My intent: I want to show colonialism and the effects of war on the populace from a governing viewpoint.
I am thinking about treating parts of the map similar to gangs in the fact that they have scale and quality equal to the tier of the crew (think a warlord and his minions rather than traditional crew). When the territory exchanges hands it gets a -1 scale and -1 quality to show the effects of a destabilized government. A long term project clock is started to recover the penalties. Should the territory trade hands again the penalties are cumulative and any existing clocks reset.
For example Warlord 1 (tier 2, scale 2, quality 2) loses the territory in spring to the Warlord 2 (tier 3) the land will undergo a time of change (-1 scale, -1 quality.). As spring turns to summer the Warlord 2 has invested back into their people (the territory is now: -1 quality). Just before the end of summer the Warlord 2 brokers peace with a treaty that grants the territory back to Warlord 2 (the territory is now: -1 scale, -2 quality). The territory is scale 1, quality 0 under the control of the Warlord 2 until they are able to build up their power again.
A negative scale or quality would mean you have to apply the penalty to a neighboring territory you control. For example if Warlord 2 ended up having the territory at Scale 1 Quality -1, it would instead be Scale 1 Quality 0, but the territory next to it would receive a -1 quality. if the territory was Scale 0 Quality 0 it is uninhabitable and cannot be defended, or a peasant uprising has happened and you are thrown out of the territory (a new faction is born)
Does this seem too much for Blades as a system?
I feel like it’s both too much and too little.
Too much because the mechanics aren’t very complicated, but I think you can get a better bang for your buck by looking at how you can use the existing mechanics instead.
And too little, because I think that if you simplify things down to a set bonus or penalty you don’t get much player engagement other than “I chose this option.” Try to, instead, create gameplay around the players making choices that have no clear “right” answer, but instead have two good (or two bad) outcomes, where they need to make in-character decisions and tradeoffs and the personality of their PCs shape what choices they make.
May I also suggest that, if you want politics, you need to create asymmetrical tradeoffs.
What I mean is that, if doing X gives you a penalty and doing Y gives you a bonus, then you’re making strategic choices, not really looking at the politics.
I’m not one of your players, and I’m sure they have a different play style to me – so do what you think best. But using your example, I wouldn’t really “engage” with the colonisation aspect. Yeah, I’d see that war destabilises things, but that would be a background part of the setting. It’d be like knowing that drought causes famine, it’s something that happens, something that creates plots in the game that my PC is involved with, but not something I think about deeply or try to influence. I’d probably pick a warlord to throw my lot in with, and try to capture other land. Then try to hold that land until the economy recovers. So, effectively, it just means “newly captured land isn’t as valuable as holding land.” – it changes the tactics a little, but doesn’t really explore colonialism.
Saying “war disrupts the economy” is very different to showing that it disrupts the economy. And saying “war is bad” is very different to showing that war creates opportunities – there’s a reason people go to war, because it’s very profitable for them. Either in economic terms, or in social terms.
If you can get the players to the point where they morally know what they support, they know how to do that, but don’t know if they should – NOW they’re really engaging with the topic.
Maybe start by brainstorming the things you want to show about colonialism. Then you can build those in with asymmetrical game mechanics.
My list would be:
– Destruction of culture and society
– Wealth creation for the colonists, wealth destruction for the colonised
– Transition and adoption of new technology and attitudes
– Assimilation of the colonised people, class standing, wealth opportunities, etc.
How would I bring those into the game mechanics? I’d look for the sort of gameplay my players love, and I’d give them meaningful choices that come with benefits and disadvantages.
So, for example, maybe you can buy ectoplasmic ammo. Everyone knows that the ammo is mostly imported by Shadow Nomads. They travel the waste, using this ammo to defend themselves, and know how to create it. Yeah, other people also know the secrets, but it’s a very involved technique that takes years of practice to get right, and needs you to trap ghosts which requires it’s own technique. The Shadow Nomads capture the ghosts as part of defending themselves, distil the ectoplasmic ammo while camping, then trade the excess for other equipment they need. Their nomadic lifestyle means that they don’t tend to accumulate or consolidate a lot of wealth – if they make a profitable trade, they’ll spend it on a better tent or more horses, since they need to carry it with them.
