Cold War Spies in Blades in the Dark

Last winter I revisited a game idea I’d had: inspired by Saladin Ahmed’s suggestion to tell a spy story about spies from disadvantaged minor nations during the Cold War, I wanted a game that would push the dilemmas experienced by those intelligence agents to the forefront. How do you achieve your goals when you’re tiny pieces playing a much larger game? How do you make sure your nation isn’t simply eaten and discarded? How do you achieve your own goals, and how do you do all that while holding onto your humanity?

I knew that GURPS and a good storyteller *could* do all that, but I wanted something that felt more like Monsterhearts (more on my love for that game here) with mechanics that pushed those experiences to the forefront. I spent a while jotting down notes and trying to puzzle out how it would work. I came up with the idea of people choosing particular trainings for the characters, each relevant level of which would give them another die for a skill roll. I thought of measuring stress as a clock (Apocalypse World style) to denote the growing burden of keeping your cool while everything around you is going to hell.

And then I bought a copy of Blades in the Dark (and here) and realized that what I wanted had already been developed.

Now, admittedly, I don’t yet know of a BitD hack that does everything I am looking for. I also haven’t dug deep into the pile of BitD hacks out there, either in circulation or in development. But I no longer think I need to design all of this from the ground up. I think Blades in the Dark, with some modification, should work extremely well for what I want.

I still must find some way to reward continued player-player interactions, encouraging some collaboration without assuming that everyone is on the same side all the time. I don’t want to sacrifice the experience of questionable loyalties, self doubt, and second guessing your own judgement—but I also don’t want to make those things so grating or dominant in the game that it’s impossible to play without giving yourself ulcers. Similarly, as long as I’m letting player characters not all be on the same side all the time (or even all be part of the same Crew) I’ll need to find some way to either replace the Turf mechanic or modify it, and some way to alter the underlying Crew dynamic.

Suffice to say, there’s still a lot for me to figure out. But this looks fun, and maybe some of you would like to see it?

Please let me know if you’ve seen other Cold War spy BitD games. I’m thinking more Quiller Memorandum or The Witch Who Came In From The Cold, less James Bond.

Here’s a few of the other BitD hack resources I’ve found, though none do quite what I’m looking for:

(https://www.reddit.com/r/bladesinthedark/comments/8l5ysh/has_there_been_a_simply_spy_thriller_hack/)

(https://forums.somethingawful.com/showthread.php?threadid=3713405)

(https://itch.io/t/420201/share-your-projects-forged-in-the-dark)

(https://thysane.itch.io/the-spies-that-death-forgot)

And, of course, the Forged in the Dark forums:

(https://community.bladesinthedark.com/c/forged-in-the-dark)

Duality and Thematic Tension in RPGs: Apocalypse World and Monsterhearts

I’ve recently been working on a swords & sorcery-inspired Apocalypse World (AW) hack, trying to create something which fits the themes present in Robert E Howard’s Conan stories, Steven Brust’s Taltos novels, and Fritz Leiber’s Lankhmar stories. In doing this, I’ve had an interesting realization about the construction of AW and the games it has inspired: dualistic tension in the games’ principles drives the dramatic and thematic tension which fuels their best stories.

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Monsterhearts: taking a peek under the ribcage

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Monsterhearts sells itself as “the messy lives of teenage monsters.”  But the truth is that the monstrous nature of the PCs in any game of Monsterhearts really just serves as a reminder of the alienation, discomfort, and feeling of mislabeled or misunderstood powerlessness that gnawed at so many of us when we were teenagers.  And maybe as adults as well.  Furthermore, themes which have filled classic literature for ages rear their heads again and again in this game; you don’t have to have ever experienced any of them yourself in order to be fascinated by and indulge yourself in them.

A quick background: this is an RPG which has grown out of the Apocalypse World system created by Vincent Baker.  It takes the sparse elegance of Baker’s ruleset and applies it to a very different type of life.  Read on to find out what makes Monsterhearts different from Apocalypse World, and learn some of what makes it so dynamic and so much fun to play.

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