those you might formulate for your own games. There may need to be some trial and error here.

If you’re using one of the “Damage Track” mods from Part I of this series, you can address some of this with the length of the damage track. If using weapons that add to damage inflicted, you can further tune whether weapon selection or skill rolls are most important in determining the damage of an attack. Of course, if you’re willing to make things another step of fiddly, you could have particular weapons set the thresholds between Effect Dice results (or damage inflicted) for an interesting combination of weapon and skill as factor in end result.

Personally, I’d likely skip the d4 result, starting a “basic” result at the equivalent to a d6 Effect Die, with the step of the die increased according to the following degrees: “beating” the other roll by 1 or 2 is a d6 equivalent, by 3 or 4 is a d8 equivalent, by 5 or 6 is a d10 equivalent, and by 7+ is a d12 equivalent. If you don’t mind more complexity (and more “average” results on the whole), you could increase the range of each successive step (i.e. 1 or 2 would be d6, 3-5 would be d8, 6-9 would be d10, and 10+ would be d12).

In the core rules for Conflict (or the Action-Based Resolution mod), the advantage goes to the acting character, because the reacting character must beat the acting character’s result to be successful. Many “gritty” roleplaying systems (or at least RPG systems attempting to fall into the amorphous category of “gritty”), have ties go to the defender. It’s worth considering whether to use that approach or to keep the core Cortex approach that the acting character has the advantage. I don’t think there’s a right answer here, but because this ruling applies when things are down to the wire, I expect your players will recognize the difference, even if only intuitively.

Another effect of this system is that certain “dice tricks” available with the use of Plot Points or SFX collapse into one another. For instance, the ability the add a third die to your total would now both increase your chance of success and your degree of success (whereas, under the normal rules, adding a third die to your total would make that die unavailable to be used as an Effect Die).

Limited Dice Pools
Under the core Cortex Prime rules, a character may add one die to their pool from each applicable Trait category (with some additional judgment necessary for Signature Assets and similar Traits, where having a rating within that general Trait category does not mean that it will be universally applicable). But what if they can’t? What if a character can only use a maximum of four dice in a dice pool, even if there are five Traits that might contribute a die? If this only applies to characters (players or NPCs) but not opposition rolls from other sources, this allows a great deal more fine tuning of difficulties (again, with the complexity of statistics for the Cortex Prime system, the exact steps of granularity added by such a measure is not exactly known, but we can generally surmise the difference between adding an additional d10 versus adding 2d6 to the pool–assuming we’re still only talking about using the two highest-rolling dice for the result).

To best jibe with the way the Cortex Prime system works, dice that fall outside of the character’s innate Traits should not apply to the limit–essentially, an Asset (other than a Signature Asset), an opposing character’s Complication or Condition, etc.–don’t count.

This idea also creates a new space for Traits, SFX, or Plot Point expenditures that break the rule. The ability to spend a Plot Point to add a die to the pool over the normal limit of dice should, of course, be added. Certain Trait sets, if they apply, may not count toward the dice limit for the pool–this is a great way to put added emphasis on a particular Trait set–accentuating Signature Assets, Powers, or Abilities, for instance. For a more limited version of the preceding, consider an SFX with a non-Plot-Point cost as permission to add the die to the pool regardless of the limit. I’ll be working on a post with an approach to modeling human augmentation in Cortex Prime in the near future; it will include some examples of employing these ideas for breaking the Limited Pool Rule.

This mod, I believe, also adds additional power to having higher-stepped dice in a rating. Not only does a d12 increase the total result you might reach, but it brings up the average result as well–something that you can do by adding multiple dice of a lower step when there is no limit on the pool.

“Forced Dice”
This mod works only with the Limited Pool mod above, and it’s something that I’m still wrapping my head around, so it will likely be expanded in a future post. For now, I’m just going to mention it. The idea, in general, is to create situations in which a character must accept a d4 in their (limited) dice pool. Part of determining the ultimate usefulness of this approach is finding a reason to use this method rather than the normal methods for adding disadvantages and negative conditions to the opposing pool.

Where I’m currently thinking through using this idea is where certain conditions precedent must be satisfied to undertake a particular action at full effectiveness–a character can still take the action without having first (or simultaneously) satisfied those conditions, but they must accept a “Forced Die,” a d4 added to the pool that counts toward their Pool Limit, to do so. This could be employed for taking simultaneous actions during conflict (the “multiple-action” penalty used in other games) if relevant to the way you track initiative and your action economy. It may also be used to accentuate certain conditions from the “run-of-the-mill” conditions represented by Complications.

As I mentioned at the top, I’m working on a full set of mods for Cortex Prime to run games set in Avar Narn. I’m sure there will be additional posts on this subject and others related to that ruleset on the blog soon (with the referenced post about human augmentations first among them).

Back to the Mud: Putting some Grit in Cortex Prime, Part I: Damage and Injury

Readers who’ve followed the blog for some time have likely picked up two things with regards to my favored approaches to roleplaying games. First, I prefer narratively-structured games, like Fate and Cortex Plus/Prime. Second, I like my settings gritty.

At first, these things may seem contradictory; both Fate and Cortex involve capable characters from the get-go with fairly high chances of success in their actions. They give players Fate or Plot Points to shift the narrative in their favor from time to time. I’m of the mind that this is a false dichotomy. To me, having low-powered characters with correspondingly-low chances of success is not gritty; it’s either frustrating or comical. This has been my experience with low-level characters in D&D and especially in the Warhammer (both Fantasy and 40K) percentile systems (especially when the GM thinks of unmodified roles as “easy” ones instead of following the rules guidelines that “easy” rolls should give bonuses–this is easy to forget in the thick of the game). To me, a gritty setting is one in which the characters are capable, but even skilled characters can get unlucky and suffer extreme consequences. It doesn’t happen often, but even an untrained peasant with a pitchfork can kill an armored knight when the chips fall just so. This is where, as with real life, skill alone is not always enough to prevail.

Philosophy of gaming (were that an established academic field!) aside, this post is going to be about adding some mechanical elements to Cortex Prime to increase the grittiness of the system. As one last note within this preamble, I want to point out that no mechanical changes are strictly necessary to run a gritty game of Cortex Prime–simply narrating the action to fit the feel of the game can accomplish this. But, for those who want to go further, to adapt Cortex Prime from a “generic” system to one that can be tailored to genre and tone, here we go.

In this post, we’ll talk about some ways to use the rules mods given in the Cortex Prime Handbook (sometimes with small changes) to adjust grittiness. In the next, I’ll offer some ideas that diverge more significantly from the mods contained in the Cortex Prime Handbook.

Being Taken Out
On my first readthrough of the rulebook, it struck me that the Stress and Trauma system suits a gritty setting best. Subsequent thought revealed that I may just be partial to that system because it feels a little more like “traditional” RPGs without going fully to the “Ablative Hit Points” mod. Reflection has led me to the thought that the basic rules for being taken out (spend a Plot Point to not be taken out of the scene) may be used to bring heightened tension to conflict that matches with a gritty feel. The key here is in addressing the consequence here suffered upon being taken out. For more cinematic games, the Consequence suffered for avoiding being taken out can be narratively (but not mechanically) lower–getting winded, winged by a bullet or otherwise put in a position that complicates things without being in real physical jeopardy. Conversely, these Consequences can be made more narratively significant without modifying the mechanics: if the character suffers a Consequence because of a gunshot, then the Consequence could be Sucking Chest Wound d10 or Gutshot d8. Even if no mechanics are altered, this will certainly put players on edge more than Flesh Wound d8. Of course, I’m not just going to suggest narrative changes here. My main point here is that, with regard to the base system for conflict, staying in the fight creates an additional pull on resources (in the form of Plot Points). Tough choices regarding resources is a core of mechanically-gritty systems–this naturally increases the dramatic and tactical strain on both characters and their players. Consider using the “core” system for being taken out with other rules systems to drive home risk and a need for resource conservation.

Stress and Trauma to Lethal and Non-lethal Damage
One alternative to the core system for being taken out of a conflict presented in Cortex Prime is the system for Stress and Trauma. Under that system, a character first takes Stress as a Complication to an attribute when losing a test in a confrontation. If the character has d12 Stress, this is converted into Trauma, which has the same mechanical complication as a Stress Complication but which is more slowly recovered. A character who takes “damage” that would push Trauma beyond d12 is removed from the game, probably because the character dies in the case of Physical Trauma (or is mortally wounded, put in a coma, etc.).

One simple shift in thinking here is to draw upon the World of Darkness/Storyteller damage system, thinking not in terms of Stress and Trauma but lethal and non-lethal damage. To be specific, replace Stress with Non-Lethal Damage and Trauma with Lethal Damage as with the original system, once Non-Lethal Damage is at d12, further Non-Lethal steps of damage are added to Lethal Damage. But where circumstances indicate the damage received would be life-threatening (the use of weapons, a fall from a height, fire, electricity, etc.), apply the damage to the Lethal Damage die, skipping over the Non-Lethal Damage die altogether. This would work well in systems where brawls (fisticuffs being treated as Non-Lethal Damage under the logic that punches and kicks can be deadly, but it usually takes more than, say, hitting someone with a hammer, to push from bruises to serious injury) are more common than deadly fights, or where the consequence of producing a weapon should be dramatically significant. This can easily be combined with the core Being Taken Out system to make conflict (especially physical conflict) an extremely serious event rather than a common and expected aspect of the game, suiting this especially to investigative or political genres.

A further question to be answered if using this system is how to apply the Complications of Non-lethal and Lethal damage. Do you apply both dice to the opposition test, only the higher of the two, or use some other method to determine effect on rolls?

For an additional complexity, you can allow appropriate armor to convert Lethal damage into Non-Lethal damage based on the armor’s step/rating. This gives characters some added protection without armor having the ability to completely nullify the effects of an injury.

