Only on Paper

Messing around with Momentum (plus a rough draft adventure game system)

A while back I posted about using a usage die system with hit dice as a replacement for hit points, called the Vigor die, and in that I mentioned I had a "weirder" version of the Vigor die I was messing with that I'd post about later. Well, it's later now.

The Goal

While working on my fantasy spacefaring adventure game Aethernatus (I'll post about that later), I got really into the idea of trying to capture momentum as a concept, specifically for "action scenes." Fights, chases, high-stakes situations where every second counts, that sort of thing. At the same time, I was pretty enamored with expressing the difficulty and risk of an in-game action without using numbers or extra dice, and I wanted to see if I could take that a bit further, with no numerical stats or skills at all, in a way that I liked better than how Quest and Salvage Union do it.

So, two goals:

  1. Capture the feeling of in-game momentum during play.
  2. As few numbers as possible.

The result is something I like, though not for Aethernauts, which I want to be paced differently than the experience this system produces. (That one's likely headed down the Mark of the Odd path, mostly.) But I do still like it, and so I want to keep experimenting--and I want to share it. It uses an adaptation of the Bastionland action procedure along with constantly shifting step dice and a complete lack of numerical attributes. There are still plenty of unanswered questions, too, so what better place to put an unfinished mechanic that may or may not be based on a completely unworkable premise than a blog post?

So, here it is. This is maybe the Momentum System, or the Swing System, or more likely neither of those. I'll include some of the flavor, too: it's in the setting I'm developing for Aethernauts, but decades before that game, during the initial rush to the stars.

I am, as with all things I post publicly, very open to feedback, should anyone be interested enough, because of course I want to yap about my game as much as I can. (And if someone actually tests this out themself, please tell me, I'll be so stoked.)


Taking Swings with Troubleshooting Stars (Working Title)

An adventure RPG for three to five players. One player is the Referee (Ref). The others play as Player Characters (PCs) who are part of a crew of troubleshooters who sail the aether among the celestial spheres, solving expensive problems on behalf of trading companies mining the constellations for valuable solid quintessence, called Shine. Aether travel is still young, but this absurdly lucrative Shine Rush has invited plenty of trouble that needs shooting, and you might as well get yours while the getting's good.

Attributes

A PC has two core attributes, both measured in a die size: Vigor and Momentum.

These attributes can be stepped up (increase by 1 size) or stepped down (decrease by 1 size). If Vigor goes below d4, suffer a Wound (see Harm & Wounds). If Momentum goes below d4, suffer Pathos (see Pathos).

Taking Action

When a PC takes action, discuss the action procedure as a table:

A PC’s features, like traits or gear, might mean they don’t have to roll where another PC would, or that they face greater or lesser risk, or stand to have more or less impact. Following the action procedure is crucial: traits, gear, and the fictional situation are what determine whether an action roll has to happen and what the outcomes mean.

Action Rolls

If a PC’s action is risky and there is something at stake, roll your Vigor die and your Momentum die, then add them together:1

NPCs do not make action rolls. The Ref states what they do and determines the outcome based on the fiction. A PC can act to prevent an NPC’s action, which may require an action roll.

Managing Momentum

High Momentum is powerful, but it can also be risky. Sometimes it’s best to voluntarily lower it to lessen the risk.

NPCs

NPCs have different attributes from PCs: Danger and Endurance.

If a dangerous situation looks bad for an NPC, like if their allies fall or they’re seriously injured, they test their Morale. The Ref rolls a d8. If the result is equal to or under the NPC’s current Endurance, they hold firm. If the result is over their current Endurance, they retreat or surrender. Danger 3 NPCs roll twice and take the higher result for Morale tests.

Harm & Wounds

When you get hurt or suffer fatigue as a consequence, you take damage. Step down your Vigor die a number of sizes equal to the damage taken. The damage something deals is usually determined by its Danger.

If your Vigor steps down below d4, suffer a Wound. Mark one of your traits: it is no longer usable until your Wound is healed. Work with the Ref to describe your Wound, which doesn’t have to be physical. The Wound’s Severity is equal to the Danger score of whatever caused the Wound. The Severity determines how long it takes to heal and how likely it is to cause a Scar (see Recovery & Repair).

