[Ordinary Angels] First playtest

Andrew Kenrick's picture

So yesterday I had some friends over and we had a quick playtest of Ordinary Angels, my game of angelic cops. Me and Fred talk about it quite extensively on my livejournal, here.

We were going to play it on saturday night but I suggested we watched the Prophecy to get in the right mood (for those who haven't seen it, it's Christopher Walken chewing up the scenery as a bad-ass Gabriel) but it proved to be such a big turn off we ended up playing something else. So sunday afternoon, with the Prophecy fading in our memory, we tried again.

Character Creation

Character creation was painless - distribute 11 points between the 3 stats and then pick a duty. We ended up with:

Leliel, the Sword of God, played by Geoff
Belief in Self 3
Belief in Man 2
Belief in the Word 6

Velon, the Angel of Mercy, played by Dave
Belief in Self 3
Belief in Man 5
Belief in the Word 3

Zagzagel, Protector of Children, played by Jan
Belief in Self 7
Belief in Man 2
Belief in the Word 2

Chapter Briefing

The game is split into chapters, chunks of the divine Plan assigned to a unit of angels, which serve to set the mechanical pace and purpose of a session. We setup the first chapter with the unit called into the office of their recalcitrant, desk-bound captain, Archas. He opened a case file, telling them that they were to complete the harvest of the soul of a girl, dying of cancer, who the angels tasked with watching over her had managed to lose.

Each chapter is mechanically divided up into Plan tokens, which represent progress towards solving the case and completing the Plan. Success during the session buys off these Plan tokens and the GM can use them to introduce adversity and complication. These tokens act as both a measure of pace and progress, as well as converting into experience at the end of a session. During the briefing the tokens (5 for each player) are split between 4 categories – adversaries (fighting), intervention (social), mysteries (investigating) and complications (a miscellaneous category for making things worse). By favoring one category over another at this stage the tone of the session can be changed.

I split the tokens evenly, narrating as I did so that the angel who had lost the girl was Zophiel (intervention), and that Ba-Ulgura, a demon, had designs not only on the girl but also her family (adversary). As Zophiel had lost the family, the captain did not know where to point them (mystery). At this point the players could butt in and define elements of the case too, but decided to go with what I’d defined up front.

Verse 1

The group started by going looking for Zophiel. Dave tossed me a point of faith to seize the narrative narrated finding Zophiel revelling in his doubt in a seedy bar. Doing so earnt him an intervention token from the plan. The others quickly got onboard, roughing Zophiel up and asking him where he saw the family last. Zophiel proved reluctant to help, knowing he was falling and unwilling to let the other angels claim credit for putting his mistake right. Leliel began to quote scripture at him, rallying him with reason and faith, and a promise of credit where credit was due. Geoff tested his Belief in the Word, getting 2 levels of success and the remainder of the intervention tokens. Zophiel pointed them to an address in Hell’s Gate and the intervention/talky side of the case was now over.

Verse 2

The unit headed to the address to find it empty, save for a teenage boy with track marks and scars up and down his arms, and empty eyes that had gazed into Hell itself – a demon. The angels and the demon snarled at one another for a bit, before provoking the demon to attack Leliel with tooth and nail. Leliel, quoting scripture and not missing a beat, spent a point of faith to manifest the Sword of God – a massive silver pistol that fired bullets that each had angels dancing on the head. In game terms this just provided a bonus die to his next roll, possibly a little weak.

In turn I spent one of the complication tokens to have a second demon drop from the ceiling and give myself a bonus to the roll. Leliel tested his Belief in Self, but tied with the demon, the conflict going unresolved. The demons fled and Leliel and Zagzagel split up to chase them, leaving Velon to search for clues.

Verse 3

Zagzagel tested Self to catch the demon, on the one hand succeeding, but rolling three 6s in the process. I knew this was especially bad, but hadn’t quite pinned down the mechanics yet. So it just proved to be an escalation of badness – Zag caught the demon, but as he did so Ba-Ulgara stepped out of the shadows, flick knives drawn as sharp as his toothy smile.