Recovery Times
As the Dungeon Master’s Guide attempts to do in D&D, making things feel gritter may be a matter of increasing recovery times. As the various implementations of extended rest rules in D&D indicate, however, extending recovery times fails if it is the sole method of making a game “gritty.” If injured characters can still meaningfully participate in the style of game being played as they recover, then extended recovery rules may work well. If they only make it necessary to “fast forward” for weeks or months as characters recover, this doesn’t really provide you with any benefit.

If it fits–say one of the features of your particular game is that the characters’ situation gradually worsens until they manage to snatch victory from the jaws of defeat at the very last moment (which, if you believe the gaming philosophy espoused by John Wick in his Play Dirty books–controversies about his behavior as a person and RPG developer aside–is what players really want), then you might be served by extending recovery times. Unless truly necessary, though, it’s probably best to continue keeping recovery abstract without adding too many additional recovery rules. Consider having Stress (or its equivalent) recover between each session and Trauma (again, or its equivalent) recover between adventures. This provides dramatic increase in the tolls taken on characters as a story progresses without bogging things down. Combine with a Doom or Crisis Pool mechanic and you end up with a serious spiral of stakes.

To my mind, as a matter of game design, the best place for extended (or “realistic”) recovery times is in settings where some form of “miraculous” healing exists to circumvent normal recovery times, whether magical or technological. This bears in mind the realism of injuries while allowing characters to return to full status in a more player-satisfactory time frame. The only time the rule really matters, then, is when the players do not have access to such super-healing, allowing for an occasional point of higher stakes and drama if used sparingly.

“Ablative Hit Points” and the Condition Monitor
Above, I mentioned drawing inspiration from the WoD/Storyteller system for rethinking Stress and Trauma. Here, I’ll make reference to Shadowrun‘s “Condition Monitor” as a way for modifying the “Ablative Hit Points” system given in Cortex Prime.

Shadowrun calculates damage in “boxes” inflicted on a character’s “Condition Monitor.” A character has two Condition Monitors, really–one for “Stun” damage and one for “Lethal” damage. Each track typically has ten boxes, but this may be modified by a characters attributes, cyberware and other traits. As with Stress and Trauma in Cortex, “Stun” spills into Trauma when the Stun track is full. Where the Condition Monitor approach provides inspiration for Cortex is that it spaces out the mechanical penalties suffered for injury along the track (in more recent editions, cyberware or other factors can modify exactly where on the tracks these penalties are situated).

We can add a similar idea to Ablative Hit Points, assigning Consequence Dice to various segments of the Ablative Hit Points total. If you start with 10 “Hit Points,” perhaps a d6 Consequence is suffered when your remaining total reaches 7 Hit Points. This combines the “pacing” mechanic of Hit Points with more discrete and immediate effects. As with Shadowrun, and the Lethal/Non-Lethal damage system above, you could maintain two tracks, with excess “Stun” or non-lethal damage spilling into the Lethal category as it does in Shadowrun. If you use two tracks, you again need to decide whether penalties from the two tracks stack (or if only the Lethal track has penalties at all, which might allow a middle-ground between the cinematic and realistic).

To combine ideas from Shadowrun and World of Darkness, you could use a single track for both Non-Lethal and Lethal damage. To do this, Non-Lethal and Lethal damage are notated differently on the track (WoD used “/” and “X” to fill boxes). If the track is full and additional Non-Lethal damage is received, any Non-Lethal damage marked on the track is converted to Lethal damage before any points “overflow” into the condition that occurs (whatever that may be) when damage is received beyond a full track.

The number of Hit Points a character has is an important consideration. Thinking in terms of Dice Steps to numbers (see Rob Donoghue’s post on Evil Hat Games) mapping onto a 1-5 system (as in Fate), if you’re using an Effect Die, a maximum of 5 Hit Points of damage may be done with a single attack, perhaps one or two more if you use heroic successes for stepping up. The major consideration here is whether you want the possibility that a (player) character can be killed in one attack (depending on what having 0 Hit Points means). Additional considerations include how much damage can characters suffer overall and what is the hit point recovery rate.

If you want the additional mechanics, or a shift more toward the “traditional” RPG feel, you can add damage values for weapons (which should be a factor in determining the length of your damage tracks). Likewise, you can have armor prevent damage altogether, convert lethal damage to non-lethal damage, or some combination thereof. This shifts away from the core philosophy of Cortex Prime by moving toward a stricter accounting for gear and equipment, but if such a move suits your game, why worry about that at all?

UbiWorld (a “kind-of” Far Cry 6 Review)

In the midst of some (sporadic) writing, running a Brancalonia/D&D game, and preparing to open back up for another foster placement, I’ve been playing Far Cry 6. I have completed the main story and done most, but not all, of the side missions.

I’m a fan of the series, having played them since 2. But it’s a guilty pleasure, really–I don’t particularly see the setting or story of the games as particularly enthralling (despite Giancarlo Esposito playing his signature bad-guy role in 6, I think the story of 5 was more compelling–probably because it played upon personal interests (the morbid fascination with cults) and fears (the increasingly dangerous idea of what constitutes “patriotism” in the U.S.). For Far Cry 6, I’ve mostly been enjoying the mindless fun of the gameplay, the beauty of the environments, and the exploration element.

As I’ve done so, a realization has started to sink in–Ubisoft’s really only been making one game for a while. Far Cry 6 is most similar (I’d argue) to Ghost Recon: Wildlands (which I loved), but the latest Ghost Recon entries, Far Cry games, and Assassin’s Creed games are basically the same thing with some minor gameplay differences and some reskins for setting.

I understand that that’s a good business move–all of these franchises perform well financially, consumers pretty much know exactly what they’re going to get with a new version in any of those franchises, and going back to the same well of systems and mechanics certainly lowers production costs (or at least so I’d assume).

Being a person who loves RPGs (which there is some of in these games), tactical shooters (in the non-Assassin’s Creed lines), and game-world exploration (at the core of all of them), I do look forward to new entries in each genre. But I think that the narrative efforts in each new game come out much like any copy of a copy of a copy: always a little less clear, always a little less useful, always just “less” than the one before. Ghost Recon: Breakpoint, while a really interesting idea for a setting, was simply less compelling than Wildlands, Far Cry 6’s narrative certainly pulls less emotional weight than 5’s.

Something else both Breakpoint and Far Cry 6 have in common is their use of famous actors for the main villains (Jon Bernthal and the aforementioned Giancarlo Esposito, respectively, both actors I really like). The problem has nothing to do with the actors themselves–it’s that the use of the actors seems to have been an excuse for not creating more interesting and vibrant villains in the first place.

This has me on two tangent thoughts. First, what would an Ubisoft game that drew on the best elements of each of these related games look like? From Ghost Recon, I’d take the realistic weapons (in designs and performance), the plausible tech (drones, NVGs, thermals). From Far Cry, capturing bases and strategic points, side missions about fleshing out characters and narrative rather than mechanics, treasure hunts, takedown systems (for both people and vehicles). I think I’d rather keep a skill-based character development over a gear-based one like Far Cry 6. If I remember correctly, Far Cry 2 had weapon jams–I’d bring that back. Suppressor overheating is a cool idea for a game, but the way it’s treated by Far Cry 6 is really only as realistic as the “Hollywood quiet” suppressors in just about any video game.

On this note, there was some very interesting commentary (way back) on video game weapon design from on of the developers of Rainbow 6: Vegas (also an Ubisoft game). The designer giving the commentary explained that they first developed the weapons to be as realistic as possible, but then modified them from that starting place to conform more with popular conceptions of weapons–the knockdown of a shotgun blast, the quiet of a suppressor, etc.

But the second, more important thought, is about what the next evolution of these types of games should be. The gameplay is fun; I’m partial to shooters and to open worlds. While there could be some additional improvements to gameplay (as described above), the place we need some real improvement on this games to feel like they’re not just reskinned rehashes of the same old, same old, is the narrative.

Here, I have two subpoints. The first is that we need more interesting narratives. Far Cry 6, like the other games, has its moments of emotional pull. It is a revolution after all, and the true cost of a revolution, so far as I can tell (never having been part of one) is in the lives it takes or otherwise changes irrevocably. We need more personal stories. I’ve grown bored with the weird and quirky, but ultimately shallow, characters. Mr. Esposito does a fine job with his role until the very end, but the writers could have given him so much more to work with. And, while some may care for the crazy companions in Far Cry 6, I do not. As is my want in just about all of my fiction, I want more nuance, more complexity. And along with that complexity, I want some agency.

What the UbiWorld games really need is to be removed from a “playground” experience where you merely ride the rides and placed into a participatory narrative. You should have to make choices that have tough consequences, should have multiple opportunities to change the story in a major way (what if Dani joined with Castillo?), and the way that missions are approached should have a consequence as well. Getting extra resources for taking over a base without setting off an alarm just doesn’t cut it anymore.

While we’re at it, let’s through in some random events in each playthrough and some systems that combine to make for emergent gameplay. I am convinced that a great part of the success of Sea of Thieves is the emergent nature of its gameplay. My friends with whom I play that game don’t talk about the Tall Tale missions, they talk about that time where something incredible and unexpected happened through a combination of interactions with other human beings and the (random) procedural generation of the game.

I’m not saying that UbiWorld games should be massively multiplayer (though it’s a thought worth experimenting with, I suppose), but the ability of a game to generate unique (or at least particularlized) experiences for different players should become a regular aspect of electronic games.

My overall experience with Far Cry 6 is that, if you like Far Cry games specifically, or UbiWorld games in general, you’re probably going to enjoy the time you spend with it. But for me, what it left me with was a desire for something more, for true evolution in the style of games that are coming out that builds upon this strong foundation and makes it into something truly amazing.

