A Maven is defined by five Abilities—Vitality, Composure, Reason, Presence, and Sensitivity—each rated between ‘-3’ and ‘+3’, a name, a Style that reflects her outlook on life as much as how she dresses, and a Cozy Activity that is her favourite hobby. The Style might be ‘Alexis Carrington Colby’, ‘Hippy Dippy’, or ‘Office Hours’, whilst the Cozy Activity will be something like Cooking, Gardening, Knitting, Pointing, or Scrapbooking. It should be noted that Brindlewood Bay is a very American game, so some of the references, especially the Styles may not necessarily be familiar and may require a little research. A Maven also has a Maven Move, a special action or benefit that can be brought into play. For example, the ‘Frank Columbo’ Move means that society’s elite underestimates the Maven and whenever she is amongst the rich and famous, her Meddling Move will always grant her an extra clue; the ‘Dale Cooper’ Move increases a Maven’s Sensitivity and the Keeper—as the Game Master is known—will grant Void Clues in the form of a disturbing dream at the beginning of each session; and the ‘Jim Rockford’ Move means that the Keeper narrates an answering machine message that the Maven receives asking to undertake a task that if completed will earn her Experience Points and will get odder as a campaign progresses. Ironically—and self-admittedly—all of the Maven Moves are named after male detectives, highlighting the lack of strong female roles within the genre. That said, the extra and alternative Maven Moves do include some named after female detectives. All of the Maven Moves are delightfully clever, if not actually witty, and like any good Move in a Powered by the Apocalypse they tell a lot about the Mavens.
To create a Maven, a player chooses a name, Style, and Cozy Activity, as well as defining her Cozy Little Place. She assigns a single point to one of her Abilities and chooses one Maven Move. The creation process is simple and easy and made all the easier by fitting onto a third of the character sheet that is as much worksheet as character sheet and by the step-by-step process being explained by the section that takes both the Keeper and her players through the first session of Brindlewood Bay from set-up through safety tools and character creation to the first mystery and beyond.
Name: Pearl
Style: Jackie O
Cozy Activity: Charity Events
STATS
Vitality 0 Composure +1 Reason +1 Presence +2 Sensitivity -1
MOVES
Jonathan Hart
Mechanically,
Brindlewood Bay uses a stripped down version of Powered by the Apocalypse, the mechanics first seen in Lumpley Games’
Apocalypse World. To undertake an action or ‘Move’, a player rolls two six-sided dice, adds one of his Maven’s Stats, adds his Maven’s Investigative Style and aims to roll high. The results are either ‘No’, ‘Yes, but...’, ‘Yes’, and ‘Yes and…’. A result of six or less is a ‘No’ and lets the Keeper add a Complication; roll between seven and nine, and the result is ‘Yes, but…’, and successful, but comes with a Complication; a roll of ten or eleven and the result is a ‘Yes’; and a result of twelve or more and the Move is ‘Yes and…’, indicating that there is a bonus to the Move. A Complication hinders the Maven’s investigative efforts and is primarily played by the Keeper as a Reaction to a Maven’s action. This Reaction can be environmental such as the Maven getting lost, aggressive and have the killer attack the Maven or sabotage her efforts, or social, like being threatened with being blackballed at the country club. A Reaction at night will place a Maven in greater danger than one in the day, and it even possible for a Maven to be killed. One special Reaction, allowed just once per mystery, is ‘Cut to Commercial’ when the Keeper lets the player of an imperilled Maven narrate a commercial of some kind (there are prompts), when the story returns, the Maven will have found a way to succeed.
Unlike most versions of Powered by the Apocalypse, the rules in Brindlewood Bay include an Advantage and Disadvantage mechanic. Thus, when a Maven has the Advantage, which can come from her Style, Cozy Activity, one of her Maven Moves, or the situation, three six-sided dice are rolled instead of two, and the best used. Conversely, when she is at a Disadvantage, her player rolls three dice and keeps the lowest two. Another difference between other roleplaying games using Powered by the Apocalypse and Brindlewood Bay is that it does not make use of Playbooks, each of which provide an archetypal character and its associated Moves. Instead, Brindlewood Bay provides a standard set of seven Moves that all of the Mavens can use. The first four Moves—‘The Day Move’, ‘The Night Move’, ‘The Cozy Move’, and ‘The Meddling Move’ are all to do with collecting Clues. The primary difference between ‘The Day Move’ and ‘The Night Move’ is that failure and Complications are likely to be more dangerous at night. ‘The Cozy Move’ is when the Mavens share a moment over a Cozy activity and in the process discover a clue that will help, but not conclusively, solve the mystery. ‘The Meddling Move’ is when the Mavens actively look for a clue.
The fifth and sixth Moves are more specialised. ‘The Gold Crown Mysteries Move’ occurs when a Maven says, “This reminds me of something that happened to Amanda Delacourt!” and together the players work out how the current situation recalls a scene from one of Robin Masterson’s mystery novels. It can only be done once per mystery and must refer to previously unmentioned entry in the series, but always results in a Yes and…’ outcome, whether an action or an addition to the mystery. It is thus a powerful move. ‘The Occult Move’ is used whenever a Maven attempts an action related to the occult and somehow tied to the Midwives of the Fragrant Void. This is unlikely to be used in the opening stages of campaign as the Mavens are unlikely to be aware of the Midwives of the Fragrant Void. It will often justification as why a Maven might attempt it and it is not without its dangers.
