Our new RPG campaign is off to a roaring start, the PCs reuniting at the island where they grew up, beginning their plans for vengeance upon the raiders who orphaned them as children and upon whoever may have triggered the raid through dabbling in transgressive arts. To my surprise, runes came into play almost immediately as a game element. Good thing I’d prepared a lot of information on them ahead of time—looks like that time wasn’t wasted, after all.
When I’d first conceived the campaign, Everway was a fresh, new product, experimenting with the notion of defining game elements with pictures instead of numbers. The visual approach was two-pronged: a large deck of evocative illustrations (with plans to expand the deck if the game caught on) meant to inspire characters, locations, and adventures; and a smaller deck of tarot-like cards meant to replace dice in adjudicating success and failure in character actions. The big deck of pictures didn’t excite me, smacking too much of an attempt to tap into the winning “collectible” formula of Magic: the Gathering, but the tarot-like deck did, for an almost paradoxical reason.
I’m facile with numbers, and therefore quite comfortable with dice as a game element; I can estimate quickly, and on the fly, what a player’s chances are for a single action and, more importantly, for several rolls in series or in parallel, and, as a GM, can fudge the environment to alter those odds to a satisfying risk level. Dice are a swell tool in my book. That very facility, however, allows me to work myself into ruts. Consistency is good; predictability not so good, and Everway’s fortune deck offered a way to drive me out of predictable habits. I designed this campaign years ago to make use of the fortune deck, or something like it, only to shelve the whole thing. But mirabile dictum, it’s been reborn when my fellow players unexpectedly decided they wanted to try this campaign idea.
In the meantime, I had a chance to try out the fortune deck in a different setting, and I liked it. Unfortunately, my players did not. The fortune deck obscures the process by which the GM arrives at a decision, and the players were frustrated and confused by the apparent arbitrariness of judgments arising from the deck, largely born from the way that different cards mean different things to different people. To illustrate:
Suppose player A wants his character to climb a steep wall, and draws a card to determine whether he succeeds. He draws the Wall, meaning resistance, protection, durability, caution, conservatism, stasis. Player B might think this is a good draw: A is climbing a wall, and here’s a card about walls. Great! Player C might think this is a very bad card: A is climbing a wall, and here is a card about barriers and defenses, including keeping Player A out of whatever lies behind the wall. The GM, meanwhile, is thinking more abstractly, already having decided Player A will succeed as long as he doesn’t draw a “water” card, feels that an “earth” card like the Wall is enough to give A the benefit of the doubt, and rules that Player A’s character scrambles up the wall, if a little noisily and inelegantly. Unless the GM explains his reasoning—and doing so too often kills the action dead—B and C end up confused, and grow frustrated that they cannot accurately measure their own characters’ chances, even when the deck is used fairly.
So the fortune deck was unpopular, and I ultimately decided to use traditional dice for this campaign, but not before a long period of flirtation with how to use the deck to better effect. I nearly Everway’s conceit that the fortune deck—or, in the case of this campaign, a set of 25 runestalks—is part of the game world as well as the game components. The players could, theoretically, duplicate their characters’ divinations quite literally. I also wanted to steal a small part of the fortune deck’s design—that one card was stolen by a trickster god, and the void left behind ever since disrupts the reliability of the deck, even to the point of letting symbolic forces which are not truly eternal elements of the pattern of the universe grow to fill that gap—and use it as a clue to the Evil Conspiracy’s machinations. I even designed my own set of tokens (runestalks), the better to serve that story element. And I spent way too much time on it all, more than will be paid back by actual game-worthy material.
So when one of my players asked whether the sinister obelisk they encountered had any suggestive symbols carved on it, I had a ready answer. Why yes. Yes, it did have symbols carved on it: the runes for Winter, the King, and…um, the Comet. Like the tarot, the 25 symbols that make up the runestalks are broad and ambiguous. Nobody will ever make any more sense of those runes than I choose to provide through inspired guesses coming from NPCs, yet it gives a strong, though false, sense that there is real meaning to be found here, if only the players are clever enough to make the connection. I can go to that well over and over, especially if I provide a more complete description for the players on the game’s wiki. So maybe all the time I spent on an imitation fortune deck wasn’t wasted, after all.