[Ordinary Angels] Pacing and the Plan

Andrew Kenrick's picture

(I cross-posted this to my lj too a few weeks back, for those that are following it there)

I've only really discussed the core mechanics and premise of Ordinary Angels so far (mostly in the comments, here and here), but this weekend I've been working on one of the major aspects of the game - the pacing mechanics and the Plan.

The Plan is the Divine Plan, laid out by God to the angels instructing on them on how to spread the word and carry out his work. Thing is, the Plan is fairly vague and not everybody got a copy, so much of it is left wide open to interpretation on the fly and in the field. In game terms, the Plan represents the progress the angels are making towards their immediate goals as part of their current case (called a Chapter).

At the start of a new Chapter, the GM and the players work together to set the game up, splitting a number of plan tokens (I really need a more evocative name than that, but it'll do for now) between different types of obstacle (mystery, adversary and intervention, roughly mapping to investigation, physical confrontation and social interraction conflicts) as part of a briefing scene. The players all take it in turns to spread the tokens about, and as they do so they narrate an aspect of the case.

So, for example they might say something like, "the soul we're looking for is a dead junkie named Maurice, but we don't know where he is" and place a couple of mystery tokens down on the Chapter sheet. The next player might step in and say "we don't know where Maurice is, but we've got a lead on one of his former associates - a demon named Birgazal" and then plonk both an adversary and an intervention token down. And so on, until all the tokens have been assigned and the GM has a pretty good setup for the game session.

So how does this feed into pacing? Well, in the same way as Strife works in AGON or Budget works in PTA, when the GM wants to do stuff, he spends these tokens to create mechanical adversity for the players. So to buy in to a conflict, the GM spends tokens and gets himself dice. He can also invest tokens into making a more robust obstacle, such as a big bad Fallen or a really nasty mystery. Conversely, when the players win conflicts, they get to take some of these tokens off the Plan as their reward (I'll discuss what they do with them in a later post).

When all the tokens are gone from the Plan, either because the GM has spent them all or the players have earnt them all through winning conflicts, that's that Chapter of the Plan closed, for good or for evil depending on how the PCs did!

When we ran through a playtest of this way back when I allocated 5 tokens per player and the game clocked in at about an hour, which I had thought too short until Fred reassured me that with this sort of pace you could string a couple of chapters together for a pretty satisfying session.

Anyway, they seemed to work nicely in play, although it remains a little fuzzy as to exactly how and when I should be spending them, and whether the players could help themselves to a token or two over the course of the game to complicate matters for themselves too.

So, on paper at least does this sound like it might work? Is an hour for a game too quick? Is 5 tokens a bit too arbitrary?

Well

JoE PrincE's picture
Andrew Kenrick wrote:

So, on paper at least does this sound like it might work?

Yes, with the caveat that spending of tokens needs to be clarified. Would it be simplest to use them like Agon's strife, to introduce conflict and determine the difficulty?

Andrew Kenrick wrote:

Is an hour for a game too quick?

No. You could easily play more than one case in a night too.

Andrew Kenrick wrote:

Is 5 tokens a bit too arbitrary?

Yes. Why not tie the number to something vaguely biblical: 4 Archangels, 7 deadly sins, something like that!

Here's a useful link - http://www.the-way-of-life.org/Biblical_Numbers.html

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JoE
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Prince of Darkness Games
Rock N' Role-Play....

It all sounds interesting.

Mark Watson's picture

It all sounds interesting.

I'd second Joe's comment about tying the number of tokens into the setting.

Also, just a thought, but shouldn't these Plan Tokens be called "Revelations" or "Epiphanies"?

Cheers.

Mark

Working on:
"Swash!", the game of passionate swashbucklers
"Rome", quick-play intrigue and manipulation in ancient rome

On the backburner:
"Bloodlines", GM-less generational noble families (Swiss family Robinson on a kingdom scale!)

Revelations, revelations everywhere

Andrew Kenrick's picture
Mark Watson wrote:

Also, just a thought, but shouldn't these Plan Tokens be called "Revelations" or "Epiphanies"?

Plan tokens has always been a placeholder name, so any suggestions for alternatives are most welcome! I like revelations, but my current game, Six Bullets for Vengeance, has revelations as its main currency! Epiphanies might work tho.

Spending tokens

Andrew Kenrick's picture

Thanks for the comments Joe. You're right about spending tokens - it was certainly a cause of confusion during the game that people weren't entirely sure if/how they could spend the tokens, so that definitely needs clarifying. It might be simpler to just have them a resource the GM can use, but my thinking was that the players could complicate the situation (by spending them or whatever) for themselves for a short term gain.

Thanks for the link too - I can now see that the number five isn't entirely arbitrary! In the Bible 5 is a sign that something is part of a greater whole and is representative of the structure of God's grace! That says Divine Plan to me :-D

Chapter and Verse

evilgaz's picture

Could you use "Verses" for your tokens? They are all small parts that make up the Chapter and of course there's the word-play of Verses/Versus thing going on as they represent antagonists and things the players will be struggling against. (PLus Good vs Evil obviously).

Timing

evilgaz's picture

An hour isn't bad if you want a quick and easy game, or want to string a Beginning, Middle and End Chapter together (with fiddling about round the edges) to make a 3-4 hour session.

Might be worth including some notes on making a bigger game of it - e.g. how things that happen in one Chapter will effect the next?

Mining the Bible for all it's worth

Andrew Kenrick's picture

Sadly, I've already mined verses (and chapters!). Verses are the scenes, several of which make up a chapter ... Point me at a biblical term and I'll point you to where I've used it already ;-)

As for stringing together multiple chapters, that's definitely the way forward. Not just one after the other, but possibly having a couple of "cases" on the go at once. Definitely needs some solid advice on that front.

Okay...

evilgaz's picture

5 tokens, 6 players = 30 Pieces of Silver?

Adversaries (as in The Adversary")

What are communion wafers called? If its communion wafers, then its rubbish, but if there’s another term… hang on…. “Host”
http://en.wikipedia.org/wiki/Host_(Holy_Communion)
Works as in there’s a heavenly host of angels too etc.

I like Epiphanies though too.