Foresworn Confessions — Week Eight

Those of you following from the beginning will recall me saying that there’d be some weeks when I reported absolutely no progress. This week’s free time took its blows from work and family obligations. Kat’s been sick and the foster care system has been playing with us like a yo-yo, increasing the general level of background stress. Thus:

Forgive me, Foresworn, for I have served other masters! It’s been one week since my last confession.

The only one of my goals from last week that I didn’t completely blow off was the search for a new name. In a few spare minutes I made a list of words evocative of the genre that might become the raw materials of a new title. Other than that, I did squat.

Camp Nerdly is next weekend. I’ll be running the Sorcerer/Foresworn hybrid like I did last weekend. We’ll see how it goes.

I’ll also revise that Production schedule I made in August into something I might be able to keep.

Due to the Nerdly trip, I probably won’t post until next Monday. I hope to have more to report.


I’m looking out my office window at the turning leaves. Autumn has come. There’s a chill in the air. Soon we’ll be carving pumpkins and before too long, shoveling snow.

I’m a big fan of seasons. One of my college roommates used to wish the world could be 70°F all year-round. Not me. I love the biting cold of winter, the crisp greenness of spring. Even the oppressive humidity of summer has its place.

Looking at the leaves, I picture the stark emptiness the branches will display in another month or so. And then the snow-dusted brown of winter. And then the dewy green of new buds come April. And when I come to thinking of the vibrance of summer leaves, I find myself wondering “Weren’t they just here a month ago? Didn’t you notice them then?”

Which leads me to a glance back at my summer of 2006. Where did it go? May was completely consumed with OT at work. June was rife with birthdays, family get-togethers, and then Origins. July was the family reunion, then Dexcon. August saw GenCon and more OT. No wonder I feel like I missed summer, I was inside or hectically busy for all of it! We even changed our annual camping trip this year away from our normal state park, so I saw less summer than usual. I’m a bit bummed about that.

What do I want to do for next year? Well, back to the state park for certain. I’d like to do a day-trip to the beach. And while the Origins-DexCon-GenCon triple-play is great for both play and promotion, I’m not sure if it’s best for my soul. I will have to think hard about that …

… while I watch the leaves turn red and yellow.

Foresworn Confessions — Week Seven

It’s been a heck of a week here in my head! I feel more like crowing than confessing today. Nevertheless:

Forgive me, Foresworn, for I am psyched! It’s been one week since my last confession.

My goals for last week were to prep and run the playtest session at Southern Exposure. To prep for that I tried out the mini-scenario I had with Kat & Michele on Monday. It exposed a lot of flaws that needed exposing, as I talk about here. The ever-energetic Luke Crane pointed me in the right direction the very same night and a more concrete, more vibrant game will certainly result. However, I needed more than promising leads and an energetic sense of purpose to run the scheduled game. So I went for a slightly unortodox approach: I ran some of my setting ideas in an established game system to test them out, and help clarify and ground my thinking about the genre.

I chose Sorcerer and wrote up 5 character and 5 demons, set Humanity as Idealism, with demons being forces of pragmatism, including Generals and Diplomats. The PCs were all related by blood, to touch on the family issues that I want to touch on with Foresworn. I want to thank Shawn, Mel, and Rich for the great game! I stretched some of the demon powers to encompass planet-wide events, marching armies and the like. That worked particularly well, added to the feel I want for sweeping space opera epic. My skill at naming things is still really weak. But schizophrenic planet-spanning computers, loyalty brain implants, loyalists in the forest, crises of succession, and family back from the dead make for great, fun, melodramatic awesome! I’m finding out more and more what pleases and excites me about this stuff. There is no substitute for Actual Play!

Camp Nerdly is coming up in two weeks and I’d be a fool not to use it. I’m not sure if I want to test the new mechanics there, but I’ll certainly be running either Foresworn/Sorcerer or Foresworn/something else to get at more goodness. Perhaps I’ll take it on a tour of different systems to pick up a wide range of tricks.

One other thing is sure, though. I need to change the name soon. Working titles can only remain working for so long before they become just plain titles, and I do not want to be stuck with a GURPS or a TORG.

My goals for the coming week:

  • Describe, as specifically as possible, the positive aspects of the Foresworn/Sorcerer playtest, as well as the directed writing assignments. This will become the core of my design checklist.
  • Brainstorm other possible names.
  • Describe, as specifically as possible, the positive potential in the Foresworn mechanics I tested last week, and write up one way I might develop that potential.
  • Decide whether I’ll be running nascent-Foresworn at Camp Nerdly. If not, decide on a game system to use. Do the prep work.

The future’s looking bright. See you next week!


I took Foresworn’s resolution system for a little spin with Kat and Michele last night. It was … insightful.

