In Godflesh, we borrowed the “Threads” mechanic from Demigods, a Powered by the Apocalypse (PbtA) game. Threads represent a character’s influence on the world, but unlike other PbtA games where “influence” can be binary or involve accumulating tokens, Threads function more like “bennies” from Savage Worlds.
Here’s the breakdown: you can burn a Thread to absorb damage, re-roll a failed action with a bonus die, or manipulate the scene narrative to achieve a specific outcome (7-9 result). These are powerful tools, but not tools of interpersonal influence. They impact the world itself.
However, during playtesting, we encountered a problem. Players were hesitant to use Threads because they’re essentially burning XP. In Demigods, this is the intended behavior – sacrificing short-term gains for slower, more controlled advancement. The issue arose because in our game, characters reached a power level that felt too high too quickly. By session 6 or 7, they effectively had level 6 characters, which felt unbalanced for the narrative arc we envisioned.
Recognizing the Issue, Seeking Solutions
The players recognized the issue and expressed a desire to slow down character progression. Initially, we suggested using Threads more liberally. But players still preferred holding onto them for potential XP gains.
Decoupling Experience and Influence
The solution? Decoupling experience and influence! Inspired by the “bennies” in Savage Worlds and discussions with Eran Aviram, we created separate XP and Threads systems. Threads, like bennies, refresh each session and must be used during that time.
This change was a game-changer (pun intended). Players embraced Threads, even opting to use them over gaining XP in certain situations. Now, they face a crucial dilemma: secure an immediate advantage or invest in their character’s long-term growth?
The Power of Playtesting
From a game design perspective, this experience highlights how players are more likely to sacrifice a future resource than a present one. Success on the current roll often outweighs the potential benefit of XP.
Playtesting is a valuable tool, and in this case, it helped us refine our system and create a more engaging player experience. We successfully tackled the initial problem and ended up with a mechanic that fosters interesting choices.
The Combat Conundrum
Our playtesting revealed another challenge: combat balance. Currently, characters deal excessive damage while taking very little in return due to high armor and low enemy HP. This creates one-sided encounters that lack the cinematic “back-and-forth” we envision.
The goal? To capture the dynamic combat of games like Dungeons & Dragons, minus the three-hour battles. We want a satisfying exchange between characters and enemies, with varied effects and a sense of weight to each blow.
Demigods, our original inspiration, isn’t built for this style of combat. We’re looking elsewhere for inspiration.
Learning from Other Systems
- Root: The Roleplaying Game: This game offers a wealth of combat resources like morale, injuries, and fatigue. Additionally, it provides a wide range of combat maneuvers, adding granularity and tactical depth. Root stands out among PbtA games for its emphasis on tactics, allowing players to choose between injuring or demoralizing enemies.
- Blades in the Dark: Similar to what we’re aiming for, Blades in the Dark separates fatigue/exhaustion from injuries. This creates a more nuanced system where characters weaken before sustaining critical damage, which aligns well with our vision for Godflesh.
- Masks: A New Generation: This superhero game exemplifies the “back-and-forth” combat we desire. When enemies suffer “conditions” (damage), the GM gets to react with their moves, showcasing enemy abilities and their response to being hurt (scared, angry, etc.). Even when villains are defeated quickly, they still get to unleash powerful moves based on the number of conditions they have.
Adapting Inspiration for Godflesh
Translating these ideas into a non-superhero, dungeon-crawling setting presents a challenge. Describing damage based on emotional states wouldn’t fit Godflesh. However, what if monsters had hit points that triggered specific abilities or battle phases? This ensures enemies remain active even if players roll exceptionally well.
While our current system has high-damage weapons (like a legendary weapon dealing 4 damage per hit), it lacks depth. We want players to have a wider range of options to overcome enemies, and that’s what we’re striving for.
One potential path forward is City of Mist, which utilizes conditions on characters to track their state in combat. This aligns closely with the direction we’re looking to explore.
We’re still iterating, but playtesting has highlighted valuable areas for improvement. By learning from other systems, we can create a combat experience that offers both cinematic flair and tactical depth within the unique world of Godflesh.