It’s Hard To Be A Saint In The City Of Spire

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Players enjoy a good conspiracy. What they truly love is to be part of one. Games like Delta Green and Vampire The Masquerade bring the players together by surrounding them with secrets and making it hard to know who should be entrusted with forbidden knowledge. Spire: The City Must Fall, from Rowan, Rook and Decard, sets up the players in a conspiratorial role as members of a resistance cell. They’re tasked with taking action against the cruel rulers of the city and they’re the ones that must deal with the consequences of their actions one way or another. Designers Christopher Taylor and Grant Howitt team with illustrator Adrian Stone to bring a stunning fantasy punk universe to life. The company sent along a book for review. Does the city stand on its own? Let’s play to find out.

Spire tells the story of the titular city which has been home to the dark elves for thousands of years. Unfortunately, the high elves conquered it a few hundred years ago and these long lived beings have been living under the heel of oppression for that long. The players are part of the Ministry, a revolutionary group that’s trying to cast off the rule of the high elves. The game makes it clear that this is no good versus evil story like Star Wars. The Gamemaster section has an excellent discussion on how to adjust the shades of grey in the game to taste. Are there high elves sympathetic to your cause? Are there dark elves who cross the lines you won't? Victory seems unlikely for the Ministry. Even when they do strike a blow for freedom, the retaliatory strike will hit the rebels and the people they love even harder in return. The Empire doesn't just strike back, it puts its boot on their necks until they die.

The system running Spire will be familiar to folks who have played Apocalypse World or Blades In The Dark inspired games. You roll a small handful of dice and they determine whether you get a full success, a mixed success or a failure. In this case, it’s between one to four d10s with the highest roll determining how well the player does in their action. In the case of mixed success or failure, the player takes some stress on one of five resistance tracks. There are physical and mental stress tracks but there are also tracks that affect social elements of characters like reputation and available funds. When a player gains stress, they make a fallout check to try and roll over current stress levels. If they roll under their stress, some of it goes away, but the GM gets to inflict a juicy plot twist or lingering condition on the character.

This stress system takes the best elements from earlier mechanics of this time. The cycle of stress and fallout runs much faster than, say, Heat from Blades, though the game offers options to slow things down for longer term play. The game also brims with suggestions of fallout of different types and ones that affect specific character classes. These abundant examples help show GMs how hard they are supposed to hit back when the dice roll their way. Like many other titles in the Rowan, Rook and Decard library, this is a game where characters are supposed to be played like stolen cars and players should celebrate the opportunity to leave behind a spectacular wreck.

Advancement follows a very loose milestone system. Characters get new abilities based on how heavy the changes are to the city made by their cell. These mirror the low, medium and heavy ranking in fallout but feel like they are staggered out a bit more throughout a campaign. Low advancements should come every session, medium ones every story and big advancements feel like they should b e just in time for the character to go out in a blaze of glory in a session or two. Players can choose them based on their class but there are additional ones scattered throughout the books based on narrative choices they can make. I would probably let my players do a little pre-shopping to see what stories they’d want to pull from in a full campaign to allow me to seed the right moments in my stories. I also hope that somewhere there’s a master list of all these effects gathered into one place. This system worked for me but it might frustrate players who are used to more concrete experience systems or people who meticulously plan their characters from the start.

Adrian Stone did all the art in the book and he gives everything a moody, alien feel. There’s a Mike Mignola aspect to his style that makes me think of Hellboy whenever I see an illustration. That sense of strangeness is backed up by the description of a city that’s been steeped in magic for thousands of years. Exploring the city is one of the main reasons to play the game even though it seems unlikely the players will persevere. There are idiosyncratic character classes like vigilante weapon enchanters and part-spider matrons who fight to protect the next generation of dark elves. The city is full of evocative locations from the decadent ice towers of the rich to the weird abandoned magical subways that the rebels use to sneak around the city. Discovering the world of Spire makes the fatal aspect of the rebellion go down smoothly. It’s easy to see why the dark elves would put their lives on the line for such a fantastic, weird place. There’s so much to fight for and nothing will change even if the steps taken now don’t seem to go anywhere.

Spire: The City Must Fall offers a moody game in a dark city full of spies, revolutionaries and strange magic. It stands out thanks to solid mechanics, iconic artwork and a background that’s evocative but still gives plenty of room for gaming groups to explore on their own.
 

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Rob Wieland

Rob Wieland

I don't know if RR&D will ever do a 2nd edition, not sure that's their "bag", especially not Grant Howitt, who I suspect would always rather design a new game that delicately improve an old one (not a criticism!), but at least the way Spire is designed it's generally very easy to accommodate house rules.

I forgot to reply to this, too. I agree it seems easy to house rule it up without breaking things, but I think the clear need for that is always a major knock against a game's design.

That said, are there house rules you've come up with that have worked well at the table? I've got a couple so far, and some that I've seen elsewhere (like applying FitD-style Devil's Bargains to add a die) don't seem to be thinking things through.
 

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They revised it for the 5th anniversary edition in 2023, which incorporated a few of the softcover expansions and I believe reorganised things. In my head, I recall that they also streamlined some of the rules to be more in line with Heart but I cannot find anything that documents that so it may just be a fever dream.
I'm still waiting for the 5th Anniversary edition PDF to be fixed so it displays properly for Mac users. Even using another PDF viewer like Foxit or Adobe has issues. :(
 

That said, are there house rules you've come up with that have worked well at the table? I've got a couple so far, and some that I've seen elsewhere (like applying FitD-style Devil's Bargains to add a die) don't seem to be thinking things through.
I changed the Stress and Fallout rules to work more like Heart - worth noting it will result in fewer characters being taken out entirely, which could be good or bad depending on the tone of the campaign. Grant himself said he thought would work well on the Discord though, so there's that.

