DMK's 3 crazy game ideas for Game Chef 2012
dmkdesigns:
Quote from: dmkdesigns on April 13, 2012, 04:02:57 AM
COYOTE PASS
A game about smugglers searching for identity and life beyond the Edge.
About: Coyote Pass is a role-playing game where your Player Characters (PCs) are Coyotes, smugglers along the Edge of Forever Borderland Territories. It is a life of deceit and desperation where Duties to Clients and Debts to Innocents come into conflict with the Authority and other Coyotes who try to reclaim their lives along the way to a new life beyond the Edge.
dmkcreative.com/games/gameChef2012DMKcoyotePass.pdf
Note: Of the three, this game feels the most like a traditional RPG. Does it make sense?
Coyote Pass
A game about smugglers searching for identity and life beyond the Edge.
By David Miessler-Kubanek
Game
About: Coyote Pass is a role-playing game where your Player Characters (PCs) are Coyotes, smugglers along the Edge of Forever Borderland Territories. It is a life of deceit and desperation where Duties to Clients and Debts to Innocents come into conflict with the Authority and other Coyotes who try to reclaim their lives along the way to a new life beyond the Edge.
Under the Skin: Coyote Pass is designed to examine the trading of values and identity between others in a fictional setting. It is a game about taking risks in trust and consequences, of keeping and breaking promises made. It is a game about people who have turned to this kind of life as a last chance before the end in the hope of being reborn. No character should emerge the same as when they got to or left Coyote Pass.
Player’s Role
To be invested in the shared setting with their Coyote, and to help promote the enjoyment of the game for all. This includes suggesting ideas in- and out-of character for others at the table, as well as actively driving scenes through to the conclusion of the game.
GM’s Role
To be invested in the shared setting, to help showcase how awesome the Coyotes can be in balance with how ruthless or powerful the Authority can be. To play up the importance of Innocents and value of Traits. To encourage and integrate suggestions from the Players as much as possible at the table, as well as actively describing success and failure in interesting ways and providing a comfortable environment for the group to share the stories of their characters through to the conclusion of the game.
Game Structure
1. Talk about the game, the setting (mundane or supernatural), the Authority, Coyotes, and Others.
2. What kind of contraband would need to be moved from one “world” to another?
3. Who would be a good Client for this?
4. Who would benefit or be hurt if the Contraband does or doesn’t make it through?
5. Consider Innocents.
6. Begin phrasing out and writing down a Contract with Duties required to fulfill it.
7. What Debts would need to be made to take on a Contract?
8. Match up Contracts with possible Debts.
9. Which Innocents would hold Traits?
10. Create Trait decks.
11. Make Coyotes: Draw Traits; finalize Contracts, Duties, Debts, and Innocents; 3 Courage points.
12. Start play with whichever Coyote has the most severe Debt nearest the left of the GM. Continue scene by scene in a clockwise manner until all of the Coyotes have died or have successfully found freedom beyond Coyote Pass.
Coyote Pass
This refers to both the specific paths as well as the means of travel by Coyotes through the Edge of Forever Borderland Territories. Only Coyotes seem to have the determination and the cunning to make these treacherous trips on a regular basis. Only Coyotes are desperate enough to risk it all to avoid the Authority to fulfill a Client’s Contract.
Edge of Forever Borderland Territories
It comes in two default versions:
Mundane: This is like the world we know, or think we know, in a stretch of land fraught with internal tension by local powers and the neighboring lands. The Coyotes smuggle contraband between two or more lands with the constant threat of danger affecting them and those they care about — hoping one day to get away from it all, with as much of their life intact. If you feel the need to name real or invented cities or towns in your group, go ahead.
Supernatural: This takes place in a space between worlds, between mythologies and legends, where deities and powerful forces do business over and under the table. The Coyotes (named after the trickster deity) smuggle contraband between two or more worlds with the constant threat of danger affecting them and those they care about — hoping one day to get away from it all, with as much of their life intact. Feel free to borrow or invent identities for the worlds Coyote Pass connects.