Mechanically, we can say that the Shadow Nomads would be easy to conquer. But if you do, that will disrupt this situation, and ectoplasmic ammo will become scarcer. At first, just more expensive. But longer term, more problems with ghosts in the cities, spirit wardens stop trying to defend the poorer areas, and so on. Maybe leading up towards another lost district. Or a new ectoplasmic ammo manufacturer (create a factory and mass produce for the entire city! So much money to be made!)
It’s this balance between opportunity and cost that you want. Something that the PCs can get involved in – both because they can be the ones to profit or lose, but also because they can see that everything comes with tradeoffs. And it’s fine if they “deal with it” by just paying more for the ammo, and carrying on with the game. They still get to experience the impact.
But why stop there? That’s just dealing with the problem in front of the players: “ammo is getting scarce.”
You can bring it into the stories. The next time a PC is possessed, they’ll be able to sort that out – the shadow nomads know how to do an excorcism. Except how do you find a shadow nomad shaman? They certainly still exist, but no longer advertise themselves (after conquering them, their new rulers don’t want shamen competing for positions of authority. Or do they? Have they incorporated the shamen into their authority structure or let the shamen speak for their people?) – they might not be willing to help an “outsider” now that relationships have soured. They might want a favour in return – perhaps an assassination.
The next time they do a train robbery, it’s to steal the ammo shipment. The next time a contact’s child is missing, it’s because they were lured away by a ghost. The next time there’s a rebellion, their goal is to bring down the spark towers and let the ghosts in now that the defenders won’t be able to repel that type of attack. The next time they are hired, it’s to help protect workers as they build a new train line (because without nomadic traders, there’s increased profit opportunities for a train line connecting those cities)
Oh, and that’s only looking at the destroyed culture. The colonists took that land, and did whatever-they-did to the shadow nomads for a reason. That will also create opportunities and costs. Are the expanding industrialisation? Strip mining for coal, steel and wood? Is this creating an economic boom in the nearby cities? With the population able to see that war is bad, but supporting it because of their benefits. With the new steel and copper and coal, their city walls and stronger, their sparkworks protect from spirits, their trains bring in food even when they’ve got local food shortages, and everyone is happy, if they’re one of the colonists. Or are they? Who loses from this? What changes?
Mechanically, maybe fine guns are cheaper for the players. Maybe they get paid an extra coin when doing work for the colonists, due to the colonists having more money. There’s certainly advantages to siding with the winners!
… that’s the first point from my list. And my initial brainstorm. With only one cultural group.
Jot down four or five different ideas for the various groups. Don’t go into detail yet. Then jot down a few ideas of how you can bring those “colonialism” ideas into the game.
Each of the groups, and each of the ideas, will lead the game in very different directions. As you come up with the pros and cons of these colonisation themes, you’ll automatically “fill in the details” about those cultures. Even so, try to keep it simple, so there’s room for the players and the gameplay to shape them and fill in the blanks.
This sounds really complicated, but as long as you start simple and keep a focus on how it will create choices for the players, you’ll probably find that it all falls together pretty easily.
I should clarify. This is only in the case of governing. The players are interested in kingdom building. So capturing lands is part of their objective in play. Those story threads would still be there but this is to cover basic upkeep of lands in disputed territories. The other half of this (which I am still working on) is establishing cornerstones of civilization: schools, farms, churches, villages, ect. The asymmetrical part comes in at the resource management. Do you focus on schooling for this new territory and pass on military might in the process? What effect does that have? Governing does have some level of strategic thinking to it and should be expressed in game. Missions would be things like sure you can restore peace to the captured territory, but the ectoplasmic ammo from there is mostly gone due killing off the Shadow Nomad (continuing the example) how do you choose to handle the situation? The big thing is the group would be the colonists leaders/faction rather than working for them.