Verbs of Play
The more I catch up on the existing TTRPG blogosphere, the more I'm continually elated to see how much people use video game design and lessons as a touchstone for making / running better games on the tabletop. (My favorite example is Metroid being sited in Landmark, Hidden, Secret). And yet one thing I don't see get talked about much is maybe one of the most quintessential tenants of design: Verbs. And I don't mean what Verbs the GM uses to guide the players (though Matt Colville has a really good video on that). I mean Verbs as in System Verbs, as in "The verbs the system is most built for" or "Actions the player can take." Sure Players can do almost anything in any TTRPG, but different systems are built for different Verbs.
(Art courtesy of Destiny and LIGHT[[*1]] - In the middle is a collection of my Dungeon Crawly "Ameritrash" board games) |
In Video Games, Verbs are more constricted by their hardware and are essentially "The actions you can take in a game." ((For the purposes of this article, there's big-idea Macro Verbs, like BEAT ENEMIES and more specific Micro Verbs like STOMP HEAD, THROW FIRE, etx). Some example of Macro Verbs in Video Games are:
- In Super Mario Bros (1985) you (primarily) MOVE, JUMP, BEAT ENEMIES, COLLECT (coins).
- Where as in Journey (2012) you (primarily) MOVE, JUMP, SOLVE PUZZLES, COLLECT (symbols) and CHIRP to your ally. Even if Journey was 2D the addition of that single Verb and the replacement of another makes a world of difference in terms of the themes and emotions the game evokes.
- In Final Fantasy (1987) you (primarily) EXPLORE, LISTEN, MANAGE RESOURCE, KILL, LOOT, SHOP, EQUIP, LEVEL-UP - And all of a sudden we have a distinct genre with its own primary Verbs (Verbs which'll feel all too familiar to the TTRPG crowd).
By guiding player agency to these Verbs, we not only cement genre and theme, but quite literally dictate the flow of play. Flow is the key word, because in a TTRPG you can technically do anything, but different systems are built to guide you towards different Verbs. An example from Tabletop is that Dungeons & Dragons 5e is built with FIGHT as a primary and focal (if not mandatory) Verb. Whereas many old-school Dungeons & Dragons fans have nostalgia for verbs like TRAVEL or MANAGE LIGHT for which there are few procedures or rules for in 5e.
The how of these Verbs is equally important. If there's a FIGHT Verb, is there also a SPARE Verb? Or should the FIGHT Verb simply be KILL? Is there a consequence Verb to KILL? Usually the consequence is getting LOOT. What are the rules for KILLING? What additional Verbs do those give me? (MANAGE SPELLS, MANAGE HEALTH, POSITION, USE ITEM, etx)
I'd say it's good design practice to keep all the information for your main Verbs right in front of your Player (via a Character Sheet) and would also postulate the Verbs available on a Character Sheet will influence Player actions and expectations.
(Ex: In Steel Hearts Pilots have no health. This creates the Player expectation that they won't be using their Pilot's health as a resource, but also lets them know their pilot is incredibly vulnerable to death and injury. Conversely, on the same sheet a huge amount of room is given to Pilot Gravities, dramatic elements of their character or narrative that they can call upon to gain bonuses to any roll. This immediately injects DRAMA as a major Verb in the game.)
In a way you might like to think of Procedures as a means of curating a game's Verbs, while Rules are a means of executing them. When used effectively this can make a system or game table sing. When used out of habit or tradition they offer ultimately vapid loops that take no advantage of TTRPG's incredible hardware (re: the human brain).
Speaking of vapid loops:
PART 1 - KILL, LOOT, LEVEL UP
An issue I have with a lot of RPGs is that the primary (and often only) Verbs in play are KILL, LOOT and LEVEL UP. I think it's at the heart of why a lot of people find traditional TTRPG structures colonialist (the main verbs of a colony expedition is to KILL the locals, LOOT the land to send goods back and LEVEL UP your status in society). It's also a loop of Verbs that a lot of games don't particularly branch out from. AND it's also a set of Verbs I seldom see executed well. When a game lacks systems for doing anything besides KILL, LOOT, LEVEL-UP the player begins to expect and only steer themselves to do as much.
If I had to bet, I'd say this loop is probably popular because it's a power fantasy of domination and accumulation, both of which have their appeal to audiences for different reasons (See also: this rad af article about the phallic desire and drive behind the D&D gameplay loop by Marcia B.). My issues and thoughts on power fantasy (especially in regards to this specific loop) are beyond the scope of this already long blog post. Suffice to say I generally only enjoy these kinds of fantasies if I'm A) actively playing a scoundrel or mercenary (because I find it kind of weird when this loop is contextualized as unambiguously heroic, but playing a "bad guy" can be a blast) or B) The gameplay mechanics (and Micro Verbs) are compelling and "fun" enough for me to ignore how shallow the Macro Verb loop is.