Verses 4-5

Leliel caught up with the other demon, only to be taunted about how even now his comrade was at the demon lord’s mercy. Meanwhile Velon discovered a new address, outside town, but I complicated matters with a mystery token, revealing some mysterious angelic script playing in the shadows in the corner of the room. The script suggested that God wished the entire family to be harvested, not just the terminally ill daughter. Velon bridled at this, keeping it to himself.

Verse 6

Elsewhere, Zag and Ba-Ulgara fought, Zag manifesting a flaming sword from the air itself. Zag won the conflict, removing another couple of adversary tokens, but not enough to defeat the demon. At this point Beliel narrated himself into the scene with a faith token. I described how Zagzagel and Ba-Ulgara were locked together, Zag’s sword burning into the demon’s side and Ba’s knife pushed up under the angel’s neck.

Verse 7

Ba-Ulgara taunted Leliel, asking him if his belief in his God was enough to save his friend. Leliel assured him it was and fired. Triple 6, but a success all the same. Ba-Ulgara was dead, but not before his knife had cut a deep groove into Zag’s face. Beliel was wrong, his belief was not enough and the scar on his friend would remind him of this. It became obvious what a triple 6 should do – it should increase the doubt of the angel, the measure of how close they are to doubting their beliefs and falling.

Verse 8

At this point there were only a couple of complication tokens left on the plan, so all that remained was the harvesting of the girl. The party drove out to the address Velon had found, a shack in the woods outside town. They split up and Velon found the girl’s father. Keeping the plan’s instructions to harvest the whole family to himself he rose up to his full height, manifested in all his glory and ordered the father to pack up his family and flee, leaving his eldest daughter behind. He passed his Belief in Man test and the family fled. One of Velon’s duties was “thou shalt show mercy, even to one whom the Plan decrees must be slain”, so he gained faith back for fulfilling that.

Verses 9

The unit closed the chapter by descending on the daughter in her sickbed, Zagzagel closing her eyes and reassuring her before harvesting her soul for the armies of heaven.

epilogue: The Testament of Leliel

The game finished up with a testimony from Leliel, an in-game, “to camera” piece much like confessionals in InSpectres that are the only way to get rid of doubt. Me and Dave interviewed Leliel about his doubt, asking him why his belief had faltered. It proved to be a nice epilogue for the game.

What didn't work

So, the mechanics all held together, nothing seemed to falter in play and the players didn’t find anything overwhelming or cumbersome. All in all a good first playtest. But, there were a few issues that will require some work.

1. Duties – duties are the only means to regain faith tokens, but rarely cropped up in the game. Each duty is structured as 3 statements such as “thou shalt not allow harm to come to a child” or “thou shalt always show mercy” but it was commented that these might be too passive and vague. I think these need reworking so that they are more active in play. I’m looking for the feel of Keys with the style of the Ten Commandments, but keep coming up with vague, passive and overly broad instructions. Any suggestions as to how to improve them?

2. Pacing – the game lasted an hour, and we weren’t especially rushing. If the plan tokens are meant to act as pacing, they’re not doing a terrific job as 1 hour is way too short. I think the initial answer might be to simply use more tokens, maybe 10 per player. Thoughts?

3. Doubt – increasing your doubt score is meant to be a real temptation for the players, skipping the use of faith points and testing beliefs but getting closer to falling. However, the only time anyone took a point of doubt was when Geoff rolled triple 6. Currently doubt is just used instead of a faith point, which is handy when you’re out of faith but less so at other times – I wonder if it should be more powerful, to make it a real temptation? Or perhaps next session, with some of the players running low on faith it might crop up a bit more as a necessary evil. Does that sound like a fair assessment?

What did work

On the other hand, if I had to point at bits of the game that really sung in play, that I want to tap into and help bring into every game, it would be the point at which the demon and Zag were locked in combat, with Leliel's beliefs tested as to whether they were strong enough to save his friend. Also, Velon turning his back on the Plan to spare the rest of the family from being harvested. Those two moments captured, for me, what the game is all about.

