I had the pleasure to interview Alessandro Piroddi about his upcoming game, The Name of God. The Name of God is coming soon on Kickstarter, and Alessandro has been kind enough to share his Kickstarter preview link with all of us so you can check it out ahead of time!
Tell me about The Name of God. What excites you about it?
The first thing that excites me about tNoG is the same thing that blew my mind the first time I saw Vast & Starlit: a whole gmLess game with fully fleshed and coherent procedures all bundled in a handful of cards. It’s not unheard of today, but at the time it felt like doing the impossible. No GM, no books to study, no prep time, no sheets and dice and pencils; you sit down and play the game and it just all works. Kabum!
The second thing that I love about tNoG is the setting… I am a huge fan of a certain kind of dark-ish urban fantasy. When I think about books like Neil Gaiman‘s Neverwhere, Anansi Boys and American Gods, or any book from Jim Butcher‘s Dresden Files, the thing that intrigues me the most is the idea that everyday mundane people and actions might actually hide a hidden meaning, a secret knowledge.
What has been different for you in designing The Name of God than other games, considering it’s very different format?
Space constraints.
You said that dark, urban fantasy that has the idea of mundanes have a secret knowledge. How do you think that comes through in The Name of God?
Structuring a Kickstarter for such a unique style of game may have presented some challenges. How did you make choices to structure the Kickstarter to ensure you could meet your goals and make backers happy?
Also, the stretch goals are built in such a way that each one will add value to the whole project, but ultimately are not needed… if not even one is funded, the game will not suffer from it, while the more are funded the better the game becomes for everyone. Logistically speaking the workload for each guest designer is incredibly small. The main bottleneck will be the illustrations, but this only means that if worst comes to worst there will be a slight delay in the fulfillment of the project, nothing else.
What kind of stories do you think players will find when they play The Name of God? What do you think might surprise them?
For example I remember one game, one of the very first playtests, where the Winter produced a chilling (no pun intended) story of revenge, the Shadow went down as a deranged and very dark vigilante tale, and the Stars surprised everyone by pulling off a story of personal struggle and redemption with an unbelievably sweet and positive ending (as far as suicide goes).
The Winter was a middle aged woman. Cheated and abandoned by her husband, she methodically went on stalking him and his new happy family, stealing trinkets and mementoes, and finally getting into their happy house and killing their newborn infant child. The player (Pablo) commented that most of the horrible things he made his Fetish do where not planned, they just kind of happened because they felt right in the circumstance, and he was the first to be shocked by them.
The Shadows was an angry old man. He behaved like a vigilante, fighting the inner demons that plagued the periphery of his perception by beating drug dealers and pimps with a baseball bat. The player (Claudia) was consistently creeped out both by how her character’s actions failed to ensue a positive effect no matter how hard she tried (very powerful a scene with a prostitute she helped, as the girl freaked out because her pimp got smashed to a pulp before her eyes). And her ascension scene was epic, facing a small army of demon-children in a construction yard near a railway, finally throwing the character against an incoming train as a last enraged attack against his not-so-inner demons.
The Stars was a young guy with a drug problem. He faced prejudice and violence and temptation in order to win over the girl of his dreams, eventually risking his life to save her father, a man that until the very end had shown him only hatred and contempt. A touching moment happened when he put a gun to his own head, inviting the girl’s father to pull the trigger if that would solve his family problems and ensure the girl’s well being … and by turning this into a Ritual Action that, literally, sparked a light in the man’s heart, the scene ended up in tears and reconciliation. But the best part was the final ascension. The player (Alejandro) saw that there were no rules dictating when the ascension scene needed to take place, so he framed his character as old, in his house bathroom, looking at himself in the mirror and remembering a happy and fulfilling life with his beloved; she was now dead since a few months and he felt it was time to leave the mortal world behind and ascend, serenely, in his own bed, with the help of some pills and a good drink. It felt like real closure even to the other players. Beautiful.
This post was supported by the community on patreon.com/briecs.