Because there are of course the Micro Verbs in KILL, like MANAGE RESOURCE (usually health or ammo) or POSITION. More tactical games actually take advantage of this loop by adding a whole host of engaging Sub-Verbs into the KILL Segment. Verbs like TERRITORY DENIAL, REACT, SUPPORT, EMPOWER, SACRIFICE, EXPLOIT WEAKNESS, etx. Yet many Rules-Light games want to champion stripping away these Micro Verbs and complexity like it's some drastic improvement. For a story game where KILL is only one of a cornucopia of Verbs (like in Blades in the Dark), I'd agree! But for a game in which KILL is one of the primary Verbs, you're simply stripping away Player options in combat so you have time for *check notes* more combat. This is my main problem with LIGHT (and some of the design tenants in LUMEN which is functionally a mandatory read for understanding LIGHT) [*2] which I'll be using as an example of how we can use Verbs to critique a thing, and maybe track its influence and where things could've gone better.
TO BE NOTED: I spend a lot of time in this article picking apart what I dislike about LIGHT (and by extension bits of LUMEN) and I just wanted you all to know it's nothing personal against those games' designer Spencer Campbell (who from what I can tell does really good work). In fact RUNE looks really cool and I know Spencer was working on a card game version of NOVA which had some potential as well! More importantly I wanted to take some time to direct you all towards Spencer Campbell's website and mailing list. Usually when name dropping a designer I like to link to their Twitter, but unfortunately the hellish bird site seems to have banned them for *checks notes* pretty much no reason aside from some absurd bot flagging. It sucks ass to lose a platform, especially for folks who design as a profession. So I highly encourage you all to go check out Spencer's work and show some support if you want to!
With that said I'm not going to shy away from critiquing LIGHT or LUMEN. Critique is what helps us push a medium forward and it's just as important to celebrate the positive (which you'll also see plenty of in here) as it is to pick apart the negatives. This blog was designed from the onset for me to speak from the heart about what I see in games, specifically tabletop games, and I intend to do the same with LIGHT and LUMEN (and likely RUNE when I get around to reading it). I respect these works' designer and the effort they put in tremendously (and genuinely think the Season Pass thing LIGHT does is super neat) and I don't for a second take for granted the kind of effort it takes to make a game. These two works are available for free and I encourage you to take a peak for yourself. They're not perfect, but they've definitely got some neat ideas which I'd love to see Spencer (or someone) revisit and expand. [[Edit: As an additional note, LUMEN is kind of a weird animal because it's part SRD, part design doc, part philosophy. But given that it bills itself as a system, one which "is an RPG system for action packed, power fantasy games", I'm mainly going to be judging it on those merits, particularly through the lens of LIGHT.]]
Meanwhile I've been playing Destiny for 7+ years and oh boy this critique of that game has been a long time coming.
PART 2 - LUDONARRATIVE DISSONANCE
I can hear the groans already. If you were on the internet between 2005 and 2018 you may have encountered this jargon phrase from any number of video game critics. The classic example is Lara Croft feeling sick after her first kill and then snapping right back to gunning down tens of hundreds of goons on the rest of her adventure without even flinching. The Verb KILL being so focal conflicts with the narrative that "Killing is Hard for Lara and Generally a Bad Thing." That conflict is Ludonarrative Dissonance. Maybe if there was also a Verb STRESS that built up every time you took a life things would be different. Anyways, now that you get that let's talk about LIGHT by talking about its inspiration:
When critically acclaimed sci-fi life-consumer Destiny (2014) first released, it was often compared to the wildly popular Borderlands franchise. On first glance the story, setting and narrative goals of these two franchises seem starkly different: Destiny is a post-apocalyptic space epic about forgiveness, change, and persistence in the face of defeat. Borderlands is a high-octane comedy thrill-ride about being a badass (you literally accumulate Badass Points) and making bank. Borderlands' Verbs are as clear as its story, while Destiny's Verbs are often at odds with it. Lets look at the typical Borderlands quest vs a quest from this Season of Destiny.
- In a Borderlands quest you may get a BRIEF from Mad Moxxi. The verb here wouldn't be TALK as the conversation will likely only end in one way, the acceptance of an objective. She's ordered you to get rid of a group of Bandits in the area. There is no room for negotiation, they will attack you on sight, and even if you avoid them your wallet is none the fuller.
- You then must TRAVEL to the Bandits which takes a pretty minimal amount of effort, but frankly the cars have always been a blast in Borderlands.
- Next you light up the Bandit camp because you have to KILL all the bandits. You have to SURVIVE the combat encounter, otherwise you'll lose some precious cash, but it's not the focal point of gameplay so that's more of a Micro Verb. Namely because the only way to survive while progressing the quest is to KILL (Unlike in Survival Horror or Sandbox Survival where combat can and often should be avoided to prioritize survival).
- Once the dust has settled you LOOT the area for all it's worth (gun drops, hidden chests, trash cans, etx).
- Lastly you TRAVEL back to Mad Moxxi and DEBRIEF for extra cash and XP.