Cool...

Neil Gow's picture

Oh this is SO the game for my test group. Cops and Angels is a very powerful juxtaposition of themes. And I know they would wet themselves about the testimony mechanic at the end. When you have the feedback from this playtesy assimilated, if you want to pop a copy across to me I'm sure we will be able to do something external for you. (vodkashok at gmail dot com)

Cheers
Neil

That's really kind of you to

Andrew Kenrick's picture

That's really kind of you to offer Neil! I thought angelic/demon-themes would tick a few boxes for you.

The game is a little way off being playtestable externally as most of the rules are in my brain! I'm hoping to get it all down on paper today and tomorrow though so will send you a copy when it's done.

Are you at Furnace? I'm thinking of running a game of it there.

As a player in that game...

Geoff Hall's picture

So, I was one of the players in the playtest and figure that I should probably give my perspective on the game.

First off duties; you're right, they need some real work and thought. They felt too broad and yet never came up in play until right at the end (mind you, we didn't face a Fallen so mine weren't going to, although Ba-Ulgara should probably have been a Fallen rather than a Demon, a difference that we didn't note until it was too late.) I worry that they might make gaining Faith a little too easy as well, Dave grabbed 5 Faith back at the end of the session, likely enough to see him comfortably through the following session. I guess it depends on how readily available you want Faith to be, which might depend on the tone of a game, and how much you want to push the players towards gaining Doubt.

Speaking of which I don't know how relevant the session was in terms of testing the spending of Faith/gaining of Doubt. As a one-shot Dave and I were pretty liberal with throwing the Faith points about and I had run out by the end of the session. Dave only had 1 left before he gained 5 back for defying the Plan as well. (Jan was more conservative but that's just in his nature as a player, even in a one-shot.) That would have left me in trouble next session and I would likely have been forced to resort to gaining Doubt to get things done. Equally, though, if it had been a campaign I would probably have been more careful about spending what is a limited resource.

I think you might need to make it relatively easy to regain single points of Faith and much harder to regain large amounts (although no more that 1 Faith gain per scene)... Actually that was something that, on reflection, seemed odd to me. You gain Faith for defying the Plan? That seems counter-intuitive to me. Surely you should gain Faith when the Plan works and coincides with your Duties as dictated by your place in the order of things. Or is Faith supposed to represent something much more personal? If so wouldn't the seeming flaws in the Plan (i.e. it forcing you, or trying to force you, to do things directly in conflict with your divine Duties) be likely to make you lose Faith, not gain it? (Or gain Doubt rather than Faith.) As I say it just doesn't feel right to me as described, perhaps I'm reading Faith wrongly though?

Anyway, onto pacing and Plan tokens. There weren't enough, not for a proper 3-4 hour session anyway. It was fine for the 1 hour playtest but we burned through them all pretty quickly and could probably have gone even faster were we really pushing it. I think that you need to really focus on just how they are spent or won, and also about who gets them. By the end you had none as the GM, indicating that the Plan had gone off perfectly, but it hadn't; Dave's character had defied it and hidden that fact from Zag and Leliel.

Not only that but I ended up with about twice as many tokens as anyone else. Given that you stated that they were to be tied into XP gain in some vague, handwavey, undefined fashion that concerns me. First off it seems too easy for one player to grab the limelight and hog the tokens and, therefore, the XP gain. Secondly I'm really unclear on quite what XP gain would translate to. You only have your 3 Beliefs, your Duties, your Faith and your Doubt. Faith and Doubt aren't related to XP and are gained/lost in an entirely separate mechanic. Duties are unchanging, at least based on the way that it was described at the time. That leaves your Beliefs and being able to pump those up too much would be seriously open to abuse and would make gaining Doubt MUCH less scary.

