I’m running a game of Torchbearer for
@AbdulAlhazred ,
@kenada , and
@niklinna presently. Its an example of one of the most unique games ever on the market because of its deep and intentional love affair with incoherency. It sits there at every moment of play threatening to be the most incoherent play experience possible. How and why does it do this? And why is it unique? I’m glad you asked:
* Is is the most unabashedly and most brutally Gamist engine you have ever experienced. The game is ridiculously demanding in every moment of play for the players to play skillfully and in extremely intricate and interlocking ways. If they don’t play well continuously (guts, guile, tactics, strategy, sacrifice, and some 4d chess to thread thematic needles), the extreme feedback loops will catch up to them and Grind (capital G) underfoot.
* However…you have to willingly punish your PC…willingly lose…and endure that experience as a player…in order to advance and win. You cannot win without skillfully and thematically losing…a lot. You have to advocate for your character’s ethos (Goal, Belief, Creed), save your Friends, confront your (much more powerful than you) Enemies in order to access crucial resources that enable short term success and long term advancement. And you have to manage to avoid getting swept up in the moment and throwing yourself headlong into terrible (highly likely mortal) danger for the sake of Story Now priorities which will likely kill you…but you won’t (avoid getting swept up) because either it’s irresistible or you’re exhausted and your guard is down…and that is the point of play.
* The game features a Town phase that manages intense resource economy demands with Story Now play (through procedural generation of content and PC declared actions and resultant Twists that are often centered around what the PC cares about; relationships and ethos). Things can go sideways quickly.
* The game also features a Journey phase, a Camp phase, and an Adventure phase where every moment is governed deeply by Gamist priorities…but…there are intentionally lurking Story Now priorities to tempt you…to reward you…to maybe sweep you up in the moment so you do something incredibly rash despite your meticulous planning and intricate management of your intensely demanding decision-space in each situation + a huge host of resources (Turns, Light, Food/water, Nature, Instincts, Gear/Supplies/Tools/Kit, equipped weapons and armor and their perks for varying Conflicts, Checks, Fate, Persona, Disposition, Cohorts) + a hugely demanding inventory system + PC build suites + marshaled dice pools + deft uses of Wises to Help but insulate yourself from failed Test fallout.
* Twists in all phases often bring in Story Now priorities to find out what and who you’ll fight for. Are your Beliefs and Creeds real things to fight and die for or will your PC handle them with a shrewd expeditious eye. Will you tax your Nature to nothing and walk away from this life?
* The game is all conventions for play, all Gamist trappings, with deeply lurking Story Now priorities that (a) you must commit to willfully (and the GM must frame them into play) to advance and (b) you’ve got to resist or throw yourself at with wild abandon because your guard is down due to the endless struggle of play. But this designed in incoherency is the point. And the extremely unique thing about Torchbearer?
It leaves this
out in the open, table-facing and on purpose.
Instead of the GM secretly resolving these moments of incoherency,
it’s up for the players to resolve them and they do so openly.
Because of this orientation to play, this complete preoccupation at every moment, because of the overwhelming contrivances, it doesn’t have an Sim bone in its meticulously-designed body. There are no instances of play possessed of a quality marked by being lost in a moment of “I’m here…in this place…experiencing and exploring this world…pushing and prodding and poking to examine its causal relationships…to see how it works…to focus on characterization and ‘smelling of roses’ and benign/conflict-neutral interactions with tavern-goers and innkeeps and peddlers”…not even incidental ones.
The game is a ruthlessly Gamist grind with Story Now seduction and phantoms lurking all over the place. The Story Now moments are probably 1 out of every 9 moments of play. But despite that small ratio and despite the intensity of the Gamism, those few Story Now moments (where we get to find out about these lowly characters and be completely surprised by their grit, their merit…their undoing) often ultimately define the through line of a Town or Adventure phase and then deeply reverberate into the future.