Coyotes
It is a hard life with unknown dangers as constant companions. Coyote Pass is the closest thing to home you know. Your Clients expect you to come through, or else. The Authority is always dogging your heels and limiting your options. You may grow to trust other Coyotes who are your peers — it’s likely some Coyotes remind you of yourself. Or protect the Innocents you have faith in and who support you when none others could — when they are not caught up in your life.
Authority
In Coyote Pass there are two main groups in charge of each world that’s connected through Coyote Pass along the Edge of Forever Borderland Territories. Either group will investigate Coyote Pass if Coyotes disturb the status quo too much. Keep track of each separately during the game as the Coyotes influence the environment.
The Law: Government officials and their enforcers, such as police, soldiers, bureaucrats, diplomats, and other official agents. Default: Presence (1), Duration (1-4 scenes).
The Underworld: Unofficial agents, mercenaries, bounty hunters, black market fixers, gangsters and other criminal elements. Default: Presence (2), Duration (1-2 scenes).
AUTHORITY INVOCATION
Always roll a 1d6 for each the Law and Underworld when any of the following occurs:
Whenever a Contract is made: Law -1, Underworld +1.
Whenever a Contract is fulfilled: Law -1, Underworld +1.
Whenever a Contract is NOT fulfilled: Law +1, Underworld -1.
Whenever an Innocent is killed: Law -1, Underworld +1.
Whenever a Coyote is killed: Law +2, Underworld -2.
Whenever a Coyote ceases and leaves: Law +1, Underworld -1.
Whenever a Game of Chance (rolling dice out-of-character, and/or gambling in-character) occurs: Law +1, or Underworld +1.
Reset the Presence and Duration to default following an invocation of the Authority.
If you roll equal to or less than the Presence number then that Authority (perhaps both) will enter a scene for their Duration to make things interesting for Coyotes.
Note: Interacting with Authority is how Coyotes may create new Traits.
While the Law and Underworld are the major players, there are others involved.
Others
These include the numerous nameless inhabitants encountered by Coyotes on a regular basis who are non-Coyotes, non-Authority, such as Innocents.
Innocents
These are the Others who exist on either side of the Edge of Forever Borderland Territories and are connected to Coyotes. They themselves do not use Coyote Pass, and they are neither Coyotes nor Authority. Innocents hold answers and help for Coyotes, including pieces of their past, their true identities and other secrets. Unfortunately, Innocents often get caught up in the crossfire and traffic of Coyote Pass, sometimes even changing into a Coyote or Authority depending on the outcome. Each Coyote will have at least one Innocent who helps them with their Courage.
Each Innocent holds onto 1 to 5 Coyote traits total. These traits are associated with one or more of the Coyotes connected to them. Innocents may help Coyotes gain a point of Courage by roleplaying through a scene about their relationship through flashbacks (such as how they met), or during their current relationship.
If an Innocent is hurt, it must discard one of its held Coyote Traits.
If an Innocent no longer holds any Traits, that Innocent is on the edge of dying, but can be pulled back by any Coyote who is willing to surrender a Trait (gaining a Debt with the Innocent).
If an Innocent is “killed,” but another Coyote dies in the process, the Innocent survives to become a Coyote, starting with one of the recently discarded Coyote Traits from one of the departing Coyotes. The new Coyote may be played by a Player (who currently is without a Coyote) or the GM (if no Players are free to take on a new Coyote).
If an Innocent is killed, but no Coyotes die in the process, the Innocent becomes an Authority (either in actual or through a different associated character) — Law or Underworld, as appropriate. Note: increase the Authority Presence and Duration by 1). The Authority is usually played by the GM. However, Players may be asked to take on roles during scenes in which their Coyote is absent, in exchange for a point of Courage.