Brancalonia: D&D Meets a Lighter-Hearted Blades in the Dark

Those of you who’ve been with me for a while know that I’m not a big fan of the systems used for D&D. The older and wiser I get, and the more I come to understand game design, the more I see the justification for the choices the system makes. It seems that a lot of times, my upset with the design choices are amplified by traditional (mis-)interpretations of the intent of those systems. At the end of the day, D&D is a game people love, and there’s nothing wrong with preferring that system over others. For me, though, I prefer my games a little harsher and grittier, and while I think D&D should best be considered a toolkit along the lines of Fate or Cortex (certainly not marketed that way but treated that way by DMs by long tradition), I find that it would take as much or more work to kitbash D&D into something approximating what I want as to design a system particular to my tastes. In fact, a few weeks ago I got some of my gaming friends together in our first post-vaccination meet-up to discuss putting together a fantasy game using highly-modified D&D rules (for all my complaints about the system, I listen to actual play podcasts and get a desire to play all the same). Instead of spending a lot of time discussing changes and systems, as I’d expected, we relatively quickly came to the decision that they’d (and I don’t disagree) that I devote my time to setting and system for Avar Narn and that they help playtest rules.

That’s a long walk to the real beginning of this post, mostly to explain that I don’t usually review or spend a lot of time on D&D-related books or systems as part of the blog. Brancalonia, though, is just that captivating.

Brancalonia is a setting (with rules modules) for 5e D&D, taking place in a “spaghetti fantasy” version of late-medieval/early modern Italy. Those of you who know my background understand that my interest is immediately piqued. Even without my deep love for the Renaissance in Italy, a mashup of fantasy and the spaghetti western genres sounds like two great tastes that taste great together. In execution, the “western” influence gives way more to the Renaissance themes of misrule, the Commedia Dell’Arte, and the best parts of early-modern humor. The fantasy is low without being gritty (think of a greasier, sleazier, ne’er-do-well with a heart of gold sort of vibe).

The mechanics of the system accomplish this in several ways. First, the restriction of characters to level 6 (a common change to evoke “low” fantasy in D&D without much fuss), though there are character advances that may continue to occur after hitting maximum level. Second, the inclusion of subclasses that evoke the feel of the setting without requiring massive overhauls of the core D&D classes. Third, a bevy of rules additions (more than modifications) that reinforce the feeling of Brancalonia. Short rests are changed to a full night and long rests to a week in line with the suggested rules modification in the Dungeon Master’s Guide. The long rest is then incorporated into a downtime “Rollick” system.

Other rules include a system for Brawls (a non-lethal combat type indicative of both semi-good-natured contests between rivals and conflicts between criminals who know that drawing steel changes the context of the fight into something of interest to the authorities–to say nothing of lethality), methods for tracking characters’ bounties for their misdeeds (and the potential consequences thereof), the aforementioned “Rollick” system and rules for relationships to the characters’ band and company as well as an upgradable hideout. The standard D&D economy is changed not by complex changes to numbers in costs but by the vast lowering of the amount of gold characters are likely to have at any given time, limitations on magic items, a system for squandering winnings (reminiscent of Barbarians of Lemuria) and rules for “shoddy” equipment–what the characters will most often be using.

I make mention of Blades in the Dark in the title of this review not simply because it’s the previous game I reviewed, but because the systems in Brancalonia remind me of a (lighter) version of Blades in the Dark crew rules. Rather than managing the relationships between rival gangs as in BitD, the Knaves of Brancalonia are “Bounty Brothers” more often than deadly rivals. But the game does follow the same sort of job–downtime–job cycle as BitD, with a simple but perhaps more formalized system for managing the group’s hideout and its available amenities (described as Grandluxuries). The jobs set to a group of Knaves is implied to be a little more varied, both in context and geography, than the heists of Doskvol.

Also like BitD, characters regularly engage in their vices during downtime in Brancalonia, though the results in the latter are more often amusingly complicating than the self-destruction of the former. The best summary of the relationship between the two, I think is that Brancalonia takes itself less seriously, creating a picaresque tale of rowdy louts rather than a depressing story about desperate criminals.

Some notes about the writing itself: the game was originally written in Italian, and I get the feeling (or make the assumption) that part of the mastery of the feel of the setting is the immersion of the writers in both Italian culture and European history in ways that a Yank like myself can only dream of. The translation into English leaves a text that is clear and easy-to-understand–as well as very well-written. The book could have used some more editing, but the issues I find are typically minor mispellings and particularly the omission of certain letters in words (including within chapter titles!). Still, I found nothing that endangered comprehension or that reasonably compared with the first released draft of the latest Shadowrun rules.

I really can’t over-emphasize how well-written the setting material is. Not only from the standpoint of well-constructed and stylistically-impressive sentences, but also of language that evokes the feel the setting aspires to. I imagine both the original writers (the team of Epic Party Games) and the translator (Sarah Jane Webb) are to be commended for this feat. To boot, the artwork is amazing and highly evocative. I daresay that it’s worth the price of admission alone.

I must admit a certain forlorn agreement with all of the “What our party thinks it is/What our party actually is” memes when I see them, and herein lies another strength of Brancalonia–its tone is that sort of light-hearted foolishness often achieved by players of fantasy RPGs to begin with, so what may be considered a falling-short of the transcendent heights of “great roleplaying” in other conditions is right in with the theme and style of the game in Brancalonia. This alone is a huge strength.

If you’re a less-experienced GM looking for the style of BitD in an easy-to-run system, or a group who couldn’t care less about roleplaying as “Art” so long as everyone is having fun (always the first principle of committing free time to an RPG, I think, even if you want to make “Art” as well), a group looking for a grittier but light-hearted D&D setting, a new gamer wanting to learn to play RPGs, an aspiring designer looking for an excellent example of setting writing (rather than excellent worldbuilding–it may be that, too, but there’s so much material to draw on to create the setting that I’m not sure that it deserves that categorization), or a veteran gamer looking to do something decidedly fun and different, Bracalonia is definitely worth checking out.

Is it just me, or are we in something of a golden age for Italian game designers? I think of The One Ring as well and expect we’ll see more games of note from this group of designers as well.

Blades in the Dark: A Different Kind of Fiddly

As I’d mentioned before, I’ve been, off and on, playing in a campaign of Blades in the Dark over the past few months. I’ve played or run several other iterations of the Powered by the Apocalypse system, but this has been my first foray into actual play of a Forged in the Dark Game. Rather than give a traditional review–as so many have already done this capably–I’m going to leave some remarks about specific “issues” with the game (read “nuances” rather than “deficiencies”). Most of the things I’ll talk about are really aspects of the same issue: BitD requires a very skilled GM to run well.

All Improv, All the Time

That may be an overstatement, but, as with PbtA games, the “freeform” and “narrative” focus of the BitD system puts a lot of pressure on the GM and requires a lot more from them. Every roll requires some level of interpretation, and there is less scaffolding for that interpretation or how to work out the consequences of certain actions as with other, rules-heavier games. There is, of course, an upside to this; otherwise, John Harper’s game would not have become such a successful system being adapted to so many other games.

The benefits mostly accrue to the players, however, at least in practice as I have experienced it. In D&D, for instance, the existence of certain feats and class abilities implies restrictions on characters who do not have those abilities. Not a rogue? You can’t Backstab, so you’re not as likely to choose to sneak up on someone and stab them in the back. Yes, BitD does have “classes” and “abilities” in the playbooks, but these tend to give added bonuses to certain actions without depriving others of meaningfully taking those actions that a more tactical game does not. I’m always telling players, “don’t look at the rules; tell me what you want to do and we’ll figure out how to use the rules to do it.” PbtA and BitD naturally push in that direction. But that also means that the GM has to be ready for anything and can’t be too committed to any particular expectations.

With the game’s mechanics focused on creating “success at cost” results, the GM is constantly forced to, on the fly, come up with reasonable costs and reasonable degrees of success under the circumstances. Likewise, the importance of “positioning” within the game, somehow both a rule and a complete abstraction, gives the GM a shove into the deep end of GMing. Clocks can make for excellent pacing tools and representations of certain obstacles, but if they’re not used regularly and with consistency between uses, they serve only as a doodle representing GM fiat.

I want to be clear here: BitD doesn’t make it hard to run a game. Quite the opposite. It does, however, put a lot of extra responsibility on the GM to make the game go well, and if the GM doesn’t either have a virtuoso intuition for such things, or a good deal of experience with games that have more support for interpreting results, things can go sideways very quickly. When things go well, though, the player freedom and the pace of the narrative created by the system makes for excellent gaming.

So Many Rulings

This is, perhaps, only a specific instance of the general issue of the above, but here it is: There needs to be a discussion of what “success at a cost” means and consistency in the application of that very common result. Starting characters in BitD start with only a few dice in a smattering of skills. While there are very well-designed resources that allow characters to push past their normal limits, the resource-management of which underscores the desperate feel of the setting, the skewing of results toward success at a cost means that the GM has great power (and, thus, of course, great responsibility) for how capable the characters seem to their players. If costs for successes are relatively low, the characters feel capable, triumphing in the face of overwhelming odds. If costs are always made significant, the characters feel like imbeciles, way out of their element and having no business trying to pull heists in Doskvol. This quickly becomes frustrating to the players, and not much fun.

This is, I think where “positioning” comes in. A “properly” paced heist in BitD begins with small costs for success but allows those costs to add up over time until new and significant complications arise. Likewise, there should be an “aim small, miss small,” mentality, where cost is directly proportional to the risk of the action undertaken. The rules explain this, and do a pretty good job of doing so, but the devil is in the details, and when the GM is worried about coming up with a new cost for that unexpected action, keeping track of all this pacing, tension-building, and consistent rulings begins to feel like juggling chainsaws (at least, if you feel that your players are as volatile as chainsaws).