One last thing, triple 6's gaining you Doubt works. It makes sense as well, your strongest Beliefs are the ones most likely to come up short when you need them most. You have a lot of Faith in Man? (i.e. more dice and higher chance of rolling Triple 6's) Well Man is very capable of shaking that Faith, probably more so than affirming it to be honest, and causing you to begin to Doubt. So, yeah, it works both thematically and mechanically. I'm not convinced that you need a mirrored mechanic for triples 1's, I think that the fact that would count as 3 successes is probably powerful enough ;o)

Faith and Duty

Andrew Kenrick's picture

Thanks for posting this Geoff - it's very useful hearing your thoughts as a player. What was your overall impression - was it enjoyable? Did it work for you?

Geoff Hall wrote:

First off duties; you're right, they need some real work and thought. They felt too broad and yet never came up in play until right at the end ... I worry that they might make gaining Faith a little too easy as well.

You're right, they did seem to end up at one of two extremes, boom or bust when it came to recouping your faith.

I think part of the problem was my wording of them. I think I need to start off with them worded more like keys, and then build them up from there. So you'd have yours as:

I. gain 1 faith back every time you're in a conflict with the Fallen.

II. gain 2 faith back when you act against the Fallen, putting you or your unit at risk.

III. gain 5 faith back when you act against the Fallen, putting the Plan at risk.

Which is more specific and less wooly, but at the loss of being thematic. I think if you then bring in the ability for players to spend Plan tokens to bring about a scene or a complication, you can engineer these situations a bit better - at the very least, throwing an adversary token at the GM and announcing "just as the harvest begins, the shadows pull back to reveal a Fallen." Bingo, the situation goes crap for you, but suddenly you can bring your duty in.

Geoff Hall wrote:

Speaking of which I don't know how relevant the session was in terms of testing the spending of Faith/gaining of Doubt. As a one-shot Dave and I were pretty liberal with throwing the Faith points about and I had run out by the end of the session ... That would have left me in trouble next session and I would likely have been forced to resort to gaining Doubt to get things done.

I think a more long term test-run is needed to work that one out - at the very least one full belief/advancement cycle. I want the balance to be right so that you don't feel the need to horde your faith, but that there is a real temptation to take that point of doubt instead of spending your last faith token. If faith is regained too freely, that impetus is gone. Likewise if doubt is got rid of too easily.

Geoff Hall wrote:

Actually that was something that, on reflection, seemed odd to me. You gain Faith for defying the Plan? That seems counter-intuitive to me. Surely you should gain Faith when the Plan works and coincides with your Duties as dictated by your place in the order of things. Or is Faith supposed to represent something much more personal? ... As I say it just doesn't feel right to me as described, perhaps I'm reading Faith wrongly though?

Faith and duty are supposed to be far more personal. Faith, duty and the Plan are supposed to be in conflict some of the time, if not all the time. The Plan calls for angels to do certain things, most commonly harvesting souls, that at times bring them into conflict with their personal motivations and ethics. Such as when the Plan calls for a child to die - what does the player who is the Protector of Children do? If he follows the Plan, he neglects his duty. And vice versa. Hope that clears it up - I'll try to underline that distinction in the text.

Note that this shouldn't always be the case - sometimes you can both serve the Plan and your duty, in which case win-win. But, that's not quite as fun, is it? ;-)

The Plan, pacing and advancement

Andrew Kenrick's picture
Geoff Hall wrote:

Anyway, onto pacing and Plan tokens. There weren't enough, not for a proper 3-4 hour session anyway. It was fine for the 1 hour playtest but we burned through them all pretty quickly and could probably have gone even faster were we really pushing it.

Do you think simply having more tokens will help balance that? As in, would 30 tokens (10 for each player) lead to a game twice as long? We did skip over each scene fairly briskly, but would more tokens have lead to longer scenes, or more scenes?

Or do the conditions they're currently given out need tweaking?

You currently gain a token when you spend faith to narrate a discovery, when you win a conflict or when you defeat an adversary. The GM can also chuck one your way when he spends a token to introduce a complication. Likewise you can do the same to the GM, leading to him getting a token.

The GM gets a token when you lose a conflict, when you introduce a complication, or when you choose your duty over the Plan.