The parts I thought would be fun weren’t. There was a tiny glimmer of potential fun in a part I never suspected. The whole thing crashed and burned in less than an hour. For an initial playtest, it was very productive. That’s what initial playtests are supposed to do.

But it certainly wasn’t “fun.”

Afterward I figured I commisserate w/ Luke over IM. Luke never lets one rest in self-criticism or resignation, though. Within he had me writing a mission statement for my game without realizing I was writing a mission statement. Tricksy abzu!

So, with regard to preparing the game for release at Origins, I’m in really, really good shape. I have continually reinvigorated purpose. I’ve discovered some ideas that don’t work and some ideas that might work with more development. This is a good place to be.

However, with regard to running the scheduled game at Southern Exposure this Saturday, I’ve got nothin’! No way am I going to be able to cobble this together into something that will entertain a group of strangers for four hours. But I’ve committed to run and I’m not about to throw in the towel and quit! So what do I do?

I cheat, that’s what. I grab an already-designed-and-published game, write up a scenario for some of my setting ideas, and run that. I’ll tell any players that “Foresworn isn’t ready for playtest, but I’ve prepped this other game to run instead.”

My first instinct is TSoY, due to its similarity of tone, but I’ve never actually run nor played it, just read it. I’ll go with something I know a little better: Sorcerer. Humanity = Idealism. Demons = Pragmatists, things of the world. I’m sure I’ll learn a great deal by adapting my character concepts to Sorcerer in any case.

Foresworn Confessions — Week Six

Work is bad. What else is new? Several poor nights’ sleep have also taken their toll. Although it’s not progressing fast, it is progressing.

Forgive me, Foresworn, for I am a snail. It has been one week since my last confession.

My goal for the previous week was:

  • Write up a five-character space opera scenario. Don’t worry about game stats nearly as much as conflict-rich possibilities and interrelationships.

I have indeed sketched out 5 character concepts in a plot pulled right out of The Maltese Falcon. I ran them past Kat and she infused them with her trademark dramatic punch.

I appealed to Paul Czege, the patron saint of emotional mechanics, for some suggestions on my emotional mechanics. I don’t quite have a playtestable framework, but I have a plan for that framework, so I’m happy with that. I’m scheduled to run the game in six days. So, I’ve got only one goal for next week:

  • Be ready to run the playtest at Southern Exposure. If folks actually show up, run it.

Doesn’t that look so simple? Sixteen words. How hard can it be? Well, in order to do that, I need:

  • Five character sheets, plus NPCs.
  • An overview of the system, as specific as possible.
  • A self-test of said system.

It will be quite a week. And work will be heinous this week as well. But no one ever said doing what you love would be easy, right?

Foresworn Confessions — Week Five

The project at work that was keeping me there so long a few weeks ago returned on Wednesday demanding tribute in the form of hours. It’s supposed to be back for 3 days of the coming week, also. I’m not exactly swimming in time these days. Thus:

Forgive me, Foresworn, for I have slipped. It’s been one week since my last confession.

My goals for the previous week were:

  • Have a skeleton of the game, no matter how rough, ready to playtest with Kat & Michele.

That was a fairly ambitious goal. It didn’t quite happen. However, I did make a first version of a character sheet, just to organize my ideas about inputs into the resolution system. Like all my early-draft character sheets, it’s ugly with a capital “Ugh,” but it will serve for now.

I had some cool ideas about streamlining setting creation with character creation. I’m thinking about having a massive list of every skill I can think of possibly appropriate for a space opera game. The players and GM all choose the skills they like. All the other skills are not used in the game. They do not exist within the game world. For instance, if no one chooses “Personal Force Field Use” skill, then there are no Dune-style personal force fields.

I have rough idea of how I want things to work, resolution-wise. I chatted a bit about them with Kat and will get her to playtest it with me later in the week when she’s (hopefully) over her sinus infection.

However, I also have less than 2 weeks until that Southern Exposure game! While it’s highly likely that no one will show up, I still need to be prepared. That’s the whole point of signing up to run a convention event this early in the playtest stage! This leads me to my goal for the coming week:

  • Write up a five-character space opera scenario. Don’t worry about game stats nearly as much as conflict-rich possibilities and interrelationships.

I’ve been focusing rather exclusively on high-level, abstract systems and space-opera in general. Perhaps specifics will be helpful. That’s all for tonight. See you in 7!

Foresworn Confessions — Week Four

Whole bunch of jumbled, disorganized stuff to throw out there. Watch out for the mess.

