Piggybacking Part II

Before we steal Piggybacking from GUMSHOE, check out how it works there in Piggybacking Part I.

Atlantis_on_Shuttle_Carrier_Aircraft_2 800w

The Noisy Cleric Problem

The problem piggybacking solves can be found in all sorts of roleplaying games with all sorts of skills, but the example that comes to mind is sneaking into a castle in a fantasy game like Dungeons and Dragons. In fantasy books and movies, the heroes sneaking into places is a staple of the genre. In D&D games, sneaking is left to the rogue and the ranger for scouting. Once the GM tells the entire table to roll dice to see if they sneak into the castle, somebody always misses, and the exciting infiltration turns into a frontal assault.

GUMSHOE Roots

In games like TimeWatch, Nights Black Agents, or Trail of Cthulhu, the whole spend resources to piggyback fits perfectly, since they are all GUMSHOE games. Most of my players have points to spend in Infiltration, but some have zeros. Every general skill is like that. You aren’t giving the party something for free, they are spending resources they might need later to succeed now.

Let’s look at other systems. I haven’t tested these, but I will.

Cypher System Piggybacking

In games like Numenera, Predation, and The Strange, GUMSHOE style piggybacking is easy, since you’re already spending the resources of Might, Speed, and Intellect to do anything.

The expert spends from their pool as normal, but the difficulty is harder because they are pulling the rest of the party with them. For a sneak into the castle test, the expert has their difficulty raised (+2 sounds good, +1 for less than 3 followers) and uses Speed. While the expert can use their Edge to lower their costs, the followers can not. They each spend one point, no discount.

If the expert succeeds, everyone sneaks in. Move on with the adventure.

Nothing to Spend Piggybacking

In games as varied as Call of Cthulhu, 13th Age, and Dungeons and Dragons, you don’t have resources to spend to sneak into castles or climb up icy cliffs. You’ve got hit points, and while spending those might make sense in a few cases, usually not. Same with Sanity, Recoveries, or Spell Slots. These games are not about spending resources on skill tests, so it seems wrong to try and force them do that just for piggybacking.

In these games I’d boost the difficulty for the expert (+5 for d20, +25% for Call of Cthulhu), but then I’d require the rest of the party to roll just to assist. And if someone fumbles, well then, we’re right back where we started from. That’s the cost right there, the more players rolling, the greater the chance of a fumble. 🙂

 

Horror on the Cypher System Express

I’ve always enjoyed a great eldritch horror game: Call of Cthulhu or more recently, Trail of Cthulhu. And I really enjoy the Cypher System, the core rules used in Numenera and The Strange. Now, with the publication of the Cypher System Rulebook, I can mix my shuggoths and my GM Intrusions.

CSR-Cover-Free-Preview-386x500So, how does horror work in the Cypher System? First, I should explain a little about how the Cypher System Rulebook works. It’s a menu of rules a GM (and players) can chose from to create their own game. Besides horror, there are rules for science fiction, fantasy, modern, and superheros. Within each genre, you get more choices. Lots of optional rules to tailor the game to just the right kind of horror.

The rulebook has a big bestiary of creatures to choose from and the horror section lists the ones that best fit a horror campaign, including Deep Ones and Mi-Go. It also includes 3 horror artifacts, so if you want more, you’re going to have to make some yourself.

Art by Doug Scott
Art by Doug Scott

The horror rules are all optional rules. Madness will be familiar to Cthulhu players. Cypher System madness grew out of the madness rules found in In Strange Aeons: Lovecraftian Numenera. In this case madness puts a hurt on your Intellect pool and can even change your descriptor. I do something similar in The Sun Below: Sleeping Lady, which has a seriously eldrtich horror vibe.

Shock is another optional rule, more for short term effects like losing control of your character and running away or sitting down to sob rather than fight. Trail of Cthulhu players will find it very similar to Stability losses. Different mechanics, but going for the same effect.

Combine both Madness and Shock if you want a game like Trail of Cthulhu, or just Madness if you want a Call of Cthulhuish experience.

I’ve saved the most interesting for last. Horror Mode. Horror mode is a great way to ramp up tension, as the range for a GM Intrusion (the dice fail kind, not the 2xp kind) goes up to a 1-2 on a d20 roll. Then 1-3. And so on. You can get to 1-10 fairly quickly. Each GM Intrusion brings new horror AND widens the GM Intrusion range by one.

After the horror mode is over, you reset the GM Intrusion range to 1. Until the next time…

Which has me thinking of a Cypher Cthulhu adventure. I’m sure my players would love it!