Skip to main content

Mechanic Monday: Threat Population and Movement in BURN

Must type quickly, as I’ve been working on grants stuff and have run out of daytime.  So the non sequiturs are going to hit hard, and they are going to hit fast.  One thing that’s been rattling around this spent candy shell of a skull that I have, is the half-finished thought “Every lesson is incomplete until you teach it”.  Gonna keep tinkering with that particular cookie fortune but I really cannot deny that teaching my playwriting class has been so tremendously helpful in terms of getting my thoughts in order.  Not that they are, in fact, the best thoughts, nor is the order entirely quite right! I’ve been listening to podcasts at 1.5x speed, and when I get nervous, I certainly teach at that speed as well.  But it’s true: the more I have to articulate, instruct, and tailor the lesson to the student, the more questions I have to answer, the more challenges to my understanding, the better grasp I feel on the subject.  I’m dissecting my own assumptions better and thinking more critically about things, and on more levels.  Am I braggin? Maybe a little! I don’t know why I do these intro paragraphs, literally no one wants them, the Internet hates when recipes do them and if I ever try and publish the useful bits of this blog in any way they’ll all have to go.  And yet!

Threat Population and Movement in BURN
In BURN both players draw from a shared deck of cards, each of which shows threats or resources that can be found in a location.  The cards are also one of three suits; Fox, Rabbit, or Mouse.  Each turn, the players examine their hand to evaluate which direction is safest for the Agent to move; the Handler can take actions to send a message to the Agent (recommending a specific direction) or remove cards from their hand (mitigating threats) but ultimately the decision must be made by the Agent.  Once the Agent has settled on a direction, both players reveal the cards of that direction/suit - these are the threats and resources that populate the space the Agent has moved to.  The Agent then takes actions to contend with the options and hazards in that space.

So this is my solution to the old Battleship style approach to threats that each player could see but the other could not.  In classic Fin fashion, I’ve taken board information and put it on cards.  I’m incorrigible.  What this also achieves is that it creates a decision that acts as a hinge between two active phases; both players are taking in information during the first phase, but the only actions taken are by the Handler, culminating in a decision made by the Agent, after which the Agent must take actions that, naturally, have consequences the Handler must track and make plans for in the next turn.
Alright it’s 6 o’clock here and I need a bath and time out of this study.  Take it easy, [no audience found], catch you next time.

Comments

Popular posts from this blog

TTRPG Tuesday: The Secret Calendar

Welcome back to TTRPG Tuesday! Have I done any this year? Looks like no! On pace to be a pretty low-posting year I guess. Today I actually have a full-fledged one pager TTRPG to share.  I was listening to a Ludology with Camilla Zamboni as the guest and was inspired by her collection Roll for Learning.  The Secret Calendar came to me pretty much fully formed as I walked and listened to the episode, though I do want to acquire RfL to get layout inspo. Anyhow, the first draft can be found HERE .  I think this could be a fun activity for students (was also thinking of Wolfenoot) and maybe I’ll publish it or submit it at some point. Okay I’m out of practice so that's it buh bye!

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for ...

TTRPG Tuesday: Let's Do That Hockey

Yo uh is it another TTRPG Tuesday? I think it is! I said I’d bring something to Playtest Zero on Thursday, and you know what’s been rattling around my head? Well, Channelers still, and Cold Iron Company, but today in particular: this post on mechanics inspired by Blue Lock.  But I don’t want to make the Blue Lock fan game - I want to take an already insane feeling system and map it on a world I care more about - Tartans Hockey Live! THL is, as everyone knows, the narrative fiction podcast series that exists entirely in my head and various Google docs, following a ragtag team of players in the fictional Hockey Elite League, which includes games played atop a moving train, trapped in a time loop, or in the shadow of Goshzilla, the Great Lakes Kaiju.  While THL follows a specific cast, I think for this game (which I might call Outside Edges or WHEEL BABY WHEEL or the Top Shelf system) we’ll play a lot looser, somewhere in the middle of the “This Is An Insane Approach To A Real S...