This is the set-up for The Words We Leave Behind, an epistolary roleplaying game for two players inspired by the multi-award-winning Science Fiction LGBT novella by Amal El-Mohtar and Max Gladstone, This Is How You Lose the Time War. It is published by Lunar Shadow Designs and uses the same mechanics and format as the publisher’s interstellar epistolary roleplaying game of increasingly challenging communication and saying goodbye, Signal to Noise. In Signal to Noise, the players, as friends, relatives, or lovers, beamed letters to each other back and forth across vast distances of space, between the Earth and a gigantic colony ship. In The Words We Leave Behind, the players take the roles of Proxies on opposite sides of a massive time war, one that has the capacity to spread to other worlds and dimensions. Each is their Faction’s ultimate warrior and agent because they perfectly embody the emotional profile which their Faction views as the ultimate driver behind the rise and fall of civilisations. In The Words We Leave Behind, each player will take the role of a Proxy, each guided by three emotions, which can be opposed to, or in direct competition with, the other Proxy. Over the course of play, the players will not exchange letters as in other epistolary roleplaying games, but draw cards to create points in the future and the past of a Timeline, each an Incursion which their Proxy will enter and alter details. As they play, they may visit previously visited Incursions, adding and changing other details, even to Incursions created by their rival Proxy. These changes can cascade down the Timeline to alter further points in the future. This is all played out on a shared document, meaning that The Words We Leave Behind is intended to be played online.
Besides the shared online document and a means to send each other messages, each player in The Words We Leave Behind requires a standard deck of playing cards. These have their jokers removed, separated into their four suites and shuffled in four decks. A card is drawn from each suit to form the starting hand and there is always a card from each suit in the suit. (An extra Hearts card can be added to simulate the themes of This Is How You Lose the Time War.)
A Proxy is first defined by the three emotions that also define the Faction they serve. The player is free to develop their Proxy’s Faction as much or as little as they want, including its objectives, and will also ask the other player what their Proxy’s Faction thinks of theirs and what their Proxy’s Faction calls their Proxy whom it regards as the enemy. A Proxy also has a preferred form, worn between missions, and three anchors or possessions, which helps maintain the association with their roots, one of which is a trinket, an actual physical object that the player owns. Lastly, each Proxy decides how they perceive themselves and their rival.
Verdigris
I am CALCULATING and you are RECKLESS
Prime Emotion: Hope
Secondary Emotions: Shame, Anger
Anchors: The skull of bird whose species was made extinct by dangerous technology (it reminds me of what we lost); a blade grass from my home farm (it is what we work to preserve and I leave behind on every mission to show what we are working to save); trinket: a single-sided die (from the game we played as children)
Play consists of several turns, typically four to five, in which each player will take control of the narrative and send a message as their Proxy to the other player and their Proxy. In subsequent turns after the first, a player will have their Proxy read the message from their rival, be assigned by their Faction to make an Incursion—roughly between five and thirty sentences long—and manipulate events there, before leaving a message behind for their rival to find. The Incursions are recorded on the Timestream document as are their effects on downstream Incursions. If a Proxy returns to an existing Incursion, their player can edit it by adding text at the beginning or end of the current Incursion, effectively changing the lead into the Incursion or the outcome. These changes can cascade down the Timestream, the current player examining subsequent Incursions and if necessary, adding, deleting, or altering a single sentence in the Incursion description. (Whilst the changes are made directly to the Timestream document, the prior state is tracked via the messages between the players. One of the potential issues with the play of The Words We Leave Behind is losing track of earlier incarnations of the Timestream.)
Cards are played randomly from the hand and provide two important details. First, the number determines the Incursion, whilst the suit advances the emotion which it matches. Once played, the cards represent a Proxy’s emotional state, the more cards a Proxy has in a suite, up to a maximum of three, the more intense the state. Roughly, Hearts equate to the emotion of love, Clubs to anger, Spades to uncertainty, and Diamonds to understanding. The emotional state will influence how the player describes their Proxy’s actions in an Incursion and their Proxy’s reactions to their rival’s actions.
A player can spend his Proxy’s Anchors for various effects. The first two anchors can be used to either let the player choose a card to play, alter three sentences in an Incursion when the changes cascade down the Timestream, or even to reverse the cascade, so back up the Timestream and into the past rather down into the future. The third anchor, a trinket, can be used to revert an Incursion to its original state, place an Incursion under a Temporal Lock so it is immune to the cascading effect, or to take a second turn.