  • I read Dictionary of Mu this week. Probably the greatest setting book I’ve ever read. Why? Not primarily for its red, testosterone-soaked sands and evocative prose (although Marr’d is definitely chest-beatingly cool and the prose does say more in a few sentences than most games say in a few chapter), but rather because the dictionary form slaughters the old paradigm of setting-book-as-atlas and performs a demonic ritual with its corpse. Judd gives us Mu like he’s dumping his toybox on the table. We can pick up and play with what we want to, how we want to. In a world where “RPG setting” has too often meant “imaginary place where your game, characters, and tastes don’t matter,” The Dictionary of Mu is as refreshing as an oasis in a bood-soaked desert. I will be shamelessly aping Oghma, son of Oghma, when it comes time for Foresworn’s setting.
  • Consider yourselves warned: I’m 95% certain that “Foresworn”‘s days are numbered. As a title, at least. It worked well when it was a game about knights and feudal society. But it doesn’t say “swashbuckling adventure across the stars,” does it? At some point, it’ll have to go.
  • This early phase of game design is one of my favorites. The game is so open and full of potential that it feels like it can do anything. Little ideas have been jumping into my head all week and I’ve been jotting them down. That’s a lot of fun. But it hasn’t quite all jelled together yet. Thus:

Forgive me, Foresworn, for I am scattered. It has been six days since my last confession.

My goals for the previous week were:

  • Draft base stats/skills for characters
  • Outline basic resolution mechanic (probably still opposed dice pools. I just like ’em.)
  • Sketch out ways that Oaths can modify the basic stats/skills when used for resolution.

Let me talk about that second point a little bit, because it feeds into the others. At this point in a game design, I feel a little like this:

I know the kinds of things I want on the character sheet–the kind of things I want the player to have to decide among. I know the sort of outcomes that I want the resolution system to provide. I’m just not yet sure how they’re going to intersect with the dice (yes, dice rather than cards this time). I know that all characters (not just the space knights) will have four Emotion pools: Anger, Fear, Joy, Sadness. Think of them kinda like a cross between Sorcerer’s Humanity and WEG d6’s Force and Character Points. They’ll fluctuate through game play. They enable you to do things normally out of bounds, but they also tempt you to do things normally out of bounds. Oaths will still be part of the game. Very specific while Emotions are very general. I’m still debating the inclusion of skills. I normally don’t like ’em, but if the Emotions and Oaths modify your basic numbers, the basic numbers have to come from somewhere, right? That just seems so clunky! But, it will work for playtest, till I find something more elegant.

As far as the outputs, I know that bonuses and penalties need to attach to different actions and scores. I know there needs to be a not-uncommon result that causes the stakes of the conflict to go up, because that’s one of the best things in With Great Power… and I’m totally stealing that. I know that you can’t win anything in a conflict unless you put some part of yourself at risk. How that works, I don’t exactly know, but I’d better get something worked up for playtest soon.

Holy Impending Deadlines, Batman! My original schedule would have had be start playtesting this coming Friday. After last week’s jumping-horses-in-mid-stream, there’s no way that’s going to happen. But, I have already signed up to run a 4 hour slot at Southern Exposure at the end of the month. I want to run the game through its paces with Kat and Michele before I display it to strangers, so that doesn’t give me much time. I’ll have to have something ready to playtest by next week’s journal entry. Thus:

My goals for the coming week are:

  • Have a skeleton of the game, no matter how rough, ready to playtest with Kat & Michele.

There. One goal. Simple, right? I’m just now realizing that I haven’t playtested a new game of mine in over two and half years. So I’m rusty and unprepared. But hey, it’s only a game. And the future looks bright.

Foresworn Confessions — Week Three

It’s been a tough week here in my head. I very nearly shelved Foresworn this week. I debated how much of this struggle to put online, and reminded myself of the three reasons I’m doing these confessions out in front of God and everybody:

  1. To get me to the keyboard every week. Motivating myself is the biggest reason and that’s been pretty successful so far.
  2. To raise awareness of the game. That may or may not be successful, but will only happen if I honestly post the design process. No one’s going to be interested in glib, sanitized spiel. Authenticity is the name of the game.
  3. To encourage other designers. Whenever I hear one of my fellow designers talk about their difficulties with game design, I feel encouraged in my own efforts. The sense of comradery that comes from “Yes, it’s hard for everyone” is important. I can only contribute that if I honestly document my own difficulties.

So, I’m not looking for sympathy myself, but rather to give encouragement to others. Thus:

Forgive me, Foresworn, for I have strayed. It has been eight days since my last confession.

My goals for the previous week were:

  • Self-test the die-rolling mechanic with Sir Stone and Sir Will (probably w/ Agnes thrown in for luck)
  • Write up at least ten different Oaths, one focusing most heavily on each of the 5 Stats and 5 Resources.