1-5 and less than or equal to Stress = Minor Fallout and clear all Stress of same type as the Fallout (i.e. Blood, Mind, etc.)
6-10 and less than or equal to Stress = Major Fallout and clear all Stress

Severe Fallout is a choice - if you have two Major Fallouts (or are about to), you can ditch them to gain one Severe Fallout (and clear all Stress). Severe Fallout usually results in the end of your character.
Once we started doing it this way it made the game significantly less annoying to play and required fewer new characters! For us that was a win.
They revised it for the 5th anniversary edition in 2023, which incorporated a few of the softcover expansions and I believe reorganised things. In my head, I recall that they also streamlined some of the rules to be more in line with Heart but I cannot find anything that documents that so it may just be a fever dream.
I fear the bolded bit may indeed be a fever dream, like something suggested and never done, because I'm looking through that now, and I'm not seeing any core rules changes (or even clarifications!) at all, and looking on the Discord, literally the only rules change anyone seems to be able to name is that Blood Witches (who are now in this book) aren't quite as OP at casting spells (i.e. they have to roll). So this seems more like the second version of the PHB in 2nd edition, just with a little extra material (that I already had) and otherwise it's all just formatting/order/presentation changes.

Amazing that they managed to put this out with so little fanfare lol. I'm on the Discord fairly regularly and missed it entirely. I still think they need an actual 2nd edition but this being so recent probably means that won't happen for a long time.

I forgot to reply to this, too. I agree it seems easy to house rule it up without breaking things, but I think the clear need for that is always a major knock against a game's design.

That said, are there house rules you've come up with that have worked well at the table? I've got a couple so far, and some that I've seen elsewhere (like applying FitD-style Devil's Bargains to add a die) don't seem to be thinking things through.
I dunno if there's genuinely a "clear need" for it with Spire, but you can certainly make it play quite a lot better, though that does move it away from the original design somewhat. But Vermissian Black Ops existing makes me not feel too bad about that.
 


Works just fine on my Mac using the default Preview app. I wonder if something else is going on?
So the callout on page 15 (bottom of page with title Skills - 24th page of PDF) has white text for you? Even downloading again from drivethru still has same problem. And using another pdf viewer (foxit, adobe). And using my iPad with goodreader.
 

I forgot to reply to this, too. I agree it seems easy to house rule it up without breaking things, but I think the clear need for that is always a major knock against a game's design.

That said, are there house rules you've come up with that have worked well at the table? I've got a couple so far, and some that I've seen elsewhere (like applying FitD-style Devil's Bargains to add a die) don't seem to be thinking things through.

I love this game (as you know) and I didn't have many of the issues here. But I will admit I adopted a very PbtA/FitD style approach early on. I don't think it's stated as explicitly as it could be, but I took that to be the intent of the rules. They do point out that as GM, whatever you want to happen just happens. You don't need to roll or do anything else... just make it happen.

So when I see a mixed result, I have the player mark the appropriate stress, and they succeed at their task, but I definitely introduce some kind of wrinkle for them to deal with. And on a failure? There's definitely more than just taking stress involved.

This approach also made for some really memorable combat encounters. Our game wasn't as combat focused as it maybe could have been, but one of the PCs was a Knight, so it definitely came up at times. We didn't find combat boring at all.
 

@hawkeyefan That sounds like a really big system shift to me, basically doubling up on consequences—PC takes Stress, also gets a narrative consequence—but I can see how that would make combat more interesting. Applying a full PbtA layer over the core mechanics, pretty much. I feel like that's such a big house rule that it exposes how sloppy, or at least how trad, the core system is? Because without something like that, it's either a lot of nothing happens (right now!) rolls, or just lots of GM fiat unrelated to rolls, to keep things spicy.
 


@hawkeyefan That sounds like a really big system shift to me, basically doubling up on consequences—PC takes Stress, also gets a narrative consequence—but I can see how that would make combat more interesting. Applying a full PbtA layer over the core mechanics, pretty much. I feel like that's such a big house rule that it exposes how sloppy, or at least how trad, the core system is? Because without something like that, it's either a lot of nothing happens (right now!) rolls, or just lots of GM fiat unrelated to rolls, to keep things spicy.

I should clarify I didn’t always do this… just when it seemed to suit based on the situation. I suppose I see it as Stress isn’t actually a consequence until it becomes Fallout. I mean, it matters and players can do things to clear it, but otherwise, it’s purely abstract. Only when a Fallout roll converts some Stress to Fallout does it become a specific actual consequence.

So I’d use the gaining of Stress to introduce a reason for it. Sometimes the Stress was enough (particularly for mixed result), but other times I’d levy some kind of consequence. But these were usually in the form of what PbtA would call soft moves.

Maybe that’s a better way to look at it. Fallout is a Hard move. Other instances of Stress may allow for a Soft move. Something like “you avoided the gunshots, but your cover has been damaged to the point it’s now useless” or “you deflected his swordstroke, but now you’re open to his follow up with the dagger. What do you do?”

Does that make more sense?
 


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