Then, your Vigor die rebounds to its current maximum. Your maximum Vigor is reduced by Wounds: with 1 Wound, you have a max of d6, and with 2, a max of d4. Your third Wound is fatal.

Avoiding Harm

Pathos

If your Momentum steps down below d4, it rebounds to d6 and you suffer Pathos, an unhelpful inversion or intensification of your Drive. While suffering Pathos, your Momentum can’t go above d6.

Pathos clears when you complete a mission, or when you do something inconvenient or problematic to get it out of your system. To reiterate: to relieve Pathos during a mission, you must let it cause a real problem, subject to the Ref’s discretion.2 If your Momentum steps down below d4 while you’re already suffering Pathos, take 1 damage instead.

Pushing Yourself

If you’re not suffering Pathos, you can push yourself to treat your Momentum die as a d12 for a single action roll at a time. However, this is risky: if you fail the roll, step down your Vigor die in addition to any other consequence you face.

Consequences

There are any number of potential consequences for a PC's risky action. When it's not obvious from the fiction, pick something from the list below. If nothing fits, maybe the action's not so risky after all.

Gear

By default, you have 6 slots for gear, which includes weapons, armor, useful tools, and Supplies.

Recovery & Repair

Resting in a safe location restores your Vigor to its current maximum and resets your Momentum to d6. You can also use Supplies to repair one piece of gear per rest. Each time you rest, the referee makes an Event Roll as time passes.

Growth & Change


Unanswered Questions

While I'm (unfortunately sporadically) testing this system, I'm trying to figure out the answers to a few questions. Or these might be problems seeking a solution. Let's find out.

Is the Action Procedure Too Slow?

A nice thing about numerical stats is that, well, they're quick to resolve. Roll under a value. Roll and add a value. Roll that many dice. Maybe you have to discuss which stat or skill applies, but how it applies is simple.

Here, not so much. Here, if a PC has a trait or gear that could help with something, the player and Ref have to discuss how, and what that means for the potential roll and its results. At first, that can be slow going, but maybe with a few sessions under a given table's belt, it'll require less and less conscious deliberation. Maybe it'll start to feel more natural. Unfortunately, I haven't had time to test this enough to see if that's the case yet.

Is Momentum Too Powerful?

I've been going back and forth on how exactly Momentum steps up and down. Is it too easy to step it up? Once it's there, is it too easy to keep it there? The goal of the "Wild Success" is to prevent it from being too powerful a snowball effect. I'm curious to see how that bears out with more testing.

Character Creation

Right now, PCs start with an Origin (their home world, which also gives them their species), a Role on the crew, and some sort of Prior Experience that gives a PC their first Experience. I'm still working on tables for these, though I do have the Origins:

The intent is that words like Gaian or Jovian function as traits, giving you an edge on actions that relate to your home world or species, and you also get a little special feature. The PC's Role, like the Face, Recon, Medic, or the Heavy gives them another trait and their starting gear. Finally, their Prior Experience gives them a bit of backstory and an Experience trait.

PCs also get a Drive, representing their motivation. Still working on how Drives integrate mechanically, if at all. The Drive also determines a PC's Pathos: it's an unhelpful intensification or inversion of their Drive. Think something like Curiosity as a Drive and Obsession as the Pathos version, or a Drive for Greatness that turns to Arrogance under duress.


  1. Obviously, these are (mostly) the classic Powered by the Apocalypse success ranges. Because this uses step dice instead of 2d6+stat, though, the outcome is quite a bit swingier. That's on purpose: if it's not obvious, I intend for this system to be used for fast-paced, high-action mission-based play, and the wider range of outcomes even with high die sizes keeps things feeling like they can always go terribly wrong.↩

  2. This is inspired by Burdens from Eco Mofos. I'm also tinkering with a version of Pathos for Aethernauts.↩

  3. Your classic overloaded encounter die. Not included here because I'm tinkering with how Danger interfaces with it and whether I want to use step dice or multiple rolls.↩

  4. Credit to Gestaltist's post We Haven't Said Everything About Character Advancement Yet for this idea, which I've adapted to use here. Like with Pathos, I'm also using a different version of this for Aethernauts.↩