There are a few techniques that may help here. First, of course, is practice. Second is maintaining the “conversation” of the game with the players–it’s completely okay for there to be some back-and-forth between GM and players to establish consequences and costs of an action before the player makes the final decision to take it. This is a game about calculated risks more than overwhelming surprises; so using the “conversational” form of narrative roleplaying is, I think, exactly what is intended here. For bonus points, get the players to make suggestions about results. “I want my character to try to climb the building. I know its raining and dangerous, but the storm also masks his movements. How about a clear success is climbing without issue, the cost is knocking free a loose brick that makes the guards that much more suspicious, and failure means a fall?” If everyone is participating like this, the game becomes (a) much easier to run and (b) more interesting in the telling.

I’ll admit that, even as someone very interested in narrative style games, my background in more “traditional” GM roles sometimes makes it difficult to switch into that other style.

Seduction by Mechanics

Here’s something that hit me quite unexpectedly in playing BitD. The rules for managing your crew, its relationships, holdings, and lackeys is very cool. But there’s an issue with having mechanics for these systems that seems more defined than those for playing through character scenes: it’s easy to fall into the trap that the rules are the sum total of Crew management. Go on a heist, calculate results, make decisions according to the rules, plan next heist. That’s clearly not what’s intended; the crew rules are there to facilitate story, to bring to mind more plotlines and character arcs aside from playing heist after heist after heist. BitD should have a fair amount of Gangs of New York or Peaky Blinders in it–dealing with the shit your lackeys get into and the beef you start with rivals should form a substantial part of play of the game beyond the processes, mechanics and selections that facilitate the crew section. While BitD does have an innovative approach to running heists (or at least a very cogent and elegant iteration cobbled together from the ideas of previous games), it’s not just about the heist. This is evident in the fiction and examples interspersed with the rules, but leaving many of the details of Doskvol to mere implication may subconsciously reinforce the tendency toward a focus on heists rather than other interactions with the world. Again, added weight on the GM. Maybe not unlooked for; worldbuilding (even fleshing out the framework of a provided world) can be an extremely satisfying aspect of GMing in the first place.

Conclusion

All of this is to say that BitD is probably not the sort of game to cut your chops as a GM on. Unless you’re very confident in your ability to run the game well, it wouldn’t be at the top of my list to introduce new players with, either. Running the game well requires a working knowledge of the GM’s narrative and practical toolbox; some familiarity with story structure, tension-building and drama; good improvisational skills and adaptability; and more theorycraft of roleplaying games than most competitors require. But, for some thing, you only get what you give.

“Fluff,” Lore and Mechanics

“What, drawn, and talk of peace! I hate the word as I hate hell, all Montagues, and thee, [fluff]!”

I absolutely hate the word “fluff” as it is applied to gaming worlds. If I understand correctly, the term was first used by wargamers to discuss the information given about the world in which their chosen wargame takes place (for me, it was first used in “Warhammer 40k fluff.” The word is, of course, derisive, with the connotation that “fluff” is not necessary, but only a nice addition to have. I understand why some wargamers might have coined and still use the term if they only carry about the actual game they’re playing itself (they want to know which options make for the best Tyranid warriors but don’t give a fig about Tyranid biology, for instance), and the word makes this plainly evident.

Even in the wargaming realm, though, I think the word does a disservice. Maybe I’m just not as competitive a wargamer as others (or maybe I think I’m not until I sit down to a game and take it overly seriously!), but the narrative of an unfolding combat is just as or more interesting than all of the rules themselves. Games overly based on the army you bring and the synergies between unit selections quickly bore me over games where on-the-field decision making and use of resources takes center stage. I want to know a reason the forces are fighting for me to be interested in outcomes more than winning and losing. I think that’s a more fun approach, too, as you can celebrate the sudden reversals in fortune for your opponent with them instead of lamenting as “unfair” every time the dice turn against you.

As a curious aside, I find in interesting that some fictitious settings get “lore” or a “legendarium” while others have only “fluff.” I’m not quite sure where the distinction lies, but I’d love to locate the line. It’s not simply that games have fluff and speculative fiction has “lore”–the Elder Scrolls and Dragon Age worlds are often spoken of in terms of “lore” and not “fluff.” Maybe some of this is just a matter of how seriously a particular person takes a particular settings; almost certainly some of it is a matter of semiotic fluidity and carelessness with words.

But I do think it matters. Over the past fifty years, roleplaying games (and games based on fantasy and speculative fiction in general) have increased both in popular appeal and in the seriousness with which the writing of gamebooks and the playing of the game are taken as artistic and literary pursuits. Academia is studying and writing about roleplaying games more and more, and I think that’s an amazing thing; there may be more to learn about how humans examine and work through their own existence in the roleplaying game than in the solitary virtuoso’s classic novel.

When it comes to roleplaying games, I absolutely detest the word, “fluff.” I like a good set of mechanics for a game and I have a great interest in analyzing, modifying and creating RPG mechanics, as some of the posts on this blog demonstrate. I don’t want to fall into the trap of proclaiming the “one true way of roleplaying,” so take my opinions for just that: opinions. But I believe that the setting in which a roleplaying game takes place is not only just as (or more important than) the hard-coded rules, but that the setting and lore surrounding the game are part of the rules.

Those of you who read my RPG-related posts with some frequency know that I gravitate toward narratively-focused games, and especially Fate. But my posts on character-building for Shadowrun are probably the most-read posts on the entire site, so I’m not averse to rules-heavy games either. Still, the games I favor tend to explicitly incorporate setting as mechanics. Fate uses Aspects as a mechanism for those things that are narratively important to affect the dice resolutions, Cortex Plus and Prime do the same thing in a slightly different way. These rules are both focused on providing flexible mechanical systems to handle those points of narrative where randomness and insecurity of outcome is beneficial to the game, while keeping the narrative at the forefront. There are not rules for every case, nor do these rules get too bogged down in exceptions, combos, etc., leaving both Fate and Cortex as RPG toolkits for those gamemasters who like to tinker with and personalize their rules without having to start from scratch.

Forged in the Dark and Powered by the Apocalypse take a different, maybe even more direct, approach to setting as mechanics. They call this narrative or fictional “positioning,” and they don’t need hardcoded rules to do it. The premise is simple–when deciding how successful and effective an action is, we look at the context of the action to make the determination rather than resorting to a “margin of success” or other explicit rules. In a gunfight with a knife and you’ve out-rolled the opponent? Maybe you’re able to get a good slash on the opponent and disarm him. Had you been using a gun of your own, maybe the result would have been a John Wick-style headshot, since you’d have had a much better fictional possession relative to your opponent.

Both systems can use the “hardness” of a GM response, cost of success or degree of success or how many pieces of a clock are filled in for a more specific tracking system.

But neither of these system is necessary to use the “setting and situation as rules” approach. In fact, I think it’s fair to argue that all games to this to a greater or lesser extent. Even Dungeons and Dragons, where you might have a discrete dice roll for damage or to determine whether a condition is suffered, many tests (especially skill tests) are wide open to interpretation of result by the GM. Genre, setting and situation can be drawn upon to determine results in such cases.

A few notes on this:
(1) I think that this is part of what OSR gamers are looking for–greater acknowledgment of setting and situation for resolution rather than specific rules for every action authorizing what can and cannot be done. There’s an opportunity cost for writing rules for specific actions, one most evident in feats and abilities for characters, I think. If there’s a “Great Leap” ability that allows for a jump attack, there’s, at the very least, an implication that characters without this ability can never make (Brad Pitt as Achilles in Troy-style) badass jumping attacks.
(2) Also with reference to D&D, the opposite situation–when mechanics are treated as the physics of the setting, even when that doesn’t make rational sense–occurs. I think that this is part of what drives me away from the D&D system as a whole (among other things). I think of Jake Norwood, writing in the preface of his awesome game The Riddle of Steel, when he states that part of the impetus for creating his game was a D&D experience where his character stood on the edge of a cliff, a horde of orcs rushing towards him, and he realized he’d take less damage jumping off the cliff than fighting the orcs. It’s okay to say, “if your character does this, he will die”–even if the rules say otherwise. Unless you’re trying to play a goofy slapstick game (power to you if that’s how you roll), everyone at the table should understand that logic trumps rules when they’re in conflict. A good example, I think, was how the Serenity RPG handled being thrown into space without protection. The rules state (in paraphrase): “The character dies. If you really need to, roll all the dice on the table and apply that much damage.” Note that I’m not saying that it’s inappropriate for a game to have a mechanism for resolving falling damage, only that that mechanism should give way to the fiat of death (perhaps modified by whatever “barely escape from death” points the system has) when it is logically appropriate.
(3) No rules system can cover all situations, nor can it possibly account for all of the minute variables that might factor into a resolution roll, so by necessity we resort to using setting and situation (as our form of internal consistency and logic) to structure resolution rolls in the first place. Is this a one-die penalty for difficulty or two?

And, of course, the lore of a setting tells us what types of things are likely to happen in that setting, what things are extremely unlikely, and how actions or events are likely to play out. You can, and sometimes should, homebrew and modify rules to reflect those realities, but the truth is that you don’t necessarily need to if the setting itself provides the North Star in guiding the structure and interpretation of rolls.

For all of these reasons, I’d argue that setting is a much a part of mechanics (or at least should be considered such) as everything that falls within the “rules” section of the books. When that’s the case, there’s no such thing as “fluff,” there’s only information about the setting that helps us understand how to position the mechanics we use when playing in that setting.

On Mapping

I have spent more time and energy on mapping tools for Avar Narn and other works of mine than I care to admit, with far less to show for it that I would like to admit, except that it might be beneficial for some of you, so here we go.

I’ve owned ProFantasy’s Campaign Cartographer since it was CC2, and, over the years, I’ve purchased most of the add-ons and about two thirds of the Annuals. And yet, I have only really completed about 2 maps with CC3+, and none that I’m particularly happy with. CC3+ is a beautiful program with tons of content and all sorts of features. It’s based in CAD, providing a solid drafting basis. You can search the web to find many, many, many, beautiful maps created through the ProFantasy programs.