Geoff Hall wrote:

I think that you need to really focus on just how they are spent or won, and also about who gets them. By the end you had none as the GM, indicating that the Plan had gone off perfectly, but it hadn't; Dave's character had defied it and hidden that fact from Zag and Leliel.

Agreed - I should have ended up with a few more than I did. Certainly Velon's defiance should have led to me getting a token or two instead.

Geoff Hall wrote:

Not only that but I ended up with about twice as many tokens as anyone else. Given that you stated that they were to be tied into XP gain in some vague, handwavey, undefined fashion that concerns me ... That leaves your Beliefs and being able to pump those up too much would be seriously open to abuse and would make gaining Doubt MUCH less scary.

I've just written that bit of the rules so can answer it less vaguely than I did at the weekend! As written they act very similarly to xp and advances in TSOY - you turn 5 tokens into 1 advance, which you can use to increase a belief by 1 (probably too powerful), buy an additional duty or make a manifestation permanent. You can also spend tokens alongside faith as part of a testament when trying to get rid of doubt.

It's a part of the rules that really will need testing, and is one of the reasons I normally stay away from any form of currency that needs balancing!

Geoff Hall wrote:

One last thing, triple 6's gaining you Doubt works ... So, yeah, it works both thematically and mechanically. I'm not convinced that you need a mirrored mechanic for triples 1's, I think that the fact that would count as 3 successes is probably powerful enough ;o)

I've got it at the moment so that triple 6 increases your doubt and allows the GM to either add another token to the Plan, or take one for himself (or maybe take 1 from you?). Triple 1 gives you back 1 faith, and lets you take an additional token from the Plan (or the GM?).

And the 666 and 111 rules trigger no matter who rolls them in the conflict. So if the GM rolls triple 6, it's still bad times for you, and vice versa.

Thanks for taking the time to reply Geoff!

More thoughts

Geoff Hall's picture
Andrew Kenrick wrote:

Thanks for posting this Geoff - it's very useful hearing your thoughts as a player. What was your overall impression - was it enjoyable? Did it work for you?

I enjoyed it as a session, with the caveats noted in my original post obviously ;o) . Thematically I like the premise and think that it works well as a situation for a roleplaying game. Angel cops trying to maintain the Plan and stop the depredations of the Fallen is a great idea, period. (Well done Todd, even if The Prophecy sucked.)

The mechanics seemed very fuzzy in a number of places, essentially because they were. As a first playtest I was cool with that, especially given that most of it was in your head. What you did have down seemed to work well although the giving out of Plan tokens seemed, as I noted, to need some serious work. I like the potential for the interaction of Faith and Doubt although a quick one-off session isn't the right venue to test a cyclical mechanic of that nature.

Overall though the game was fun.

Andrew Kenrick wrote:

You're right, they did seem to end up at one of two extremes, boom or bust when it came to recouping your faith.

I think part of the problem was my wording of them. I think I need to start off with them worded more like keys, and then build them up from there. So you'd have yours as:

I. gain 1 faith back every time you're in a conflict with the Fallen.

II. gain 2 faith back when you act against the Fallen, putting you or your unit at risk.

III. gain 5 faith back when you act against the Fallen, putting the Plan at risk.

Which is more specific and less wooly, but at the loss of being thematic. I think if you then bring in the ability for players to spend Plan tokens to bring about a scene or a complication, you can engineer these situations a bit better - at the very least, throwing an adversary token at the GM and announcing "just as the harvest begins, the shadows pull back to reveal a Fallen." Bingo, the situation goes crap for you, but suddenly you can bring your duty in.

Okay, I definitely prefer the wording of those. I'd need to see how they worked in AP to be sure but the more focussed nature seems to have a greater potential for bringing them into the game effectively.

I know you mentioned players spending Plan tokens to bring about complications although I don't think any of us did it, did we? It wasn't entirely clear at the time how we were supposed to use them, although your example above makes it much clearer. It does, however, lead to the very real possibility of the players burning through the sessions Plan tokens rather more quickly than the intended pacing dictates.