Clients
The entity with an agenda for your Coyote. Clients hire Coyotes to smuggle contraband through Coyote Pass. If you fail your Client you may incur more Debt, or risk a confrontation with your Client. Some Clients are easier to manage than others; some Clients are members of the Authority; some clients are Innocents who have no one else to turn to; all Clients are invested in the completion of a Contract; and some Clients don’t give second chances.
Contracts
Contracts are agreements between you and your Client for you to fulfill your Duties in exchange for reduction of your Debts. How you negotiate the terms of your Contract may vary from Client to Client. However, the more Debt a Client may offer to reduce, the more likely if you fail, the Client will take it out on you, or those you care about. Games of chance to settle Duties and Debt obligations are a common form of Contract negotiation for Coyotes — though this often brings the Authority in earlier than desired.
Contraband
This is the concrete thing your Client expects you to move through Coyote Pass as per your Contract. It may be supplies, weapons, food, drugs, creatures, or even Authority members, or other Coyotes’ Innocents. It could also be something more symbolic, such as propaganda literature, tactical plans, or religious relics.
Duties
Every Coyote has duties to perform that may help relieve Debts or rescue Innocents. Duties are both goals and skills that are related to a Client and a Debt in a Contract. Duties are designed to help make your particular Coyote who and what they are. Duties involving high-speed chases, dank bar brawls, high-profile grifting should inform you about the Coyote you’ll be playing. Remember, failing in your Duties may increase your Debt or bring Hurt to an Innocent. The best Duties conflict with your Debts and create tension with other Coyotes.
A RULE OF THUMB
List 2-5 Duties in any Contract. Anything not covered by Duties falls to improvisation, taking on more Debt to gain a new Duty, or getting help from Innocents and other Coyotes.
Debts
Debts are obligations that keep you tethered to Coyote Pass. Debts are why you got here in the first place, even if you can’t recall the details. Coyotes have to adapt and mimic their surroundings to survive. As a result, they have lost parts of their identity (as Traits), severed connections to Innocents, or worse in order to keep going.
However, each Debt needs to be connected to an Innocent. Debts include loans for your gear, medicine for family, favors owed from the past, addiction to the lifestyle that hurts you and others, oaths you swore to save another. The best Debts conflict with your Duties and create tension with other Coyotes.
Coyotes begin with 3 Debts and 3 Traits. Spread out 6 points among the three Debts (1 to 3 for each) to indicate how severe each is.
However, they may be more or less severe than each other in value, 1 to 3, with one being light, two being moderate, and three being serious. It is possible to have a maximum of 4 Debts, each at severe. Anything more would result in the death of the Coyote (see above).
When you have paid off your Debts your Coyote may leave Coyote Pass, free of their old life, ready to begin anew.
For each new Debt gained a Trait must be either given to an Innocent to hold, or lost forever in the Borderland Territories.
Coyotes may only have up to 4 Debts at any time. If put into a position where a 5th Debt would be accepted than the Coyote dies and must become an Authority (Law or Underworld, as appropriate) NPC — no longer a PC.
Traits
Traits are true things about a Coyote that they have lost and seek to regain, or aspects of life outside of Coyote Pass hoped to be acquired as part of a new life away from here. Traits are lost when Debts are gained. Traits may be regained from Innocents as Debts are paid off. Once a Coyote pays off all of their Debts they cease to be a Coyote. Each Coyote begins with 3 Traits and 3 Debts. Not all Traits a Coyote carries may be true to them. Some Traits may be ones mimicked from another Coyote in order to survive. Through the use of Innocents and Debts, Clients and Duties, Coyotes may be able to trade Traits for ones they hope to be true for now or for the life beyond Coyote Pass.
Generating Traits
At the beginning of the game session, each person in the group, including the GM, answers a series of questions about characters and writes them on notecards which will be shuffled into a number of Trait decks (typically six decks at start, though more decks may need to be created) — one for each question answered (Trait). Each Coyote Player will be dealt one random Trait from any three of the decks.