For me, though, the learning curve is simply too high. I’ve come a long way from my early days with the program and understand how some of the features are intended to work and can be manipulated–I understand the use of sheets, how to change sheet effects on textures and objects, how to join paths and create nodes in paths, etc. None of this was learned through trial and error–I had to watch videos on YouTube, read the “Ultimate Mapping Guide” scour through posts on the various fantasy cartography sites, etc. Even with all that I’ve learned, I look at the beautiful maps others have created and then my own and wonder how many more things I have to learn and understand to make the mighty leap from where I’m at to where they are. Then, I spend hours fighting with the program and decide I’m better off hand-drawing. It doesn’t help that while I have a relatively powerful computer, I don’t have anything but the onboard graphics card, so draw times are slow and the program sometimes lags severely.

I like hand-drawn maps and I’ve probably spent the most amount of time working on various iterations of pencil/pen and paper maps. I’ve collected over the years copic markers, a Speedball quill and nibs, liquid inks, artist pencils, etc., etc. Still, most of my handdrawn maps (some of which have been on the blog) remain in relatively low-detail black-and-white. I try, over and over again, to practice top-down and isometric mountains and symbols and never end up with something that satisfies. Part of that is my setting high (read: potentially unachievable) standards for myself as a novice artist (at best), part of it is becoming relatively quickly discouraged, setting it down, and picking things up much later.

In the past six months, I’ve tried a number of additional techniques. I’ve started drawing digitally using Procreate on my iPad Pro. While I’m making some progress there, both in terms of mapping and general drawing, my dedication to learning has been much more lackluster than it should be.

As alternatives, I’ve tried some of the more recent mapmaking programs–Wonderdraft and Inkarnate. I went with Wonderdraft first, using it to create some passable maps for the Innumerable Isles fantasy piratical game I recently ran for friends. While I found the program easier to use than CC3+, I also ended up with coastlines that were much blockier than I’d have liked.

This past week, I decided to try Inkarnate. At $25 for a yearly subscription, it’s far more affordable than CC3+ and just slightly less than the one-time payment for Wonderdraft (at $29.99).

It’s also far more intuitive than any of the other programs (though some basic understanding of layers in digital art is necessary), the “textures” (which are background fill patterns, such as types of grass, lava, wasteland, desert, etc.) blend really well and have enough adjustability to provide a lot of function while remaining quite simple in application. One thing I especially love is the ability to import your own textures. I’m not skilled enough to create real patterns for mapmaking, but I can use the import feature to import a picture of one of my previous maps to shape the coastlines and place icons for a new version of that map before replacing the textures with ones actually suitable for the map. That’s how I created the updated version of the map of Altaenë in Avar Narn that is the topic photo for this post: I imported a digitally-drawn rough map (itself based on a previous pencil and paper map) to create the map above.

I’m pretty happy with that map. I’d still love to produce some digitally-drawn custom maps with blended colors, handdrawn features, etc., but for the time being, this is a map I’m happy displaying or using in some of my materials. The map itself took about three or four hours to do (at a leisurely pace), making it probably the most efficient map I’ve ever produced–certainly so in light of end result. To be fair, I had long ago placed the features and coastlines and come up with most of the names (aside from making changes to better suit Altaenin linguistics), so most of the heavy creative work for the map is not included in the creation time cited.

I’m also working on a world-scale map for Avar Narn in Inkarnate and, like my experience with the map above, I’m getting results I’m quite happy with, especially for the investment of effort. In fact, I’ve not been able to create continental-level maps I’ve been happy with in other media.

I’ve still got some of the creative brainstorming to do on finishing the farther-flung regions of Avar Narn for that map, so I’m probably going to turn to a city map next to flesh out the urban setting where several of the Avar Narn short stories (including “Blood Over Gold” posted last week) are set.

If, like me, you would like to quickly, inexpensively, and efficiently produce some maps for you RPGs or fiction writing, I highly recommend that you give Inkarnate a try. There is a free trial version and you could do a test paid subscription at $5 per month if you want to dip your toes before any greater commitment.

To be clear, I have no affiliation with Inkarnate’s creators and haven’t received anything from them (or anyone else) for writing this post. Sometimes, though, I get excited enough about a writing/creative tool (even one that you’ve probably already heard of) that I feel like its worth sharing for those who might find some use in it.

Blood Over Gold

[The short story below is the one I submitted to two magazines for potential publication earlier this week. Both responses were rejections, but not dishearteningly so. The first response was expected within 24 hours and came very quickly. The second magazine I submitted to also responded within 24 hours, despite a listed typical response time of weeks. This response included feedback–which pointed to a weakness in the story that I was aware of prior to submission–but was overall encouraging. I found this especially so because this piece wasn’t written with publication in a fiction magazine in mind; it was composed to provide a narrative look at the operation of shadowmen in the city of Iliessa in the Avar Narn setting as part of my worldbuilding and “setting bible project” on WorldAnvil.com (available here). Submitting this work for publication was more important (to me) for the act of starting the process and getting familiar with it more than publishing this particular story. Rather than rewrite this story into something it was never intended to be for additional submissions, I’ve decided to post it here for your enjoyment. I’m already working on another short story that I believe will be better suited for submission and (maybe) publication.]

Aramo grunted. Fontana pulled the tourniquet tight around his thigh. She clamped it with a rough iron clip. His nurse then grabbed the shaft of the repeater crossbow bolt lodged in the meat below the binding. The cart jumped as it hit an uneven cobblestone. The shaft shifted in Fontana’s hands, the metal tip tearing a new path in Aramo’s flesh. A wave of pain washed over him; he grumbled his responsive expletives through clenched teeth.

Fontana’s face contorted with sympathetic hurt. “Sorry!” she told him. “Try and keep her steady!” she yelled to Zerisi, their driver. Everyone’s ears rang, deafened by the musket fire Roran and Temas volleyed at their pursuers. Nellen reloaded for the two, trading spent muskets for fresh ones. Zerisi said nothing.

More repeater bolts from the pursuing House agents tinked off nearby walls on either side of the alley, careening back toward the crew at odd and harmless angles. The return fire proved just as inaccurate, filling the air with the smoke and fire of empty threats.

Their pursuers’ horses foamed at the mouth, struggling at the bit, stamping closer with the clitter-clack of horseshoes on stone.

“Piss off!” Temas yelled, the blast of his musket swallowing the words whole. He gripped the weapon too tightly, braced in expectation of receiving a biting bolt like the one that had struck his friend. He tossed the spent firearm into the cart’s bed next to Nellen; the squat man’s lips moved with unheard curses as he fumbled with the matchcord of another arquebus.

Roran threw a quick glance to Aramo’s wound, gritting his teeth as if it were his own. Anger sped the next bark of his firearm. He cursed again as he traded with Nellen, another miss only driving home the impotence he felt.

The House agents proved adept riders, managing their mounts only with their legs, their arms aiming more pointed death.

The cart took a sudden turn down a side path. The passengers shifted and swayed to one side, Roran dropping the loaded musket over the side and grasping at the railing to keep his bulky Rukhosi body from toppling headfirst after it.

As soon as they’d steadied, Fontana returned her hand to the repeater bolt, this time yanking it quickly and without hesitation. Air burst through Aramo’s lips as blood spilled from the wound, the tourniquet struggling against the flow. She pulled a small phial from her belt, using her teeth to pull the cork free of the top before spitting it over the cart’s side.

She hesitated with a grimace, knowing what came next. They’d all been in Aramo’s position at one time or another. They’d always pulled through. But that thought didn’t ease the experience of it. Roran leaned over and pushed Aramo down against the cart’s rough boards, holding him steady. Before Aramo could object, Fontana poured the contents into Aramo’s wound.

He spasmed with the pain. Nellen and Temas left their other tasks to hold him down. Every nerve in the bloody crevice flared back to life at once, sending signals through his brain that carried every excruciating detail of the flesh knitting itself back together.

The ordeal concluded, Fontana unclipped the tourniquet. “Good as new,” she said.

Aramo forced a weak smile, beads of sweat gathered at his brow and cheeks. “Do we have it?”

Nellen smiled, pulling back his cloak with thin, long Ilmarin fingers. The flash of burnished metal peeked from his satchel. “We got it,” he said, triumphant. Aramo patted him on the leg, a feeble but fatherly motion.

“That was a lot of blood back there,” Temas warned. “Will they be able to track us?”

“I threw the powder you made where I could, just like you said. Between that and the wards, we should be fine, right?” Aramo said, feigning returning strength. The firing of matchlocks had subsided, and the pursuing House agents had exhausted their ammunition as well, making conversation easier. The crew trusted Zerisi to do her job, and to do it well—they had no other choice, anyway. Her daring turns and sudden sidestreets had lengthened the gap between them and their pursuers.

“It’s worked well enough in the past,” Temas admitted. “We’ll hope it keeps up. Finding someone by sympathy isn’t an easy thing to begin with.”

The cart bumped along on the Upper City streets, between nobles’ townhouses and merchant family compounds, minor bureaucratic offices, laudatory statutes to the long dead, and all the other gaudiness enjoyed by the wealthy.

Fontana pulled a length of bandage from one of her pouches, looking to a cut on Roran’s arm. He waved her off, saying, “It’s a scratch. Don’t worry about it.” The others had been bruised and battered during their fighting escape, but Aramo had taken the worst of the injuries,. Behind them, they could no longer see the House agents or their horses.

“We’re clear,” Aramo called softly to Zerisi, who nodded without looking back. The cart’s horses slowed from the breakneck pace, still moving briskly. The cobblestones came gentler now. Not gentle, but gentler.

Adrenaline faded as the danger subsided, and irrepressible grins shone on each of the crew’s faces. It hadn’t been as clean as they’d preferred, but they’d survived. A job against House Meradhvor’s embassy in Iliessa, no less. Silent, self-congratulatory stupor set in as Zerisi directed them to a quiet courtyard between lavish estates, where an enclosed carriage, not the slapdash cart they’d arrived in, awaited them.