Andrew Kenrick wrote:

I think a more long term test-run is needed to work that one out - at the very least one full belief/advancement cycle. I want the balance to be right so that you don't feel the need to horde your faith, but that there is a real temptation to take that point of doubt instead of spending your last faith token. If faith is regained too freely, that impetus is gone. Likewise if doubt is got rid of too easily.

You mentioned something about there being consequences of having no Faith remaining although I don't recall what it was. I think the potential penalties for being caught in a bad situation with zero Faith need to be severe enough that people will almost always take a point of Doubt rather than burning that last Faith. Of course it then needs to be relatively difficult to regain Faith otherwise it ceases to be a worry.

Andrew Kenrick wrote:

Faith and duty are supposed to be far more personal. Faith, duty and the Plan are supposed to be in conflict some of the time, if not all the time. The Plan calls for angels to do certain things, most commonly harvesting souls, that at times bring them into conflict with their personal motivations and ethics. Such as when the Plan calls for a child to die - what does the player who is the Protector of Children do? If he follows the Plan, he neglects his duty. And vice versa. Hope that clears it up - I'll try to underline that distinction in the text.

Note that this shouldn't always be the case - sometimes you can both serve the Plan and your duty, in which case win-win. But, that's not quite as fun, is it? ;-)

Okay, but in that case what is Faith? What's the definition? To me it feels like Faith would mean Faith in God/the Word, Faith in the Plan being right. Obviously that isn't the case given what you've said but you don't say what it is instead.

Furnace

Neil Gow's picture

Yes, I'll be at Furnace and so will my group of gaming buddies too. I suspect I might get cajoled into running a game of Duty and Honour at some point in time. Oh the hardship.

Neil

Cross post!

Geoff Hall's picture

Apparently we cross-posted, your second post to me going up whilst I was writing my second reply. This could get messy ;o)

Andrew Kenrick wrote:

Do you think simply having more tokens will help balance that? As in, would 30 tokens (10 for each player) lead to a game twice as long? We did skip over each scene fairly briskly, but would more tokens have lead to longer scenes, or more scenes?

Or do the conditions they're currently given out need tweaking?

You currently gain a token when you spend faith to narrate a discovery, when you win a conflict or when you defeat an adversary. The GM can also chuck one your way when he spends a token to introduce a complication. Likewise you can do the same to the GM, leading to him getting a token.

The GM gets a token when you lose a conflict, when you introduce a complication, or when you choose your duty over the Plan.

That's a difficult one and something that will need further testing. Certainly more tokens should lead to a longer session, although whether it will be a 1:1 correlation or not I don't know. I think that more Plan tokens would give more scenes rather than longer scenes, which is fine. We did, as you say, skip over things pretty quickly but we couldn't really have wrung much else out of it, there weren't enough Plan tokens to do more scenes, even if we'd had the time and inclination to do so.

Looking at how the Plan tokens are gained by players, perhaps spending Faith shouldn't net you a token? You get to narrate your discovery, thus making things easier for you, at the cost of a Faith token and that's fine. I'm not sure that the Faith mechanic should feed into the Plan tokens like that. It would also reduce slightly the speed with which players gain them.

Also, perhaps the margin of success in a conflict shouldn't determine the number of Plan tokens that you get? Perhaps it should just be 1 Plan token for winning the conflict? I note that you say 'defeating an adversary' separately here, which is interesting. I recall that you 'invested' 3 Adversary Plan tokens into the BBEG in our game and, if I recall, it gave him bonuses to his rolls. I like that idea and agree that if you do so then defeat of said adversary should net all of the invested Plan tokens. You need to be careful to avoid 'kill stealing' here though. Degree of success should definitely matter in that case and should remove the Adversary Plan tokens based on that degree until none remain. Now, that was how you ran it at the time so it's all good.

Why, though, can you not do the same for mysteries, or 'allies' that you might have to best in a social conflict? What is so special about Adversaries in that regard?

