One of my favorite
things about the Hydra Cooperative is that we have started slowing
evolving away from just being a publishing vehicle for individual DIY
rpg projects and into a space that can synergize and cross-fertilize
on projects. A couple months back Hydra partner Trey Causey posted about the Grim Frontier, an idea he had for a hardcore survival
rpg/setting.
His summary:
“Potentially easy death, resource
management, and some horror elements beloved by many old school
gamers; an evocation for modern audience of the strangeness or
alienness of new environments through use of Roadside
Picnic-esque zones element...Ancient mounds,giant skeletons or
mummified dwarfs borrowed from the real folklore of the West; vaguely
late 18th to first few decades of the 19th level of technology,
probably with low magic.”
The concept hit me as I was deep into my own thoughts about a survival small-scale “domain game." We
started the game design equivalent of a jam session with Robert
Parker, Humza K, David Lewis Johnson (who gussed up that piece
above), Trey and I riffing and expanding on elements. It's a
backburner project—we have so much to finish like Misty Isles,
Strange Stars OSR, Operation Unfathomable, Broken Fire Regime—but a
fun one.
Here
are some of the design goals:
Grim Frontier Design
Goals
Three Main Themes. Exploration,
treasure-hunting and surviving/settling. Provides a potential
beginning, middle and end arc where the characters may go from just
basic survival to reasonable comfort to growing/leading a whole small
pocket of civilization in the wilds.
High Lethality. Characters are
fragile and powered down and the threat level is constant and high.
Hostile Wilderness. The
wilderness should be as much or move of a challenge as monsters.
Travel mishaps and disasters become huge and relatively frequent
challenges. Exposure, dehydration, hunger are just around the corner.
Almost No Civilization/Safe Zones.
Outside trade post, some tiny fragile and suspicious neutral holdings
and that's it.
Troupe Play. Each player has
several characters that he/she can cycle through. This both helps
with the high lethality and gives the player skill variety and
characters to accomplish downtime activities between sessions.
Instead of NPC hirelings you are for the most part using your own
PCs.
NPC Dynamics are Important.
Loyalty and morale are even more important than most games. To either
entice an NPC—and backup PCs--to leave civilization to come to this
godforsaken place or ally with you, close attention needs to be made
to their needs and desires. Charisma and success matter a lot. Low
morale and loyalty NPCs are more likely to desert, steal, or mess up
during downtime. Higher levels provide bonuses. Good CHA, success
during adventure sessions and providing a comfortable existence
Downtime. Characters not in use
during a session are assumed to be able to do a small range of
activities over the week “turn” between sessions. Many of these
are base, scouting or scavenging oriented.
Organic Link Between Domain Turn and
Adventure Session. The game revolves around two play arenas:
1. the traditional face-to-face
adventure session where the players choose one of their PCs to play
and the players go after some big ticket adventure goal (like
exploring a large ruin, raiding a large resource cache, etc).
2. a mini-game/subsystem that takes
care of all the domain/downtime activity of the PCs and Base around
weekly turns. Grim Frontier will make the link between this activity
and the session more organic and frequent. So say a downtime PC goes
on a chart-resolved scouting run and learns some valuable, but
sketchy details about Zone X that might guide the player goals for
the next session. Or a downtime PC has a mishap is trapped under a
fallen log and has to be rescued in the session.
Base Building. Base building is
a key player activity in surviving the deeply hostile environment.
Housing (start with tents and can build
larger structures that provide more durable structure)
Fortifications (palisades, stone wall,
trenches, towers and traps)
Workshops (blacksmiths, carpentry, etc)
Base Resources. Base resources
are somewhat abstracted and you need basic thresholds of each to both
survive, maintain (keep up morale/hit points), and thrive (build
expansions or new settlements). Resources can be scavenged in
downtime and pursuit of large hoards/caches may become goals in
adventure sessions.
Food
Hardware (nails, tools, plows, etc)
Shelter
Ammo (or Powder and Ball)
Clothing
Raw Materials (wood, stone, iron, etc)
Luxury Items (provide bonuses to morale
and loyalty, have a chance of converting mook NPCs
Hit Points. A la Robert Parker's
excellent downtime house rules for Krul, hit points are re-rolled per
session according to the level of accommodation and luxury at the
home base. More comfortable and more sustainable bases provide
bonuses to rolls for hit points, the obverse is true for hard
scrabble bases.
Equipment Deterioration. Shit
breaks and downgrades. A good steel axe becomes worth its weight in
gold.
Tech Level. Late 18th/early
19th century (black powder firearms).
Treasure and Artifacts.
Treasure/artifact hunting is an important goal/activity beyond
survival. Supernatural or high technology artifacts are rare,
powerful and highly sought out in some of the sites/zones. Tradeable
goods are important also for relations with other enclaves and
getting badly needed supplies shipped in from distant civilization.
Luxury items can be consumed as a base resource and provide
significant advantages.