
Part 3: Reach out to the truth
Trouble & Aid
Time for some "fun" metacurrencies that allow players and GM alike to make-believe this make-believe narrative RPG experience even harder!
Aid is gained and used by the players to get some favors from an NPC.
Trouble on the other hand is stuff for the GM to spend to make things more complicated for the group (as if the default roll outcome didn't already come with complications). It's like meant to gradually open up new fiendish options for the GM or something.
Allies and rivals have ways to spend both kinds of currencies, so let's check out good ol' Kurtis Trent!
That ought to help against those poison frogs in that cabin!Spend Aid to unlock: Wield the Chirugai, a mysterious and ancient weapon
"You fools! You think Kurtis would help you out?! Now he's forced to watch Spoony videos for the weekend!"Spend Trouble to unlock: Fall into an oppressive inner darkness
Riveting. How about Carter Bell? He's black I think, so he ought to be more useful.
Spend token to unlock comic relief nigga moment.Spend Aid to unlock: Reveal that this was actually all part of his plan
Spend Trouble to unlock: Leave allies in the dust and safely escape
But how about an actual nemesis? Let's see what good ol' Jacqueline Natla can do.
"Huh, so I have one Trouble remaining. Do I give Kurtis depression, or should I fire the Atlantean death laser? Decisions, decisions ..."Spend Trouble to unlock: Shapeshift into a powerful and monstrous form
Spend Trouble to unlock: Unleash cataclysmic Atlantean powers enhanced by modern tech
I know this is a narrative RPG so what little passes as game mechanics have to revolve around what you can and can't do narratively, but color me unimpressed anyways.
The Racing Heart
The ticking time clock of every adventure. Basicallly if your Polycule Raiders take too long finding the final tomb with the final MacGuffin, the nemesis gets to it first.
If the team is actually in the tomb when this happens they'll have to face a tougher boss fight or something, but if they haven't reached the tomb they can eat shit and lose.
What the hell, guys? I thought this was about virtuous "seekers of truth" trying to give the ancient treasures back to "the people" - and you can just try to break that shit because someone else got to it first? Not cool.However, the Seekers have one final choice available to them in the Aftermath (pageXX)—to destroy the mythic artifact in an act of desperation, or swear vengeance and hope to one day recover the artifact.
Truths & Facets
This is the real meat and potatoes of the game, very similar to Apocalypse Hearts aka ripped off from Brindlewood Bay.
Basically you have Facets, which are a like a list of stuff which build like the core of the adventure and/or culture in question.
The overall goal of every session is to collect Truths, which are drawn from a different list of stuff.
In order to reach the final tomb, you have to keep "linking" your found Truths with the Facets. You can link different Truths with the same Facets, each time "revealing something new" about the Facet.
So what is linking? Fucking improv.
If you think this is an amazing game for lazy GMs because you don't have to prepare shit, think again. This is PbtA. The GM has to on-the-fly account for everything.In Tomb Raider: Shadow of Truth, the Keeper does not prepare the location or nature of the final tomb, what the Truths ultimately mean or how they should link to the Facets of the Adventure.
You know, it's not entirely a bad idea to retcon shit when running an investigation/mystery adventure. Maybe the group got shit wrong, but their idea is cooler than what you originally planned, so why not go with it?While the Keeper may have fascinating ideas springing to mind, and will always offer Truths with intriguing details, the players don’t have to figure out what the Keeper believes is going on, where the final tomb is, the nature of the mythic artifact, or anything else.
It's however a bit different if you have no plan and the group has to make shit up based on a random list of cues.
But hey, maybe I'm pessimistic abotu this, so let's check out the example of play!
Did they get this Truth description from Dwarf Fortress (removing the "threatens with" bits to make it less obvious)?Jasmine: Great! I think I’ve got something. I’m going to choose the Truth, An ancient bronze helmet in the shape of a wolf’s head; the eyes are made from a gleaming red gemstone and project uncanny ferocity.
I turn to Rusty and ask, “Where did we find this helmet?”
Rob (Rusty, the Scholar): We found it in that clockwork crypt, Kraken almost lost an arm getting that for us.
Linking the wolf thing with the other wolf thing. Now that's thinking outside the box.Jasmine: Okay. In that crypt we found a lot of stuff, but anything related to fighting seemed to be the more important part of the collection. Hmmm. I’m linking this to the Facet, The Tomb of the Great Wolf.
Of course it doesn't really matter what you link with what, but rather how you improv it:
"Guards probably had to know how to fight!"I think those who used to guard the Tomb had to prove themselves first as warriors. Many of the Great Wolf’s children had to serve as soldiers, fought as mercenaries, maybe even became highwaymen.
That's right, Rob. Ask nicely to participate. You don't want me to have to raise my hand again, do you?Rob: That’s super cool, and I just thought of something. Do you mind if I add a detail to your link?
"Why do you always have to make everything about furries, Rob?"Rob: I think they all had to wear something to hide their faces and bodies. All of the Great Wolf’s children show varying forms of their nature—some are more beast-like than others. Over the years they may have become more human looking…or maybe the opposite! We have to find that out next.
Also boy, I sure hope these links won't cause retcons to previously described/established stuff.
Retcons it is. Or just don't be too descriptive.Previously established details can now support the link as is, or be tweaked to do so.
Though I give it that, apparently they've learned from Apocalypse Keys. Now you wait until you've basically already won to see how much of that improv was bullshit (forcing the GM to spontaneously "correct" the improv). Yay...
Advancement
It's PbtA, so as you advance you gain new Moves, maybe an additional Condition aka Hit Point, and once you're maxed out you have to retire and create a new character. Same nonsense as always.
The Team also has its own playbook aka class, and it's really more of the same. If you max the Team you start again with a different playbook, even if the characters stay the same.
Advancement in PbtA sucks.
Next Time: Playbooks, aka me bitching about PbtA class designs.