Book of Struggles Released

After a long struggle, and much virus dodging, we are pleased to announce The Book of Struggles is now available in a pdf format as a “pay what you like” item at DriveThruRPG.

This adds an abstract mechanism for conflict between characters, whether its a combat, a chase, a game of cat and mouse or a stand off, a social struggle or even a battle of wills between wizards.

This release will be followed by a series of toolkits with rules extensions, examples and extra ideas for specific conflict situations, beginning with combat between individuals at close quarters or in a missile exchange.

Work has also begun on “Mists of the Carpathians”, a historical / fantasy adventure setting. It is set in the mid 1400s, the time of Vlad III, the Impaler, Dracula and Voivode of Wallachia. Stay tuned for more on that!

Book of Struggles Toolkits

I have again reorganised the work. It is now broken out into The Book of Struggles and The Struggle Toolkits: Combat, Stealth, Manoeuvre and Social.

For a while the Book of Struggles seemed to be expanding in scope faster than I could write or play test it. Then I realised that the main new work was all specific to different types of struggle and example cases. So I have again reorganised the work into The Book of Struggles and The Struggle Toolkits.

My readers will have worked out by now that I am developing this game using a Lean/Agile process. I’m putting the parts out there as they become “good enough” and then refining them. That is why I haven’t tackled print yet, and I am only doing PDF for now. That way I can release improved versions for free at no loss.

So I will soon publish the Book of Struggles PDF, again as a Pay What You Like download at DriveThru. Hopefully I will also release the Struggle Toolkit for Combat at the same time. Then later toolkits for Stealth, Manoeuvre and finally the big one, Social. The Social Toolkit may need to be split further if it grows too much, but we shall see.

Here is the current directory for the Toolkits:

Combat Toolkit

Struggle Types

  • Combat: Brawling
  • Combat: Close Combat
  • Combat: Firefight

Combat Extension Rules

  • Rearguard Action
  • Injury and Healing
  • Injury Levels
  • Gaining Injuries
  • Heroic Action When Injured
  • Medical Intervention
  • The Attack Action
  • Attack Action Difficulty and Aptitudes
  • Attack Action Success and Saves

Stealth Toolkit

Struggle Types

  • Stealth: Cat and Mouse
  • Stealth: Infiltrators and Sentries

Stealth Extension Rules

  • The Sneak Action
  • The Lookout Action
  • Alarms and Alarm Triggers
  • The Disable Trigger Action

Manoeuvre Toolkit

Struggle Types

  • Manoeuvre: Chase
  • Manoeuvre: Race

Manoeuvre Extension Rules

Not yet defined

The Social Toolkit

Struggle Types

  • Social: Competitive Lobby
  • Social: Investigation and Deception
  • Social: Scam and Detect
  • Social: Bribe and Bargain
  • Social: Stand Off Dance

Social Extension Rules

Not yet defined

This work has also resulted in some minor refinements to the other core books. Mostly presentation of the rules rather than functional changes. The updates will release shortly after The Book of Struggles.

Then its on to some settings. I’m working on a new setting set in the Carpathian Mountains at the time of Vlad III Dracula, a.k.a The Impaler. There will be some sorcery in the setting but its very low fantasy. Should be fun.

Reorganising the Work

Originally I had the rules body of this game in two outer core parts – Character and Action. However it became obvious this was not the right way to deliver the rules to players and game masters, even though it was analytically neat.

On Aptitude is now about character aptitude and character development, along with with those parts of the action cases that support or flow from the character structures. That means taking the initial materials and chopping them about a lot.

At the same time The Book of Struggles is gathering to it the core part of Actions about conflicts. Having now become a focus its getting easier to expand the cases in a nice, fluid, easy to remember way.

All Us Gamers relies on player knowledge about how things are in reality. The structures let players interpret between their understanding of the situation the characters are experiencing through action resolution and back again. This means much can be implied and players don’t have to learn lots of new rules about things they already mostly understand anyway. The rules can be holistic. (You might want to read Dissociated Mechanics – A Brief Primer.)

However, some ordinary but complex things its helpful to have guidance on, and in the book of struggles I’m shifting in the structure for damage to machines, and repair, and extending from that to injury to people, natural healing  and medical treatment. These rules need more play testing but they are managed, again, by general method. Things have a worsening condition. At crucial moments saves are made or they get worse, leading to eventual break down or death. In the case of living things saves can also lead to improvement even without intervention.

Settings are the places where rules and game structures will be found for fictional things like magic, faster than light space travel and time portals, because these are things that don’t have real world obviousness to them, all though they have bodies of work and  traditions that need to be considered.

In every case for an extended rule, its anticipated that players will want to apply them in detail to their characters and character actions. The game master is more likely to use all these more sparingly for game master characters, instead opting for the inner core generalisations much of the time. This should make the game both enjoyable, fast paced, and low prep.