wordswords

Existential Dread - A fun resource

At its core Grass & Rubble is a horror game. To be more specific, I see it as a exploration focused cosmic horror game. When it comes to stress mechanics, I want my system to support high player agency but still push players to explore their characters personal abysses. I like Stress (see Blades in the Dark), I like Ruin (see Trophy), I like Fallout (Liminal Horror) and I like Panic (see Mothership).

I want a lot from it. My so called Dread engine should:

I have two versions I want to playtest. Let's start with the framework for both versions:

Dread: Six boxes of Dread with the first box permanently marked represent your resilience to the horrors you face. You mark Dread:

The Dread Roll is triggered as a cost or consequence of a player action. It's fairly conventional and similar to Trophy's Ruin Roll:

Dread Roll: When you witness something horrible, kill or maim someone or when the GM asks you to, you make a Dread Roll. Roll 1D6 and compare the result to your current Dread. If it's higher, you mark 1 Dread.

The first version: A ruination counter

In the first version when you roll lower, you hold steady and nothing happens. When you mark the last box, your character retires. You have three ways to clear Dread outside of downtime:

Bond: Share an intimate moment with another character during rest or when moving between locations. If it reveals something new about your backgrounds or develops your relationship you each clear 1 Dread (or 2 if you use a Memento). You can only repeat this if you have gained new Dread.

Panic: Have an uncontrolled reaction or mishap out of fear create trouble for you or your allies, the GM has the last word. Roll 1D6, if the result is lower or equal to your current Dread, clear 1 Dread. You can only repeat this if you have gained new Dread.

Trauma: Get a random trauma trait and raise your minimum Dread by one. Clear all Dread.

The Dread Roll puts pressure on the players but doesn't make them lose control. They can decide if, when and how they want to panic, it works a little bit like a Devils Bargain. Bonding should create those heartfelt moments from The Last of Us (Giraffe!). I plan to add some prompts. Mementos are special items for players to find that carry memories, I'll talk about them in a future post. Trauma can be activated at any point but it's probably something players will do when they run out of options.

What I like about this version is its simplicity. And as Dread is pretty essential to survive, players are dared to clear some during excursions into the dangerous ruins of the Zone.

The second version: Panic mode

The second version is much closer to Mothership:

If you rolled equal or lower, you get a Dread reaction equal to the number.

  1. Adrenaline: Helps your next action.
  2. Rattled: Create a mishap that causes trouble.
  3. Shaky: Your next action that demands calmness and precision is hindered.
  4. Panic: Have an immediate uncontrolled reaction: Flight, freeze or fight.
  5. Overwhelmed: Every action is hindered until you get comforted during rest.
  6. Fallout: You lose control until someone calms you down. Raise your minimum Dread by one and roll for a Trauma trait.

The individual Dread reactions need refinement, but you get the gist. When players roll equal or lower, something happens immediately. The higher your Dread score, the worse options are on the table. But filling your Dread completely isn't as punishing. It just means that you can't spend anymore and that every Dread Roll leads to a reaction. In this version players can still Bond to lose Dread, but the other two options aren't available. I like this second version a lot in theory because it creates immediate tension and release at the same time, but in practice I found some issues with it. When multiple players make simultaneous Dread Rolls, multiple Dread reactions can happen at the same time which can be convoluted. Also some reactions aren't always applicable to every situation.

This is the list of Trauma traits for both versions:

  1. Cold: Don’t make a Dread Roll when you kill or hurt people but everyone who witnesses that you’ve killed in cold blood does.
  2. Haunted: When you sleep during an excursion, you can make a Dread Roll. The GM will narrate an obscure vision of future events. When you would interpret a vision as relevant for the current situation, you get help on an action (only once per vision).
  3. Paranoid: You have a growing suspicion against a friendly PC or NPC. When you secretly uncover something about them, you can reduce Dread as if you would panic.
  4. Unstable: React with sudden, unrestrained outbursts of rage in a stressful situation, ignoring collateral damage and unwanted consequences. Your first roll in this situation is helped.
  5. Corrupted: Secretly act in the Zones interest (sabotage a mission, escalate dangers, steal from your allies, endanger a friend,...) to clear 1 Dread. Roll to see if you get caught.
  6. Altered: You are convinced that some small, distinct features (eye-colour, direction of your hair, birthmarks,...) have changed but others just don't see it. And you could swear that you have seen your reflection wink. You can bond with your reflection to lose Dread.

Both versions are in a proof of concept state, they need a lot of refinement. What's your impression? Which one would you prefer? What kind of stress and panic systems do you like?