While Zerisi untethered the horses from the cart and transferred them to the carriage’s yokes, Roran and Temas collected jars of lamp oil they’d left behind some old shipping crates, dousing the cart with the odoriferous liquid inside. Nellen wrapped a length of matchcord around the cart’s railing, clenching a striker until the sparks lit the dangling fuse.

Zerisi turned her cloak inside out, a dark navy replacing the mottled brown on the other side. She wrapped it about herself and climbed onto the carriage’s driver’s bench. Aramo knocked on the wagon’s side when the rest of the crew had taken their seats; the driver clicked at her sweaty horses, urging them into a begrudging walk.

As the vehicle left by a side alleyway, a pillar of grey-black smoke rose behind them. From any distance, it seemed just another fireplace in a neighborhood of homes full of such comforts. Blocked by the surrounding buildings, each of them three stories tall at least, no Meradhvor agent would be alerted to the burning cart’s location.

Now came the true test. The carriage’s occupants leaned back, let the shadows of the interior corners conceal them. By now, Meradhvor had raised the hue and cry. Not only had they dispatched those agents and guardsmen they had available to scour the Upper City for fleeing bandits, but they’d no doubt recruited the watch to search out the shadowmen as well.

Tension returned to the crew as the wagon slowly made its way to one of the lifts between the Upper and Lower Cities of Iliessa. Once they’d returned from these lofty bastions, they’d have the huddling masses of the working classes to mask them, the haphazard and crowded pathways of the City Below to hide them. Until then, any wayward eye, any suspicious glance, could be enough to renew the chase. They could not afford the attire that would mark them as ones who belonged to the Upper City—Roran and Nellen would stand out as unlikely inhabitants anyway. And then there was the small matter of the sundry weapons they’d festooned themselves with: matchlock or wheelock pistols, blades of all size and manner, the occasional mace or hammer for dealing with armored House guards, grenadoes and those alchemical concoctions they could source and afford. No disguising the ill intent on them. Even in the Lower City they’d draw attention and suspicion arrayed as they were.

But their Wyrgeas proved good this night, and they made their way to the lifts without incident. Zerisi slid a swan into the liftworker’s palm, far more than the cost of the journey, and he nodded his understanding. His family would eat well that month; he’d never had a magnate of the City tip so handsomely.

The other attendants hastily hammered wedges underneath the carriage’s wheels to keep them from moving during the long descent. The initial lurch of the lift, really a short, sharp fall of a few inches, pushed the crew’s stomachs toward their throats. But the sensation subsided quickly, and the steady downward crawl of the lift became pleasant. From the carriage, Aramo examined the side of Cloudcatcher Tor as it scrolled upward, scrutinizing every patch of weathered Aenyr stone or more recent patchwork that he could before it disappeared, wondering who the now faceless figures carved into the niches and alcoves of the structure had once signified.

His fellows passed a bottle of rotgut, artificially calming their nerves. They complemented one another for their meritorious actions during the heist, when one saved the other from certain doom or another’s quick thinking prevented disaster for the lot of them. Laughing and smiles had seized them, and for this moment, nothing outside the carriage existed. You can’t stare down the cold ruthlessness of the Artificer Houses and not come to love the ones who stand with you. And this wasn’t their first job. Far from it.

Finally, the platform settled upon the Avar with a bump, like a stair met more quickly than expected. The lower lift attendants removed the wheel-blocks and Zerisi set the carriage moving without hesitation.

The crew traveled more slowly through the Lower City, both out of a sense of newfound safety and out of necessity—the alleyways of the Upper City were as broad thoroughfares in the Lower. Some of the narrower passages obliged Zerisi to stop the horses and wait for pedestrians to duck into the doorways of homes or any other alcove at hand to avoid the carriage crushing them as it passed.

The crew made their way into the heart of The Scraps and its piles of dilapidated tenement buildings, each four or five stories high, many of them leaning against one another like comrades after a night of heavy drinking, framing timbers always somehow damp. Wastewater and piss moistened the cobbles below. Shallow stone trenches had once run on either side of the street, directing such filth away from passersby’s feet, but that had been centuries past, when people of means lived in this place, waiting for the towers to be restored and the Upper City to welcome them to a grandeur separated from the rough folk below. Nightsoil had filled those drainage runs long since, and little weeds, defiant in their very existence amongst the cobbles, grew from the nutrients left behind. It reminded Zerisi of her crew: born in shit but still green with life, beautiful in an oft-ignored way.

A squat, sprawling tavern building, constructed of fieldstone rather than wood—though as poorly maintained as the rest of the neighborhood—had been erected in the ruins of several apartment buildings that burnt several decades past. The Proud Pig, refuge of the Scraps. Here, Zerisi brought the carriage to a stop.

The tavern had no stables, but neither did a stolen carriage need to be left in one place for too long. A man in a wide-brimmed hat, chair leaned back against the tavern wall in the shadow of its larger upper story, looked up from his drink to the new arrivals. He caught Aramo’s eye and ran his finger along the brim of his hat. The shadowman responded by touching a finger to his temple, not particularly returning the fence’s gaze.

The other man nodded; Aramo and his crew returned to the narrow street to make the rest of the way home on foot. The man in the hat, or his lackeys, would sell the horses, repaint the carriage, and press it into service elsewhere in the city, splitting the income from the transactions with the crew.

Avoiding any inopportune run-in with the city guard by keeping to lesser-used snickelways in the poorer districts, the crew made the long journey to their safehouse in Bywater, a brick building once used as a warehouse and nestled in the shadow of the Great Aqueduct. Only once they had crossed the threshold into that place did they truly let down their guard.

Each member of the crew first went to his or her own personal space, sorting and putting away weapons, removing pieces of concealed armor, changing into more comfortable clothes. One by one, they reconvened at the uneven wooden table where they planned their heists, shared their meals, played their games, drank and sang.

Fontana lit the planks waiting quietly in what had once been a small forge; they’d converted it into a cooktop by suspending a sheet of heavy iron over it on chains. As the flames grew, she placed a pot of water on the slab to boil, grabbing a handful of coffee beans and throwing them in a mortar. She turned to the center of the building, idly grinding the beans into powder with the pestle.

Temas carefully inspected the obfuscatory wards, the crew’s sole defense against scrying eyes. He took his time, checking for any smudge, and alterations in the carefully-painted mixture of ash and oil. Satisfied, he, too, joined the others.

Nellen pulled the Artifact from his satchel and placed it delicately in the center of the table for all to see.

A sphere, bronze in color and elaborately etched in clean, sharp lines forming unfamiliar symbols and miniature scenes that could not be deciphered at distance, rolled across the planks before settling into a gap between two of them.

“What is it?” Roran asked.

“Does it have a sympathy?” Aramo followed, pulling back the scraps of cloth that served as curtains for one of the building’s few windows and checking the street outside.

Temas stepped forward and lifted the Artifact to his face. His eyes glazed over as he invoked the Sight, searching their prize for signs of arcane tracking. After only a few seconds, he stumbled backward, Roran catching him with a powerful arm and Fontana nimbly seizing the Artifact from the air before it clattered to the dirt floor.

Shaking his head, Temas recovered his feet, bracing himself against the table’s edge. “No sympathies,” he said. “It’s not House Artifice. It’s older…Aenyr.”

Nellen stepped closer, cocking his head at an angle as he examined the sphere cupped in Fontana’s hands. “What’s it for?” he asked.

“No idea,” Temas responded, using both hands, fingers and thumbs formed into pincers, to take the object from Fontana and return it to the gap between the table’s boards so that all could see its glory. “But it’s got to be worth a fortune. Way more than we’re being paid for this job.”

“You thinking we sell it to someone else?” Zerisi asked, crossing her arms below a relaxed expression.

“Nellen, you know anyone in the Grey Markets who could find us a buyer?” Temas asked.

The short man shook a long finger at his compatriot. “What? Because I’m Ilmarin, you think I know every Grey Artificer in the city? You’re natural born; do you know every slovenly beggar in the Twists? Every whore in Gracaellas? Don’t be an asshole.”

“I just thought that, being a burglar by trade, you might know a well-connected fence,” Temas sputtered.

“Oh.”

Chuckling at the exchange, Aramo leaned forward, hands stretched across the table to his sides, resting on the edge. “We’re not selling the Artifact to someone else. We took a job and we’re going to finish it. Where’s your sense of honor? Reputation?”

Roran stepped back from the table, recoiling with a belly laugh that bared all of his teeth—but especially the dagger-like canines. Even without gear, he cut an intimidating figure, just over six feet of pure muscle wrapped in greyish flesh. “Honor? Are you kidding me? We’re shadowmen, god dammit! The whole point is that no one knows who we are. If they don’t know who we are, how can we have any reputation, much less honor?”

“We’re not common criminals,” Aramo retorted, leaning farther over the table toward Roran. “We have to have a code.”

“Fuck off with that shit, ‘Mo! We have to survive is all, maybe make enough coin to live better off than we started, not have to risk our necks day after day for our next meal. Leave the honor and the reputation to the fucking halfwit nobles who have the luxury of such airy concerns. It’s us against them, ain’t it?”

Aramo’s face hardened. “Of course you don’t understand, Rory. You’ve never known anything else. You scraped your way up through the street gangs to working for the Coin Lords. I guess there really is no honor among thieves.”

Roran smiled in retort, malice in the tips of his teeth and scorn in his lips. “You were a mercenary before you became a shadowman. You killed people for money, same as me. Don’t think we’re different, or that you’re better than me. Hypocrite.”

“I—” Aramo started, face softening from the blow. It wasn’t the first time they fought like brothers; it wouldn’t be the last.