Back to gaining Plan tokens, I like the GM clauses. Gaining them when the players bring in their Duties to regain Faith by adding complications should totally net you Plan tokens, as should their choice of Duty over the Plan, although you need some mechanical tie there. Do you just gain 1 or do you gain as many Plan tokens as the player gains Faith?

Andrew Kenrick wrote:

I've just written that bit of the rules so can answer it less vaguely than I did at the weekend! As written they act very similarly to xp and advances in TSOY - you turn 5 tokens into 1 advance, which you can use to increase a belief by 1 (probably too powerful), buy an additional duty or make a manifestation permanent. You can also spend tokens alongside faith as part of a testament when trying to get rid of doubt.

It's a part of the rules that really will need testing, and is one of the reasons I normally stay away from any form of currency that needs balancing!

Heh, I don't blame you ;o)

Okay, that makes sense. It does not, however, ease my concern over 1 player getting the lions share of the Plan tokens as I did in our game. I could have done a couple of advances at the end of the session whereas Jan wouldn't have been able to manage any. That seems a little unfair as we were all equally involved in the totality of the session.

I agree that 5 tokens for 1 Belief is probably too powerful. That way lies 1 Belief going up per session and Doubt becoming something useful instead of something to be feared. I like the idea of making permanent manifestations; I'd have totally done it to my Dancing Angel Hand Cannon™! How would you use them to decrease Doubt though? Also, I don't recall you mentioning spending Faith to decrease Doubt in my Testimonial (probably because I had no Faith remaining... actually perhaps you can't have a Testimonial if you are down to zero Faith, i.e. you can't cast out your Doubts if you have no Faith, just a thought.)

Andrew Kenrick wrote:

I've got it at the moment so that triple 6 increases your doubt and allows the GM to either add another token to the Plan, or take one for himself (or maybe take 1 from you?). Triple 1 gives you back 1 faith, and lets you take an additional token from the Plan (or the GM?).

And the 666 and 111 rules trigger no matter who rolls them in the conflict. So if the GM rolls triple 6, it's still bad times for you, and vice versa.

Okay, I have no problems with the second part, 666 always bad, 111 always good seems fine. I thought, however, that upholding your Duties was the ONLY way to regain Faith, thus making them even more important? Should 111 really regain you Faith? I quite like the taking Plan tokens from the players/GM though... Maybe you succeeded but what you did wasn't actually part of the Plan? Or you failed but, well, you were meant to fail?

The question of faith

Andrew Kenrick's picture
Geoff Hall wrote:

You mentioned something about there being consequences of having no Faith remaining although I don't recall what it was. I think the potential penalties for being caught in a bad situation with zero Faith need to be severe enough that people will almost always take a point of Doubt rather than burning that last Faith.

I briefly mentioned that the only way an angel could be killed was when they were out of faith. So I guess you'd have to ask yourself whether you wanted to be left open to that risk, or whether you take that extra point of doubt.

Geoff Hall wrote:

Okay, but in that case what is Faith?

Beliefs are your belief and service to god, mankind and the Plan. Duties are your personal assignments. Faith are your inner reserves of miraculous power and authority.

The definitions are all a bit fuzzy around the edges, and I'm not sure that's a bad thing.

The Plan itself is wooly by its very nature. It is not direct and precise instructions from God, but rather an interpretation of the divine mandate. The angels frequently have issues with it, and in rather more colourful terms it's referred to in the film as "the Plan, the fucking Plan."

So faith in God and faith in the Plan are not necessarily the same thing, but nor are they mutually exclusive.

Cross cross post

Andrew Kenrick's picture

That'll teach me to not cross post or to cross post over at my livejournal. A recipe for disaster waiting for happen I'm sure ;-)

Geoff Hall wrote:

Looking at how the Plan tokens are gained by players, perhaps spending Faith shouldn't net you a token? You get to narrate your discovery, thus making things easier for you, at the cost of a Faith token and that's fine.

Maybe so. My reasoning was that it gave players the opportunity to define events for a bit, but maybe it's far better to allow them to setup conflicts rather than breezing right past them.

