Tell me a little about about Beneath a Cursed Moon. What excites you about it?
I think the single thing I’m most proud of is the investigation system. Solving mysteries has always been very hit-or-miss in roleplaying games, both difficult to run and difficult to design. My goal was to make sure that every playbook could contribute to that part of the game in a different way, and nobody ever felt scared or punished if they tried to help out. There’s no greater penalty for failure when it comes to doing investigation. Instead, events are on a clock, with bad stuff happening as time passes. So it’s not a case of “Oh, the dice rolled poorly, time for the penalty”, but rather, the players have to decide when they get enough clues to act on, or how fast they can figure things out. They’re racing against the clock, and if they take too long and monsters prey on more people – well, they’re the ones at fault then! Take the time to brood, and go and get revenge.
I’m also really excited about the game’s mechanics have a focus on protecting others more than most combat-heavy games. It’s a point I really wanted to emphasize – you’re not going out and killing things to steal their treasure, you’re going out and hunting down creatures who are putting others at risk. Heroes in these stories are often dark outcasts who don’t quite fit into society, but sacrifice for the good of others all the same. It’s an important focus to the game, and it’s an idea that made a lot of the concepts in the game work – like I mentioned with the investigation.
It was important to me that everyone can participate in the investigation, so everyone is at least decent at one of those three skills – there’s no characters who “don’t have any Smarts” and are left out. This isn’t even counting the individual playbook abilities characters can get, letting them help with investigations in unique ways. It was also important to me that no player ever felt like they shouldn’t try to participate in the investigation because their skill was too low, or whatever. In some games, you’re encouraged by the mechanics to just have your highest bonus character roll, in case a low roll brings bad results.There’s no penalty for a low roll – instead, the trade off is a time and opportunity cost. When do you stop investigating, and when do you act? If you think you might know who the vampire secretly is, do you go after your current hunch, and risk angering the wrong people, or do you gain just a few more clues… and risk having the vampire attack an innocent again? This time cost is paid by the entire group, not just an individual character – so if your group decides to keep investigating, well, you get to pick something to help out, and the worst that can happen for you personally acting is not being useful for one action. There’s no need to hold back on any particular action just because someone better at it is trying it too.
The time pressure is achieved by the MC coming up with a timeline of events that will happen if the players don’t stop it, ranging from monster sightings to murders or whatever is most appropriate for the villains at hand. This is an important thing to me, because it shifts the focus away from just “You’re just looking for fights” – the monsters or bad guys are being actively harmful, and if you don’t step in, it’s going to get worse. The players only have a certain number of turns to investigate until that “get worse” happens, and they don’t know how many! This also ends up serving as a Fail Forward (where failing at a task pushing the story forward, rather than staying stagnant) mechanic and provides a drip of new information if players are stuck. If the players ask the wrong questions, or just can’t put things together, there will be another monster attack, kidnapping, or the like – which is a new twist to the plot, and a new source of clues. Of course, this likely isn’t going to go on forever – and the final result of a timeline should be something like the monster getting away, an elder evil awakening, or the like, shifting the story to a new focus and a player failure.
Finally, there’s other stuff you can spend time on when investigating – healing your wounds, gathering together the local militia, finding the right supplies (like silver bullets or holy water), or setting up a magical ritual – so there’s plenty of choices on how you want to spend time when investigating, planning, and preparing.
Mechanically, you’ll see this reflected in the investigation timeline, but combat is handled in a similar way that breaks from Apocalypse World roll-and-response norms. How it works is, the MC describes what the monsters are intending to do, and then the players get to decide how they’re reacting. It’s the same idea as the timeline – something bad is going to happen, and you’ve got to stop it! It plays off of the idea of “established dangers” by establishing one that is immediate – the vampire is about to bite into the man’s neck, the werewolf is about to dive onto your friend, the cult leader is about plunge her dagger into the sacrifice – how do you stop it? The basic Battle move isn’t focused entirely on killing things – certainly, you’ll use it to kill things a lot – but it’s also what you use to drag a monster’s attention onto you, disarm someone, push a victim aside, or the like. And again, trying to protect someone is never going to make it worse for the person you’re protecting (although it certainly can for you). The “fail forward” is accounted for in the game mechanics – the failure is the same if you roll poorly or if you choose to do nothing at all, so you may as well try! – so the player of the physically frail Scholar doesn’t have to worry if jumping in the way of a charging werewolf to protect a child is going to make things worse for the child. The scholar just has to worry if things are going to get worse for them – which is likely in that case, success or failure.
Cover art by Flavia de Vita
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Playbook art by Dreamweaver Druid
• https://dreamweaverdruid.tumblr.com—
Thanks so much to Michael for the interview! I hope you all enjoyed it and that you’ll check out Beneath a Cursed Moon on itch.io or DriveThruRPG!
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