Hey all! Today I have an interview with the fantastic Grant Howitt on his new game Spire, created alongside his cohorts Mary Hamilton and Chris Taylor from Rowan, Rook & Decard. Spire is currently on Kickstarter, and has some mad cool art. It’s got some themes I dig, so when Grant asked about an interview, I was stoked. Check out the responses below!
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Art by Adirian Stone |
Tell me a little about Spire. What excites you about it?
The thing that’s exciting me now is, weirdly enough, the minutiae; after writing so many short games (or, like Unbound, games which don’t use setting at all) it’s wonderful to be able to really luxuriate in a world and poke around in its corners. I got to write a section detailing the different kinds of goats you get in the city of Spire, you know? And I don’t know if anyone will actually use that in their games, but I think that it all adds to the ecosystem of the thing, that it all supports itself. It’s been interesting to see how people have already taken to the setting.
Where did you pull from for the setting – from media and from your own experiences in games and otherwise?
Art by Adirian Stone |
What are the benefits to a D10 system for this kind of game? How does it make the action appropriate to the themes and setting?
The reason we ended up with a D10 system is that we didn’t want to, and couldn’t really, write rules for every single thing in the city. We wanted to leave a lot of it up to the GM to determine, because everyone’s game is different; and therefore rather than writing a comprehensive and perhaps unwieldy ruleset, we opted for something that GMs can grok really easily and then get on with the business of telling stories.
How do you see stress working out in playtests? What emotional experiences do the players have with it, and how does that match your intent with the design?
As far as concrete examples go… we had one character use his sacred rope to bind a door shut so no-one could open it (and thus escape from the massacre inside that the players had set up to assassinate a corrupt bishop), and as he watched blood pool under the gap, he developed a lasting phobia of doors. We had another group summon, and then sacrifice, a river god to power a ritual, and in seeing the river god come to earth our Azurite (a type of trader-priest) went utterly mad. I gave him the option of surviving if he betrayed his friends on behalf of the new god, and to the player’s credit, he immediately launched himself off the side of Spire and crashing down into the docks below than risk staying alive a minute longer. Those two really stand out for me.
Layout by Alina Sandu |
We actually rewrote the equipment rules earlier this week; in the quick-start rules they use a level system, and if the level of your item is higher than the level of the area you’re in, you get an extra dice to roll… and I dunno, it worked, it just didn’t sing to me. It wasn’t doing what we wanted with equipment, which was to use it to help portray the character who’s carrying it. So now we’ve scrapped the level system and switched to a more narrative thing, where (non-weapon/armour) equipment is either mundane and it just lets you do the thing, or it’s special and you name a positive and negative aspect about it that marks it out from every other item of its kind in Spire. It gets players thinking more about their equipment choices and pushing the story forward to their specialties, which I like.
Who are some of the characters you’ve seen in play, NPCs or PCs, that you think embody The Spire as a story and setting?
Map by Tim Wilkinson Lewis |
In terms of what it does in-game; at low levels, many of the miracles are coincidental or limited in their scope (so you can heal people for a bit, or summon a flock of crows, or buy access to a proficiency you don’t have) and later on they ramp up to some real weirdness, like turning into moonlight or a massive hyena or a crowd or an idea. (The Firebrand, as I mentioned earlier, gets access to divine powers but only really at high levels; due to the loose way that reality works in Spire, and in our setting, the more successful they get, the more power they start generating from the faith that people place in them until they can enchant improvised weapons by touching them.)
Art by Adirian Stone |
Thanks so much to Grant for the interview! I hope you all enjoyed reading about Spire and that you’ll check out the Kickstarter as it’s rounding up to finish soon!
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