Geoff Hall wrote:

Also, perhaps the margin of success in a conflict shouldn't determine the number of Plan tokens that you get? Perhaps it should just be 1 Plan token for winning the conflict?

Fred has got me thinking about this in a slightly different way, so I'm wondering about having it tied to rolls of 1s rather than to any particular margin of success. We'll see where I go with that.

Geoff Hall wrote:

I note that you say 'defeating an adversary' separately here, which is interesting. I recall that you 'invested' 3 Adversary Plan tokens into the BBEG in our game and, if I recall, it gave him bonuses to his rolls.

Normally the GM gets 3 dice to oppose players with. He can spend plan tokens to give himself a one off bonus. Instead of doing this, he can "invest" tokens into creating a permanent bonus in the form of a baddie. So I might spend 4 tokens on my Fallen villain and he'd always get 3+3 dice to roll, for example. Likewise he'd have more staying power, as those 4 tokens would act as his wounds.

Geoff Hall wrote:

Why, though, can you not do the same for mysteries, or 'allies' that you might have to best in a social conflict? What is so special about Adversaries in that regard?

There's nothing stopping you at all, although it's a little less obvious what you'd create as a long term mystery obstacle - perhaps a grimoire that needs deciphering or a puzzle that needs various pieces piecing together? Or, like you suggest, a protracted social conflict or person that can't simply be defeated in combat.

Geoff Hall wrote:

Back to gaining Plan tokens, I like the GM clauses. Gaining them when the players bring in their Duties to regain Faith by adding complications should totally net you Plan tokens, as should their choice of Duty over the Plan, although you need some mechanical tie there. Do you just gain 1 or do you gain as many Plan tokens as the player gains Faith?

Pass! I'm not sure - what do you think? I don't want it to become too easy to set up a complication for another player and they net a load of faith and you net a load of plan tokens. But, if you made it awkward for the other players, actually complicating things, why not reap the rewards!

Geoff Hall wrote:

It does not, however, ease my concern over 1 player getting the lions share of the Plan tokens as I did in our game.

Actually that bit of the rules kinda was improvised on the fly, and clearly didn't work that well. As written its either the players as a whole who get to harvest tokens or the GM, and then the players split them up at the end. It's not meant to be competitive, after all.

Geoff Hall wrote:

I agree that 5 tokens for 1 Belief is probably too powerful.

I'm inclined to agree too. Perhaps you need to build up a lot more - a number equal to the belief or some such? I'd like advancement, but I wouldn't want it to become too frequent or powerful.

Perhaps making manifestations or miracles a little more permanent would be more suitable? Encouraging situation-specific bonuses instead of global bonuses?

Geoff Hall wrote:

How would you use them to decrease Doubt though? Also, I don't recall you mentioning spending Faith to decrease Doubt in my Testimonial (probably because I had no Faith remaining... actually perhaps you can't have a Testimonial if you are down to zero Faith, i.e. you can't cast out your Doubts if you have no Faith, just a thought.)

You had 1 faith remaining at the end, but then spent it in your testament - you spend faith and roll that many dice (in your case 1) and I roll a number of dice equal to your doubt. If you succeed, your doubt goes down by 1. If you fail, no change.

You can boost your faith with your plan tokens, if you want.

Geoff Hall wrote:

Okay, I have no problems with the second part, 666 always bad, 111 always good seems fine.

I thought it made it clearer than what we had in the game, where both the gM and player were looking for different numbers. At least this way, it all works out the same.

Geoff Hall wrote:

I thought, however, that upholding your Duties was the ONLY way to regain Faith, thus making them even more important? Should 111 really regain you Faith?

Probably not. I guess it depends how frequently it comes up. I guess on 3 dice it's pretty special - on 7 it's less common.

Geoff Hall wrote:

I quite like the taking Plan tokens from the players/GM though... Maybe you succeeded but what you did wasn't actually part of the Plan? Or you failed but, well, you were meant to fail?

YES. I like that a lot!