The seventh Move is the ‘Theorise’ Move. This happens at the end or near the end of the game when the Mavens gather their collected clues and deduce the identity of the murderer. The roll is only modified by the number of clues and secrets found so far, minus the Complexity of the murder. This is most radical and innovative element of Brindlewood Bay. The Keeper will have a body and then lists of locations, suspects, and clues that make up the mystery, but will know neither which of the suspects committed the crime and which of the clues are important. In fact, when the Keeper does give the players and their Mavens a clue, she picks a clue from the given list based not on which seems the most significant, but on which seems the most interesting. The Mavens are free to search for clues and talk to suspects and when clues are revealed, it is the players and their Mavens that assign meaning and significance; effectively ‘play to find out what happens’ through the emerging story of the investigation.
There are two further actions which involve a Maven ‘putting on a Crown’. ‘The Crown of the Queen’ explores the femineity of the maven via a flashback to a scene involving the Maven’s late partner or a relative, a private moment, a recent romantic or sexual situation, and so on. Each can only be used once and enable a Maven to escape adversity or a dangerous situation as well giving the player to think about and roleplay a different side to his Maven. ‘The Crown of the Queen’ actions can be triggered in any order, whereas ‘The Crown of the Void’ must be triggered in order. There are fewer of them and they represent the growing influence of the Midwives of the Fragrant Void’s upon the Maven. If they are all ticked off, the last one forces the Maven to retire from play as she is lost to the Void…
Brindlewood Bay includes several ready-to-play mysteries. Each includes a description of the mystery, a way to present it, moments that the Keeper can use to set the scene or add tension, lists of suspects, clues, and locations, and a Complexity value. This ranges between six and eight and represents the number of elements of the solution that the players and their Mavens need to discuss and hypothesise before they can make the ‘Theorise Move’ without a penalty.
Now Brindlewood Bay can be played as a one-shot mystery in which the mavens investigate a mystery, but that mystery is always going to be mundane, because in the long term there is the greater mystery, the conspiracy and aims of the Midwives of the Fragrant Void. That conspiracy is the most detailed part of the Brindlewood Bay background, but unlike the clues of the mundane mysteries, the clues behind the conspiracy and its Mythos—known as Void clues—slip out inadvertently, sort of accumulating to the point where the Mavens and their players being to realise that something else is going on. It is likely at this point that the ‘Occult Move’ comes into play, it is likely that the Mavens being to dabble in occult in order to understand and stop the Midwives of the Fragrant Void, it is increasingly likely that a Maven might die, and it is even likely that a Maven might join the Midwives of the Fragrant Void. The descriptions of the Midwives of the Fragrant Void and The Children of Persephone do flirt with Lovecraftian influences, and perhaps one group might want to bring those into play more, but the Midwives of the Fragrant Void is more of cosmic threat than a Lovecraftian one. However without this conspiracy, Brindlewood Bay cannot be anything other than best suited for one-shot play as narratively it has no scope for development.
The advice for the Keeper in Brindlewood Bay is extensive and detailed, and particularly helpful in guiding the Keeper through the shift in perspective and playstyle that Brindlewood Bay demands. And then helpful in guiding her player through that same shift. Storytelling games have been around for over two decades now and when first published, they also represented a shift how a roleplaying game was played and considered, but the shift that Brindlewood Bay demands of its Keeper and player is even bigger. Not just how a roleplaying game was played and considered, but also how a mystery is investigated and played out and how the decisions of the players and actions of their Mavens determine the story and build the world around them. The advice also covers the structure of play and the structure of the campaign, it breaks down the anatomy of a mystery, and it gives an extensive guide on how to run the first session and thus first mystery of Brindlewood Bay. It takes the Keeper and her players through the Maven creation process, explains to them what to expect, and shows the structure of play, providing a template that the Keeper will return again and again.
There is not so much a learning curve to Brindlewood Bay so much as an adjustment, and the book does a fine job of helping everyone through that. However, the downside is that upon first reading Brindlewood Bay, the reader is left wondering how to create a Maven. Literally everything in the game—the situation, the Moves, the Conspiracy, and the given Mysteries—is presented before the actual process of Maven creation. This is given in the ‘Session One’ guide at the very back of the book. It is fine once you known it is there, but there is also nothing at the start of the book to say that it is. The character sheet for the Maven does help with her creation, but neither that or other sheets for the roleplaying game, like ‘The Dark Conspiracy’ worksheet is included in the book.
Physically, Brindlewood Bay is clean and cozy. It is well written and engaging, but the illustrations by Cecilia Ferri are stunning, veering between showing the Mavens joyously having the time of their cozy lives and the foreboding nature of the conspiracy at the heart of the roleplaying game.
There are moments in a roleplaying session when the players will say something about the current storyline or situation and the Game Master will think to herself, “Oh that’s good. That is so clever and better than what I had thought of, I am going to steal that.” Brindlewood Bay does not so much make that implicit as make it part of its play. It shifts the standard mystery roleplaying set-up from having to find the clues and work out what they mean with the Game Master knowing the answers to finding the clues, working out what they mean, and then giving them meaning. And then it hands the process of that deduction not into the hands of traditional action hero detectives, but to grannies and little old ladies, asking the players to roleplay from the perspective of the older woman and use charm and wits and insight to solve the crime rather than fists and guns. Both demands are radical, but delightfully so. Brindlewood Bay: A Dark & Cozy Mystery Game is a wonderfully cozy, brilliantly innovative game that genuinely asks us to think differently about how we play and who we play.