On Attributes // Dark Idols
This time, we take a stab at what might be the heart of RPGs (Critical Hit?). I also keep refining the format of that newsletter and pitch my first "Being"... One that lurks in the dark.
ABSTRACT
Second entry, I got rid of the Intro, and this time around the thoughts are coming from the creation process of my own game, not from reading notes… Instead of “Reading Notes”, “Abstract” will be the section that encapsulates the design part of the newsletter, wherever it comes from. Done.
There is no center to the intertwined systems that composes an RPG. Although, the “Checks & Saves” are the main ruled interactions players have. Respectively for actions and reactions, they tend to be based on the PCs “Attributes & Skills”. It makes those values critical descriptors of how the character will be acting through the fiction. It’s worth noting that some games don’t do the dichotomy between Attributes (inherent traits with broader scope) and Skills (specific things you learned). I personally use both, but we’ll focus on the former this time around.
I want to talk about it first because… Well, it was one of the first systems I wrestle with, and I still do. Why bother? You might ask, the most famous RPG gets away with weirdly divided characteristics. I have a hard time picturing a person strong (Str), yet frail (Con). Reversely, people skilled with their hands (Dex) don’t necessarily are with the rest of their body (also Dex).
What I want to achieve with Bonaventure, is a game that feels realistic but placed in an unfamiliar setting. The simple act of weighting your stats (defining randomly or not what you’re good at and bad at) should already inform how you’re perceived and how you interact with the world.
I tried to summarize the constraints of a functional set of Attributes:
Evocative, as players should be able to recreate what they picture with them.
Believable (realistic in my case), as it shouldn’t give inconceivable intersection.
Exclusive, “Check & Save” should be easy to associate with a single one of them.
Balanced, each of the Attributes needs to feel equally attractive.
Concise, the set should be as small as possible to avoid mental overload.
Note that it’s impossible to make a set that perfectly answers all constraints. It’s more like a complex balancing act. After several iterations, here’s the solidified list of Attributes I’m using in Bonaventure:
MENTAL - FOCUS
Charisma (Any social impact, whether it’s to bluff or terrorize)
I tend to focus more on the result than the means. The context will impact the test, but I don’t want to get into the nitty-gritty of whether the guards are more easily seduced than bribed or scared. Players will try to use their best attributes every time and argue about it.
Intellect (Logic, memory and wisdom)
I wrapped Willpower into the intellectual capabilities because it’s too passive on its own. As for the Intelligence part, it’s often under use because it’s so abstract by nature. Worth mentioning that I don’t have the “that’s how you do magic” patch in my game.
Perception (Sensory functions and reflexes like quick reaction and empathy)
Similar to the above, it doesn’t matter if you detected a facial expression or heard the sound of a dagger slowly drown, a violent fight is going to kick out, and you have an opportunity to act first.
PHYSICAL - ENDURANCE
Dexterity (Hand-eye coordination, using tools with precision)
Weapons are part of the “tools” I mention here. The heavy ones tend to be considered more impactful depending on your strength, but they’re heavy on their own. They can require a specific carrying capability, although the “Hitting” feels more critical than the “Hard.”
Mobility (Athletic capabilities and agility)
You could be very specialized in your training, but muscles develop better when you use them and stretch them altogether.
Constitution (Strength, robustness and balance)
Combining Force and Constitution may feel overpowered as a direct translation of many RPGs. Although, remember that tool/weapon usage is out of the equation. As for constitution, it’s another illustration of a passive Attribute that I don’t want standalone.
SHARE
It feels like the dungeon23 version of animation! But also got me thinking… imagine making a website dedicated to the creation of a collaborative infinite mega-dungeon!
One-pagers are like short novels: the rough ideas of the author, before all the subsequent problem-solving through which they become something else. Something deeper, more elegant, but also more distant from the initial concept… Or maybe I just get this feeling because I reread them more since they’re shorter.
I’ll probably analyze more one-page dungeons in the future, but this one seems to capture an era and its tropes so well it can stand on its own.
It’s been a while I’m following the work of the author (mostly known for the Explorable Explanations).
This video is targeted toward the designers, since explaining really is the only way to put your concept out there.
I want to highlight the 3rd point about causality and flow of information. That isn’t just a trick to pass complex ideas. It’s also a narrative tool, and a key understanding that helps to solve many design problems.
CRAFT
This time around, I extracted the “being” (No I won’t call it a monster because it is… different) from the description of the environment so it’s more reusable. I’m still iterating too fast to share anything concrete on the dungeon generator aspect. It became clear, however, that I needed to split rooms into smaller “features,” so they can be mixed and match remain interesting in each playthrough.
A BEING - DARK IDOL
Dark Idols are barely distinguishable silhouettes that strive in the shadows. Only their two glowing eyes stand out, and they voluntarily narrow them to remain unnoticed for as long as possible. They’re almost ethereal being that sound like drops of water as they move, seemingly “swimming” on any surface with enough shads.
Cast a light on them, and they’ll quickly petrify. Either they’ll try running to safety or target the source. Turning them into statues reveal their appearance: humanoids of various sizes wearing animal masks. If they’re plunged in the dark for double the time they have been exposed to light, they break free from their rocky shell. Destroying the statue is the only way to slay them.
Their main goal is to propagate shadows by removing any light sources. Although, their only option is to use obstacles to get close enough and act on it. They tend to be aggressive and hard to communicate with, but might temporarily side with someone that helps them extinguish lights.
They’re quick when they sprint, but only few of them are reckless. Furthermore, their immaterial form makes them relatively weak. A touch from them starts like a cold breeze, and needs time before it strengthens as a grip. In order to choke their victims, they’ll try to trick them, make them fumble, and drag them toward their kin.
ROOM FEATURES
Light Bearer: A dark place with torches on both ends. Water is dripping from the ceiling. The closest to the middle of the room, the more intense it gets. Dark Idols may be lurking in the shadows.
Catching Fireflies: A dark room only lit by fireflies. Scattered obstacles (columns, trees) occlude the light. Dark Idols may be lurking in the shadows.
Captured Idol: Torches dropped on the ground forming half a circle near a wall. Against it, a statue of a petrified Dark Idol in a defensive stance.