Fontana stepped between the two men, table betwixt her and Aramo. “No single haul is worth our status as shadowmen,” she said.

“This one is,” Temas said, matter-of-factly.

“He’s right,” Nellen added, “We could all retire. I know a guy in the Markets, he could give us a better idea of exactly how much we could get.”

Temas threw his hands up and turned away from the table. “’I know a guy,’ he says,” he muttered. The Ilmarin shrugged with a sly smile and the others laughed, the tension ebbing away for a fleeting moment.

“Of course you say this haul is worth giving up our livelihood, Temas,” Zerisi returned. “You could go back to practicing thaumaturgy if you weren’t a shadowman. The rest of us don’t have that luxury.”

Temas turned back, swiftly. “You know that’s not true, Z. I can barely manage the simplest of workings. My master deemed me unworthy of even training as an aspected practitioner. I left because the other option was a lifetime of servitude to some magister somewhere. If I’d wanted to be a servant, I could have done that anywhere; I wouldn’t have ended up here. Did you think that this was a game for me? That I came to this life on a whim? We’re all here for the same reason: we don’t fit elsewhere. Maybe that choice was made for us, maybe we made it for ourselves. But we’re all in it together because we’re the same.”

“Family,” Fontana said, eyes examining her feet.

“Besides,” Aramo returned to the fray, “If we reneged on a job, the Coin Lords would have our heads. That’s how it works. You might have the money, but you wouldn’t live to spend it. Not without always looking over your shoulder, at least.”

“But they only know you,” Roran objected. “You’re the one they approved. They don’t know the rest of us and don’t want to. That’s how it works, Mo.”

Aramo took a step back from the table. “You’d do that to me?” he asked. His voice remained calm and even, as if it were the sort of question you might ask anyone under any circumstances. Even so, the sense of betrayal and desperation was palpable.

“I’m just saying, cos,” Roran returned. “We’re just talking, right? Looking at the angles.”

“Well, if we gave Aramo an extra share or two to compensate, it could work, right?” Nellen asked. “He’d have enough to set himself up somewhere in anonymous grandeur and we’d still have enough to live comfortably here. Maybe not in the Upper City, but one of the better places to live down here. And maybe the Upper City. It’s worth a lot, after all.”

“I can’t believe we’re talking about this!” Zerisi bellowed. “We’re not seriously thinking about doing this, are we?”

Temas lifted a hand to silence her. “We’re just looking at the options. Shouldn’t we at least consider the opportunities as we find them? That’s why we got into this damned business in the first place isn’t it? To seize opportunities for ourselves instead of helping some other bastard get richer than he already is?”

“I thought we joined to belong to something,” Fontana said, almost a whisper.

“Then you and Aramo can be naïve together,” Roran spat. “It’s easy to have a family and be poor; you can do it practically anywhere. But to live on your own terms, to climb out of the muck through your own sweat, blood and ingenuity, to live in wealth you earned for yourself. That is far rarer. You want my advice? Take the money and then find a family.”

“I didn’t ask,” Fontana retorted, a tear in the corner of her eye.

Roran shrugged.

Aramo sighed heavily as he returned to the table. “Do we need to take a vote?”

“No,” Fontana said, voice now firm. “There will be no vote.”

“Now wait a goddamned minute,” Roran roared amongst the general clamor in response to Fontana’s edict.

Holding up both hands like some master of ceremonies on a Gracaellas stage seeking to quell the audience, Aramo brought them back to calm. He looked to Fontana, all eyes following, and asked, “Why shouldn’t we vote, Fontana? That’s how we do things when we don’t agree.”

“I—” she began, but he could see the answer from the look on her face before she said another word. He’d seen that expression before, a face riddled with guilt enough to follow like a vengeful spirit, but powerless to stop the thing that had created it. Too many in the Lower City had been branded with that face, the broken face of a betrayer, torn between loyalty and ambition.

“You’ve already sold it,” their leader said, his voice heavy with despairing resignation.

Just then, the door and ceiling to the warehouse exploded inward sending shrapnel flying. The concussive blast deafened them all, leaving ears bleeding and ringing.

Cloaked men, hooded and armed with short blades well-suited to close quarters, descended from the hole above and the yawning gap where the door had been. The assault took only a minute, maybe less.

Roran threw the table at the assailants, knocked several of them over, attempting to shield Nellen with his body. The attackers slashed him relentlessly as he howled in pain. Temas threw himself between Zerisi and their murderers, feebly defending them both against stabbing blades with his empty hands. Aramo hobbled to his personal space to retrieve his matched wheelock pistols. He managed to fire them both, filling the room with a smoke that conspired to conceal from him the effect of his shots. He felt the firearms bark without hearing them, more noise in a world rendered silent. Except for that damn ringing.

A blade thrust into his back. More sharp stings followed. Aramo staggered. He collapsed onto the dirt floor. He could feel the warmth seeping into a puddle around his body, mingling with growing pools of his companions’ lifeblood. His mind raced through the past hours and days, searching out signs of Fontana’s betrayal that should have led him to prepare for this ambush. He could think of none; he’d loved Fontana as a daughter. It had made him blind.

Two thoughts followed: gratefulness that he’d not been able to hear or see his companions being cut down, regret that he’d escaped seeing the result of his failings.

Where he lay, slowly bleeding to death, too injured to move, he could see Fontana’s boots. His sense of hearing was returning, and he could make out some conversation, though it seemed muffled and distanced despite its proximity.

“Your reward,” a man’s voice said, followed by the clink of a bag heavy with coin dropping lightly into Fontana’s hands. “May you spend it in pleasure and health. Our House appreciates your service, and has a place for you should you wish it.”

“No. Thank you,” Fontana returned. “If it’s all the same, I’d like to be done with the whole business.”

“I understand,” the man said graciously. “Then this is where we part ways.”

The House agents retreated, undoubtedly with the Artifact, in near silence. Professionals, through and through. At least I haven’t been killed by amateurs, Aramo thought.

A moment later, Fontana had stepped back away from him enough that he could see her face. She looked at his for a moment, but when she saw him blink, she stepped back, swallowing hard, and turned away, fleeing into the night.

Aramo could hear the alarums raised by neighboring tenants, but he knew that the city’s guardsman would take their time in responding to any hue and cry in this district. That’s part of why they’d chosen a safehouse here. Safehouse, he thought. That’s a useless word. And then the darkness took him.

[A PDF copy of this story can be found on the “My Writing” page.]

A First

I’m currently thirty-seven. In my early thirties, around an impending new year, I decided that I wasn’t very interested in making New Year’s Resolutions, but that I did want to set some goals for this decade of my life. One of those was to be published by the time I’m forty. For several years after that, my progress toward the goal was lackluster, at best.

If you follow my blog, you know that I have a tendency to take on a lot of creative projects and to jump back and forth between them, so that progress is being made, but bringing anything to completion takes much longer than it would if I’d just focus on one thing at a time. To this point I’ve: written semi-regularly for the blog, worked on a number of different roleplaying projects, started a novel during NaNoWriMo that I eventually need to return to, finished the first draft of a different novel (which is posted to the blog and is currently in the early stages of significant rewrites), and started collating and expanding the setting information for my fantasy setting Avar Narn.

I’m optimistic about rewriting my novel (Things Unseen) and expect that I’ll have it in a condition I’m much prouder of once the process is complete. I also expect that to take many months at a minimum.

In the meantime, I’ve been working on some short stories set in Avar Narn. This morning, I sent one of these to a fiction magazine for consideration. Other than a short short story contest I entered I few years back, this is the first piece of my fiction that I’ve submitted for professional publication.

As such, I’m realistic about the likelihood of publishing this story: it’s very low–especially on its first submission to the first magazine I’ve decided to attempt. Nevertheless, the step feels like a significant one in actually making progress towards the goals I’ve set for myself. At the very least, I’m trying instead of only dreaming! I’m currently working on a second short story–this one involving the main character of Things Unseen, and I’m excited about its prospects as well.

For everyone, it’s been a rough year, and I’m right there with you. As a small business owner, I continue to spend an inordinate amount of time worrying about the economy and my fate therein. Last week’s Texas winter debacle has only deepened my weariness for these times–and, whether or not you live in Texas, I know many of you are right there with me.

So, for me, this endeavor, this step forward toward achieving the goals about which I am most passionate, is a much-needed respite from the world-weariness we’re all constantly fighting against–however brief that respite may be. The fiction publishing market is a brutal one, and my eyes are wide open. But at least I’m officially on a path now that will take me away from the question “What if?”

More to come, and soon.

(Review) Cyberpunk 2077: This Isn’t the Future I Ordered

[I started to write this review back in mid-January, but I got distracted by life events and other writing projects and have only now come back around to finishing it.]

[WARNING: SPOILERS INCLUDED IN THIS ARTICLE.]

I waited a few weeks before I picked up my copy of Cyberpunk 2077. My brother had been playing since release day on a stock Xbox One and swore up and down he wasn’t having massive crashes or game-breaking bugs. So, about the start of the new year, I plunked my creds down and unlocked that deluge of bytes and bits that, a short time later, coalesced into the game on my Xbox One X. It seems only fitting to get the game through such a method, though I didn’t manage to find a way that I could download the game straight into my brain. Some of the things I was promised by the Cyberpunk of my youth are yet to come to fruition.

I played through most of the available content, having fewer than half-a-dozen side missions left and about as many of the available NCPD gigs. In that time, the game hard crashed fewer than tens times and, between the system’s assertive autosaving and my own constant backups, I never lost more than five minutes of playtime when a crash happened. I lost much larger chunks of play when AC: Valhalla crashed on me, which happened with less frequency than Cyberpunk crashes, but not by much.