I sat down with the Sir Stone and Sir Will stats, a pile of dice, and absolutely no idea of what to do with them. I mean, I knew what the dice would do when I rolled them, but I could not imagine the characters in action. I completely blanked. Some vague notions of “a game about knights, but not about chivalry” were not enough to get me exicited about playing this game. How could I ever hope to excite others? I was bummed.

Frustrated, I tried to write through the block, but ended up staring at the screen for the better part of an hour. I called it a night and decided to finish watching Baz Luhrman’s Romeo + Juliet that I’d started earlier in the week. I loved it, and watched some of the special features. Here’s a paraphrase of something Luhrman said about why he made R+J:

“If you’re going to be getting up every morning for the next two years and working on this project, that takes a tremendous amount of passion. It has to upset you enough, it has to scare you enough, to carry you through.”

In the version I was working on, Foresworn didn’t upset me enough. It didn’t scare me enough. I couldn’t do the self-playtest because I didn’t know quite what was going on. I couldn’t quite see play in my head. Anyone who’s read With Great Power… or Play Right! knows that envisioning play is not one of my shortcomings.

I had to find my way back to the initial spark that had started me on this path. I’ve been jotting down notes on this game for four months. What had gotten me fired up in the first place was my deep and abiding love of Star Wars. I love Star Wars. Love it, love it, love it. Always have. But the Prequels are a blight upon my love’s visage. A stain. They enrage me. I’ve got to do more than just put Foresworn in space. I’ve got to make my Star Wars game. Star Wars the way I see it.

I want laser pistols and space walks and energy swords and lost princesses and oppressive jack-booted thugs and ancient technology and the good fight and massive scale and grand romances that span solar systems and the fate of a million lives hanging on single duel. I want the romance of the past with the zing and excitement of the future, all of it impacting and influencing the mundane present. I want the triumph of the individual over the dehumanizing System, the glory of a fight well-fought, the danger and peril of a harsh wilderness and a zealous, intolerant overlord. I want victory without guilt. I want the aching romance, excitement and adventure of Star Wars, where anything can happen and everything matters and it’s all so big, so fast, and so very, very desperate and personal. Where if you don’t find yourself in time, whole worlds will die. That’s what I want.

So, I will continue to develop Foresworn in this new direction. This is the jolt I need. Some of my work is salvagable. Some of it isn’t. It’s far better to hit this bump now, rather than months down the road. I’m feeling reinvigorated. Plus, any time in the future that I’m feeling lost for direction, I can simply pop in Revenge of the Sith and find myself frothing with passionate outrage.

Which brings me to my goals for the coming week:

  • Draft base stats/skills for characters
  • Outline basic resolution mechanic (probably still opposed dice pools. I just like ’em.)
  • Sketch out ways that Oaths can modify the basic stats/skills when used for resolution.

So, it was a troubling, but ultimately very productive week. I’ll see you in 6!

Foresworn Confessions — Week Two

I worked more than 55 hours this week. Plus the standard “taking care of the family” obligations. And my temptress of a wife is upstairs saying “there’s a retelling of Taming of the Shrew on BBC America.” These are the things that stand between me and a finished game. But the overtime is the truly the biggest culprit. Thus:

Forgive me, Foresworn, for I have slaved. It’s been one week since my last confession.

My goals for this week were:

  • Settle on a list of resources and stats (i.e., be able to write up game stats for a character)
  • Stat out two example characters
  • Self-test the die-rolling mechanic with said characters

I only got the first two done this week. The self-testing will move to goals for next week. Life happens.

Here’s a little more about Foresworn. It’s a game about knights and feudal society. But not about chivalry. It’s about upholding one’s oaths when the only code of behavior is the one you make for yourself.

Being me, I’m not interested in details of Setting and evocative Color. I want Situation. All. The. Time.

Characters have a number of Oaths, that give them certain abilities, but if you break your Oath, you lose said ability. Foresworn will require the players to manage Resources (finite, expendable dice that are generated by villages, manors, orders, and other social groups) and their own Stats (reusable dice that belong to an individual character) to acheive the goals required of them by their Oaths. Here are the Resources and the Stats:

Color Description Resource Stat
Green physical needs Food Body
Yellow wealth of the world Goods Skill
Blue the pull of society and the approval of one’s peers Standing Charisma
Red violence Might Ferocity
White spirituality and insight Wisdom Soul

I also statted up Sir Stone, a young knight in love with Agnes, the youngest daughter of the head of his order, and Sir Will, the head of the order who has promised that Agnes will enter the local nunnery. You don’t get to see them, yet.

In the coming week I intend to:

  • Self-test the die-rolling mechanic with Sir Stone and Sir Will (probably w/ Agnes thrown in for luck)
  • Write up at least ten different Oaths, one focusing most heavily on each of the 5 Stats and 5 Resources.

Next weekend is Labor Day, so I may hold off on updating this until Monday.