Lost Traits
Traits which must be discarded without an Innocent to hold, are lost to the Borderland Territories, in their own deck aside from the other Trait decks. Only a Coyote who is dying can locate and restore a Lost Trait for oneself, or another Coyote.
Courage
Courage is the measure of how much a Coyote has impact in the world at any time. Courage is earned and spent during play on a number of things as points. Only Coyotes have Courage, ranging from 0 to 12 points (pts).
SPEND
To create a new Trait (from interactions with Authority): 10 pts
To trade a Trait with an Innocent: 10 pts
To regain a Hurt Trait: 5 pts
To regain a Hurt Duty: 2 pt
To join another scene: 1 pt
To shift any one die up or down by one number: 1 pt
EARN
Helping another Coyote to fulfill a Contract: 5 pts
Succeeding to fulfill a Contract: 4 pts
Putting yourself into Harm’s way: 3 pts
Rescuing any Innocent from Death’s Edge: 2 pts
Creative use of a Duty or Debt: 1 pt
Games of Chance
Games of Chance enable change along the Edge of Forever Borderland Territories. They allow Coyotes opportunities to fulfill their Contracts and to maybe get free of their tether to Coyote Pass. However, whenever any Games of Chance occur in the game with dice rolls by the game group, OR, inside the game by any characters the likelihood that the Authority may be invoked or persist, increases (see above).
Conflict Resolution
In Coyote Pass, a fair bit of the resolution should come through narration based on the setup of Coyotes with their Contracts and Duties vs. appropriate Debts. If it fits within this scope, describe events without rolling any dice.
Optional: You could even bet using Courage points with 1d6 that you will roll a number equal to or less than the number of Courage points put forth. Use the difference for and against as described below to narrate the results. Note: Remember to increase the Authority invocation rating whenever a Game of Chance is used.
However, when things seem riskier than usual, or if there is a possibility of interesting success or failure, go to the dice at the climax of the scene — not for every back and forth task or action — wait for the build up and then make the roll and play off of the results. Note: Remember to increase the Authority invocation rating after rolling any dice.
This game uses 2d6 to make conflict tests. Only Players roll the dice.
Conflict success chart
Odds (1, 3, 5) AGAINST Coyotes: 1 - That Was Too Close; 3 - That Stings Bad (1 Hurt); 5 - What Just Happened? (2 Hurt)
Evens (2, 4, 6) FOR Coyotes: 2 - Squeaked By; 4 - Not too Shabby; 6 - Did You See That?
Doubles are Criticals: Escalations or twists, suggested by others and ruled by the GM using the above Odds and Evens. Criticals are a big deal.
Hurt
Getting hurt is part of the life as a Coyote.
Should your Coyote ever get hurt while trying to fulfill their own Contract they will need to make an appropriate Trait inactive until it may be healed through spending Courage.
Should your Coyote ever get hurt while trying to fulfill another Coyote’s Contract they will need to make the appropriate Duty inactive until it may be healed through spending Courage.
If all of a Coyote’s Traits are inactive and a Coyote is Hurt again then that Coyote begins to die.
If no Innocents or Coyotes find a Coyote within two more turns then that Coyote dies cold and alone, lost to the Edge of Forever Borderland Territories.
Note: Any Coyote may spend Courage points, individually or collectively, on other Coyotes to help them recover from being Hurt if it is appropriate.
Game Chief, 2012, Idea 3
Theme: Last Chance — Design your game as if it might only be played once. After all, the world is going to end.
INGREDIENTS FOR COYOTE PASS
Words: Coyote [major use, PCs], Mimic [minor use, Traits]
Threads: Courage as currency (Thread # 27419) [major use, Courage points], Exposition, example of play, IIEE on the Edge of Forever (Thread # 13183) [minor use, setting], System design for 2 different games (Thread # 1691) [minor use, Games of Chance]
Twitter description: A RPG about smugglers searching for identity and life beyond the Edge.
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