On the Cards… A Question of Design

You’ve been called back. Back to the life you thought you had escaped. A foul plot is afoot…

Rascals is an action-adventure science fiction role playing game. It was inspired by such movies as Rogue One, Bourne, The Dirty Dozen, and so on.

Rascals uses traditional playing cards as the core engine for resolving skills tests and challenges. Today I want to talk a little about how this works, and some of the design decisions I made when creating this system.

You can find the pre-launch page to Rascals here, hit Notify to follow the project…

Context

Before I delve into why I made the system this way we need to know how the system actually works.

In Rascals each player will have a hand of cards. When a player undertakes a Challenge, or Reacts to something, they will play a card from their hand into the middle of the table (called the Pot). The GM (called the House), will also play a card according to the Difficulty of the Challenge or React.

  • Easy: The House will draw two cards, will discard the higher card face up, and play the lower card face down into the pot.
  • Average: The House will draw and play a card to the pot.
  • Hard: The House will draw two cards, will discard one face up, and play the other one (note that the House can choose which to play).

Discarding a card face up in an Easy or Hard Challenge will give the player some indication of what they need to succeed. The House may choose the card to play in a Hard challenge, because many adversaries have abilities that can be activated when they play a card of a specific suit. Sure the House may play a card thinking they have a good chance of losing the Challenge, but it might mean that the Adversary gets to do something extra, or special…

Players will redraw cards on Reactions, but not for Challenges they undertake. Cards are the characters inspiration, their drive, and their focus. If they get caught in a series of Challenges – a chase, a complicated engineering problem, heated debate, or firefight, their hand will slowly dwindle. Their options will contract…

Why?

Because in the movies this game is inspired by there is always that dramatic narrative, the heroes are challenged, they are set upon, beat down, they escape and struggle, thrown from one bad situation into another, they are running out of options, out of luck…

Until…

They manage to duck into a cafe and avoid pursuit, find that vet’s clinic and patch themselves up, or lay low in a dive-hotel, giving them a chance to reset, draw breath, plan…

This is the drive behind Rascals, the second act, the false victory leading to despair up to the point where all seems lost, but…

The purpose of this system is to have the characters pushed, to stress their hand and their Hustle (that’s another post), encouraging the players to find ways their characters can break the momentum, change the scene, take control, seize the initiative.

When characters find space in a scene they can use a Second Wind to regain cards or heal some, if they escape a scene they can redraw their hand… it’s about movement and momentum. About changing the ground. It’s about the characters, beat down and hurting, relentlessly pursued, struggling as they roll from one encounter to another, and finally managing to find space, time, to catch their breath, to reform…

This momentum swing – in a narrative arc going from the second to third act and back again – is exactly what the card system in Rascals is designed to reflect. Players should start feeling powerful and in control, slowly feel the pressure mounting as the action builds, then feel the drive to force change – a change of momentum, a change in scene, an escape and reprieve…

Rascals is all about that second act, when things start going sideways for our heroes, when, in the movie theatre, we are on the edge of our seats waiting to see how they’ll escape this one… and the relief and excitement when they do, when they pause the tempo, when they manage to find a way to wrest back control.

Did I mention the prelaunch page? It’s here… go hit Notify!

mockups-design.com

Rascals, in 3, 2, 1…

Rascals is preparing for launch… Find the prelaunch page and follow along here.

Rascals is a science fiction table top role playing game of action and adventure. The game system uses traditional playing cards and poker chips, and is designed to bring the tension, twists of fortune, and calculated gambles of action adventure stories to the fore. Rascals is ideal for 2-5 players, including the GM.

You are Rascals: ex-special forces, spies, or crooks. Hard boiled types who worked together in the hottest zones during the former unpleasantness. You were some of the few who managed to get out, make a new life, but something has changed all that…

Now the old crew is together again, you Rascals who survived the bloody final years of terrible war, have been pulled back. An abominable plot is unfolding in secret… 

From high-tech cityscapes to shattered habitation domes, through the heaving corridors of stations in chaos to empty transfer stations and the broken worlds beyond… Where will your path lead, and what awaits at journey’s end?

At 36 interior pages, with a 4 page cover, Rascals is bigger than my previous game: Corsairs. Inside you will find the rules for character creation and play, as well as rules for vehicles and space ships. A part of the rules includes a system the GM (called the House) can use to generate the problem the characters face, as well as which character or characters is somehow tied to it.