The interaction between the proxies and thus the play of The Words We Leave Behind comes to climax when a player plays the third card from a suit and so acts on the emotional prompt it triggers. As in This Is How You Lose the Time War, this is the point when the Proxies decide to meet, and as in the novel, in The Words We Leave Behind it is not via the messages going back and forth between the Proxies, but in person, face to face (or alternatively, via a video call). Based on the current state of the Timestream, the messages exchanged, and their respective emotional states, the Proxies have a simple choice to make. Will they place their trust in each other or attempt to take advantage of the other. If they both place their trust in each other, their feelings transcend the conflict and they leave both it and their Factions behind together. If they attempt to take advantage of the other, the war continues to a calamitous end. Lastly, if one Proxy attempts to take advantage of the other and one Proxy places their trust in the other, the Proxy who attempted to take advantage prevails and their Faction gains greater control of reality. In all three cases, the outcome is then narrated.
Love and trust are not common themes in roleplaying games, with trust being a more common theme than love because it is easier to deal with via humour or politics or espionage rather than feelings. This is not to say that love cannot play a part in a roleplaying game, but in general, love is not a core theme of most roleplaying games. When it is, it has tended to come out of the storytelling and narrative style of design, such as Emily Care Boss’ The Romance Trilogy, consisting of Breaking the Ice, Shooting the Moon, and Under the Skin. Nor does this mean that more mainstream publishers have not ignored the subject, such as Thirsty Sword Lesbians from Evil Hat Productions and Blue Rose: The AGE RPG of Romantic Fantasy from Green Ronin Publishing. This, though, does not escape the fact that ‘love’ as a theme in roleplaying games is challenging to handle for the players because it requires trust between the participants and it requires them to roleplay feelings that are normally kept private. Lastly, The Words We Leave Behind has the possibility of the most devastating response to both love and trust—betrayal. As with those other roleplaying games, The Words We Leave Behind is best played by mature players.
The Words We Leave Behind can be played from start to finish in a matter of a few hours, but its epistolary format means that it can be played at a more leisurely pace over the course of a few days or weeks. It can also be played on an Earthly, Galactic, or Dimensional scale, but really this only adds to flavour and scope of the setting rather than the themes. Those themes are explored in the messages between the Proxies and in the changes made to the timestream, pushed and prodded by the suits of the cards played and then escalated. Each player and their Proxy is aware of how the other feels as the card details are exchanged in the messages and whilst for the most part the cards themselves are played randomly from their hands, each player has the choice to change how their Proxy feels by playing an anchor and being able to select a card instead of drawing it randomly.
Apart from the aforementioned issue with keeping track of the timestream, The Words We Leave Behind is more challenging to play if the participants have not read This Is How You Lose the Time War to understand the themes and structure of the roleplaying game. The roleplaying game is also part of the publisher’s Dyson Eclipse future setting, the same as Rock Hoppers, Signal to Noise, and The Kandhara Contraband: A System Agnostic Sci-Fi Adventure, but it is not clear how. Lastly, as an epistolary roleplaying game, The Words We Leave Behind feels that it should have more emotional prompts for longer play rather than the three for each suit which befit a game played in one go.
Physically, The Words We Leave Behind is neat and tidy and includes a lot of helpful advice and prompts on handling its themes, which undeniably are all needed give the nature of those themes.
Fans of This Is How You Lose the Time War will doubtless be intrigued by The Words We Leave Behind, but will find it a daunting prospect if they have not played a roleplaying game before or their roleplaying experience is with more mainstream roleplaying games. The Words We Leave Behind is a personally demanding game, asking us to explore themes and feelings that not every roleplaying game, but the epistolary format means that this exploration does not have to be immediate and it can be more considered, which ameliorates some of the challenge to The Words We Leave Behind. Nevertheless, for mature players willing to do so, The Words We Leave Behind presents the demanding means to explore the growth of love and trust—and potentially betrayal—in considered fashion in an age of a time war.
—oOo—
This review is of the ‘Ashcan’ edition of The Words We Leave Behind. The full version is currently being funded via Kickstarter.
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