I only noticed one other major glitch while playing, and that was that, once I equipped the Mantis Blades, they would never retract, even when I switched weapons, and continued to take up a good half of the screen. The issue resolved when I switched back to the monowire cyberweapon instead and I didn’t try the Mantis Blades again during my playthrough. There were a few minor visual bugs or errors–such as being unable to pick up certain (very low value) items that had been marked as pick-upable. Overall, the game played smoothly, was pretty to look at on an few-years-old Samsung HD flat screen, and didn’t suffer from the litany of problems I’d been led to expect. The game actually convinced me that upgrading to the Xbox Series X might not be as imminent a necessity as I’d previously thought. Your mileage may vary.

A subsequent second full playthrough (and about half of a third) had me see most of the rest of the game’s side missions, with fewer crashes or issues each time–thanks to consistent updates by CD Projekt Red.

Let’s Talk About Sex

Let’s talk about the ugly first; get it out of the way: Cyberpunk 2077 decided to resort to gimmick and shock value in its treatment of sexual issues. The range of gender presentations that had been promised in the character builder was lacking at best. Instead, you can pick your penis size, or have a vagina. None of the choices matters, and there’s really no purpose to them. I don’t mind sex and romance relationships being part of the story lines of video games–I’m a generally hard person to offend, so those things merely being there don’t incite me to anger. That said, I’m not sure that I’ve ever come across a romance system (or dialogue) or a “sex scene” in a video game that didn’t make me feel awkward and uncomfortable. You can find elsewhere a deep discussion of some of the sexualized gimmicks and mistakes made by the game designers. For my part, what I really want to comment on is the missed opportunity here, with the clumsiness of the shock-value choices made by the developers underscoring the lack of thought given to their approach. I’m not interested in the debate of whether sexual topics should have been omitted from the game altogether; with regard to such issues, my first question is always “what does the inclusion accomplish for the story” and, while the answer in Western media is often that it’s included only to pique the prurient interests of the audience, I also stand amazed, like G.R.R. Martin and others, that American society in general is simultaneously so uncomfortable with sexual issues and so comfortable with the graphic depiction of violence.

Cyberpunk, as a genre, provides us with warnings not just about technology used without regard for ethical considerations, but also the commodification of everything human by ultra-capitalist systems. While the former is certainly an increasing worry for modern society, the latter is the far more pressing issue in my mind–after making it through the widespread disaster that was Texas’s (lack of) preparedness for winter storms last week, which to my mind clearly demonstrates the problem with allowing profit-driven private interests to trump public welfare (as does the system of pharmaceutical development in the U.S. and its effects on the current pandemic)–the increasing dangers of a society caught in a death-spiral propelled by the veneration of capitalism above all other ideologies feels close to home. So, when Cyberpunk resorts to using sex and nudity only as window dressings, instead of commenting on the increasing commodification of sex and human desire, I honestly feel a little cheated about what could be meaningful narrative that could pull Cyberpunk 2077 from entertaining game into the realm of participatory literature. Even the plotline with Evelyn and her fate does little more than provide plot points without much consideration of what it means to be a “doll” sacrificing personal identity to satisfy the needs of others (sexual or not) and the plots that revolve around Clouds likewise use the profound sexual issues as a backdrop without making profound use of narrative potential.

You Get What You Give

I read another review of Cyberpunk 2077 that criticized the lack of defined personality for V, complaining that The Witcher had you play a character with a defined personality for whom you still had meaningful choices to make and further lamenting that V’s personality can swing psychopathically based on the whims of the player. I’d like to respond to that evaluation and, since it’s my blog, I will. My kneejerk reaction to this sentiment is that the critic needs to play more roleplaying games (pen and paper, preferably) to appreciate a video game in which you have the opportunity to create a personality for your character without having that personality defined for you. I, for one, would rather play a protagonist I get to design for myself rather than playing someone else’s character in a story. If the character comes across as inconsistent, that’s on the player more than the designers, because you have opportunities in Cyberpunk to make consistent character choices. If, on the other hand, you approach every dialogue option from the perspective of yourself staring at a screen where you have an avatar to wonder around in making choices according to your every whim, of course you’re going to end up with an inconsistent character. Feature, not bug, in my book.

That said, not all of the character choices have enough effect in the game to be meaningful. Some aspects work well without changing the storyline much or at all–the developing relationship between V and Johnny can be cathartic, dramatic and satisfying on its own (though this is undercut somewhat by having a “secret” end-mission option based on your relationship score with Johnny causing a split between immersively playing a character and meta-gaming the program). Otherwise, though, many of the choices are too limited in effects to truly be felt. Yes, some choices will open up romantic relationships, and some will allow for different end-game missions and resolutions to the main plot, and there are a very select few that will have a later result (freeing Brick in the initial confrontation with Maelstrom may have a later effect if you play through all of Johnny’s missions), many follow the pattern of “let them say whatever they want so long as they do what you want them to.”

Maybe I’m chained to my existentialist leanings, but it seems that there’s a lot of Cyberpunk’s story and main character that only bears the meaning you personally create for it. Just like the ambiguity of life in general, that could be immensely freeing and satisfying or terrifying and ennui-inducing. Or both at once.

Gameplay
I played my first playthrough on the “normal” difficulty setting, increasing the difficulty for each subsequent playthrough after I’d grokked the game’s systems and idiosyncrasies. My first character ended up as a sort of generalist, my second a street samurai foregoing any hacking for a Sandevistan and later a Berserk module, my third going full Netrunner.

The game is devastatingly easy, even on the highest difficulty setting, for netrunner characters. One reviewer compared netrunners to wizards in fantasy settings, with programs approximating spells. I think that’s relatively true, especially because the programs work in ways that are especially “gamey” and unrealistic. If you’re going to implant yourself with cyberware, you’re not going to allow that cyberware to be wirelessly-enabled for any punk with a computer to hack into, and you’re probably going to invest in a decent firewall as well. Systems aren’t going to be designed with such blatant faults in them that you can electrocute or overheat the user. So yes, the hacking in Cyberpunk is essentially magic.

The pure combat approach, even with a good deal of stealth, is much more difficult, especially on higher difficulties. Without the ability to hack cameras, you have to be especially careful. Attacks must be carefully planned so as not to be overwhelmed. I kind of think that this was the most enjoyable approach to the game, though, both for pleasure of gameplay itself and the satisfaction of achievement. There’s something thrilling about beating a machinegun-wielding punk to the punch while swinging a katana, and the gunplay in Cyberpunk 2077 is pretty good, too–and I love a good tactical shooter.

Another exploit to use or avoid is finding the Armadillo mod blueprint. I don’t think that there’s any Technical skill requirement on being able to craft the Armadillo mod at any rarity level–the rarity level of each one you make is just randomized–and few materials are required to make them. If you keep to clothes with multiple mod slots and fill them all with level-appropriate Armadillo mods, you can maintain an Armor rating sufficient at any given level to feel nearly invulnerable.

The game lacks some of the exploration elements you might expect in an open-world RPG; you’re not going to find as many of the sorts of locations that tell their own little stories like you would in Fallout or Elder Scrolls. But the side jobs are interesting–some of them more interesting than the main story, I think–and search them out, as well as the NCPD hustles, fills some of the gap.

Substance and Style
The feel of Cyberpunk 2077 is the feel of 80’s sci-fi in the setting tone and dressing. On the one hand, that’s fitting; cyberpunk was born in the 80’s. But it’s also been more than 30 years since the end of that decade. Technology and culture have changed. Our cultural fears and suppositions have evolved. World events have shown us that, while the danger of megacorporations is real, it might not be so melodramatic as we expected. We’ve had Brexit, the War on Terror, the War on Drugs, the realization (by us–often willingly–ignorant white folk) that racial injustice has never been overcome, the resurgence of far-right terror groups and white nationalists, and the shift of widespread economic fears focusing on Japan to focusing on China. But we’ve also seen some things change for the better–green energy is innovating and being taken seriously, a majority of the world (if a slight one) believes in the reality of climate change and the moral obligation to do something about, technology has provided for democratization and methods of social resistance as much as domination.

Bear in mind that the original Cyberpunk RPG setting took place in 2013; the most popular version of the game was set in 2020. Moving the timeline forward (either all the way to 2077 as in the video game or to the 2050’s as in the tabletop Cyberpunk Red) begs the question–why hasn’t anything really changed? Yes, Mike Pondsmith and the other members of the creative teams of both projects did hard work in balancing a setting that feels at once like nostalgic Cyberpunk and just a bit different. That’s a difficult line to walk, so I’ll admit that my comments here should really be applied to the cyberpunk genre in general and not to the Cyberpunk setting specifically, in any of its guises.

But I’m ready for cyberpunk as a whole to grow up, to evolve with us. It’s insufficient to continue to dwell on the cyberpunk of the early years–though we must acknowledge a debt to Pondsmith, Gibson, Stephenson and the early fathers of the genre. Where’s a cyberpunk for my middle years, one that includes all the myriad shades of gray endemic to any genre born from noir, but that also includes some dashes of color hear and there, that gives us a gritty optimism, reasons to fight the evil in the world to preserve the good, reasons to do more than only survive?

Maybe I need to read more cli-fi and other developments out of the cyberpunk genre. My own fiction writing, while fantasy in genre, takes a number of cues from cyberpunk–but that’s not quite what I’m talking about either. Where’s the wise old cyberpunk that’s introspective in new ways? I’m seriously asking–if you’ve found it before me, drop me a line!

So, while enjoying the neon retro-future that Cyberpunk 2077 offers, I’m also left wanting something more.

Conclusions
I enjoyed Cyberpunk 2077 well enough to return to play it with different character builds, and it’s definitely reminded me of my nostalgia for the cyberpunk genre. I think that it’s the gameplay, though, that did it for me more than anything. The narratives have their clever points, drama and empathy-invoking aspects, but if you’re looking for storytelling on quite the same level as The Witcher, you’re not going to find it here. Maybe it was just too much hype for its own good. Maybe too many promises that didn’t make it into the release build. Or maybe it promised us a world we’ve already left behind in our hearts and minds.