In addition to the physical zine, when Rascals drops after the Kickstarter ends, I will be adding a free DLC to the Table Top Simulator Workshop, which includes cards, chips, editable character sheets, and everything you need to play the game.

A work in progress… And a big shout out to Michael Jamieson who helped put this together!

Rascals is perfect for an action-fueled campaign, follow the prelaunch page to get notified when it launches!

Announcing: Rascals…

Kickstarter has officially announced Zine Quest (you can find the link to the KS announcement on my Zine Quest page here, along with a bunch of links and articles I hope anyone thinking of undertaking Zine Quest will find useful).

My project this year is Rascals. In Rascals you play ex-special forces, intelligence operatives, or crooks who operated as a team during the final years of the civil war that wrought havoc on the Network of Star Systems now administered by the New Government.

You thought you had left that life behind, when the peace accords of Luyten B were signed and the ink had dried. but something has happened to pull you back in…

In Rascals your character will be one of four archetypes: The Brains, The Face, The Muscle, or The Stick, each tied to a suit of cards. Characters have archetype powers and tricks they can use to manipulate the outcomes of the challenges they face.

Game play is built around cards, with the players sharing a deck, and the GM having a deck of their own. Poker chips are also used to measure character health and energy (called Hustle), ammo that can be spent for extra hits, as well as power and damage to vehicles and ships.

Rascals will be a 40 page zine, including rules for character creation, creation of the problem the characters face, rules for actions, combat, space ships and vehicles. A lot is packed into a small zine!

I’ll be writing more about the rules and the setting in upcoming posts, as well as dropping the link to the prelaunch page for the Kickstarter… until then, strap in and get ready for a wild ride!

Locked and Loaded

I was unsure what to do for the 2021 Zine Quest, and I wrote last time how my fantasy RPG, Heralds, was approaching a point where the project was too big to fit comfortably into the Zine Quest format. I could have cut it back, but I like the systems, and I felt it would lose too much if it was cut shorter. I bit the bullet and did what any self-respecting Zine Questee would do, I decided to write a different game.

In fairness I had the core of the system already written up, so I wasn’t coming at it from nothing. I knew the genres and themes I wanted to hit, they were baked into the system I had dusted off. So what did I do?

First, I made a few more notes, and left it at that for a week.

In that week I did three things before really delving into the system, setting, and writing. I worked on finding an artist whose style matched my feel for the setting and game, I looked for fonts that would work in a similar vein, and I started developing the layout and look of the zine.

Normally I tend to get writing first, so this was a departure from the established routine for me. Why did I go this route? To be honest, it was the fact that while I had a feel for the game in terms of what I wanted out of the mechanisms and setting, the setting itself was nebulous, it was feelings and emotion, a pace and rhythm, a soundtrack with no lyrics. I felt that getting a good grip on the visuals of the game would help me ground the the rules and setting, provide inspiration and limitation in equal and needed quantities. I’m glad I did.

I found an artist I am really excited to be working with, I won’t say too much just yet (not until there is something to show alongside), but I will say that I think his work is going to make Rascals look absolutely brilliant.

I started working on the layout. With Corsairs the game was originally envisaged to be more of a old-time worn look, faded leather and the like. With Rascals I wanted to make something stridently black and white, something that would fit within the two-tone rules for Zine Quest, and really sit comfortably within that space. I am really happy with how Rascals is looking at the moment, and I think once the art is dropped in, it will really look amazing.

Lastly I looked at fonts… and well. That’s a whole thing. Finding fonts that fit the style you want, but making sure that they are free for commercial use (or that you can get hold of a license for them), is not as easy as it could be. A lot of the fonts that come with Word or whatever program you happen to use might be free for personal use, but not for commercial use. I looked through a whole slew of fonts before settling on two I really liked. One will be used for all the headings, and the other for the body text. The 3D and gradient overlay effects for the title and contents pages were all done in Affinity, and fit the theme and game perfectly in my opinion.

So, a little update on where I am at in the lead up to Zine Quest 2021. I will be back with more on the subject, and back with some reflections on the year past (and hopes for the year ahead) in another post.

Where-ever you are, I hope you and yours had a lovely Christmas/Holiday period (if you celebrate such things), and a smashing new year (again…).


This article is a part of a series about running a Kickstarter campaign for Zine Quest, you can find the other articles in this series here.