- In between all of this you'll want to GEAR / LEVEL-UP to be ready for the next combat encounter. (Also from here on in I'll be using LEVEL-UP to also cover gear advancement).
- The weekly loop begins and you get a BRIEF from Mithrax via a communication in the HELM. Unlike Moxxi's quest you probably didn't skip right past the text block (or maybe you did! It wouldn't matter) and get some better context for why you need to go hunt down some pirates. I almost added "Watch" as a verb because Destiny has taken on an almost TV-like sense of checking in on its story. However I'm trying to restrict Verbs only to actions the Player can take. Clicking through mandatory text blocks doesn't count.
- You QUEUE up (I'm using Queue as a half joke here cause lordy the hours I've probably spent in Destiny Queues) and load into a mission to KILL some enemy pirates in this Season's Ritual Activity Ketchcrash. Here you board an enemy pirate ship to one of Destiny's best OSTs and maybe throw some bombs to blow more stuff up. For those unaware, Ritual Activities are repeatable missions (usually Player vs Environment) that you do while matchmade with some random other Guardians. Ketchcrash is a simple but swashbuckling good time, despite the only Macro Verb in the whole activity being KILL and the (garbage) LOOT you may get along the way,
- Next you have the coordinates to a specific pirate lair because you *checks notes* KILLED enough champions. Now you QUEUE into the Lair mission and KILL the Pirate Boss and grab their LOOT.
- Finally you QUEUE into the Eliksni Quarter to DEBRIEF and watch a cutscene about how violence isn't always the answer. What a profound lesson. Maybe (if you're lucky) you LEVEL-UP if you got a good roll on a gun.
PART 3 - ADAPTING THE LOOP
- Players ASSESS THE MAP for points of interest, potential treasures, etx.
- DECIDE A GOAL amongst the team that they personally want to achieve. It could be exploring the unknown, it could be doing a job for a townsperson. But lets be real it'll probably involve violence and rewards.
- The Players EXPLORE the area on their way to their objective. EXPLORE being a more nuanced version of TRAVEL, where random encounters and new discoveries can be made. EXPLORE also necessitates the need to CONSERVE RESOURCES and manage things like Food and Light.
- Players will likely have to deal with local wildlife or dangerous traps, thus they must SURIVE ENCOUNTERS, as violence isn't their main goal. Their main goal (which can be achieved regardless of fighting) is:
- EXTRACT LOOT and bring it from the untamed wilderness back to camp.
- Next they must SURVIVE RETURN TRAVEL or risk losing what they worked so hard for.
- Lastly they LEVEL-UP back at base after collecting their rewards, selling their treasures or assessing their artifacts.
PART 3.5 - GMING THE GRIND (AN ASIDE)
INTERMISSION - THE VERBS OF FISHING
- Players begin by setting up a Village with character they're connected to, it's also a Village with a tragedy that needs resolving. In doing so they CREATE MOTIVATION for why they want to help the Village by capturing the Fish of Legend.
- To do this they must TRAVEL through the Wilderness. It should be noted there are absolutely no rules for conquering the Wilderness proper. Catching fish, fighting off hostile animals, making camp, etx- That's all present. But it's very clear that you are not the top of the food chain, nor are you ever meant to be. You're merely a part in nature. Speaking of...
- Players will have to SURVIVE hostile encounters with hungry animals, dangerous flash floods and other such challenges. This covers the Micro Verbs of MANAGE STRESS / EXHAUSTION and USE TEAMWORK (a literal mechanic). It should be noted that even in "Animal Combat" your goal is to repel animals that attack you, not to KILL them (The game explicitly states "When an animal loses combat, it is driven off and it does not come back.") Explicitly axing Verbs can sometimes be as impactful as adding them. Rod Reel & Fist is generally low lethality so SURVIVE may be a bit extreme, but it expresses that violence is rarely the only answer. What is often the answer is...
- Players must then FISH - This Verb honestly breaks down to a couple of Micro Verbs like how you BLUFF against the fish in a kind of Rock/Paper/Scissors or how your allies can provide SUPPORT by Shouting Encouragement and Sharing Snacks.
- Fishers will then MAKE CAMP (a limited resource) to restore Stress and Exhaustion as well as cash in bonuses from their caught fish (usually by means of MAKING SNACKS).
- It should be noted that there's not much in the way of the LEVEL-UP step, which is kind of how I like it. You can LEARN techniques from catching certain fish or talking to certain NPCs but it's not tied to a Loot / Accumulation loop in the same way LIGHT is.
- While most of the game is a TRAVEL, SURVIVE, FISH, MAKE CAMP Loop, the game has a very definite end when the players either A) RUN OUT OF CAMPS or B) CATCH THE FISH OF LEGEND. In this way FISH is contextualized not as some means of vast accumulation for the sake of accumulation, it's a means to an ends and that ends is:
- HELP the village by returning the Fish of Legend and alleviating the Tragedy. Congratulations! A hero is you and you didn't have to kill or loot anyone![[*5]]
PART 4 - ADDING NEW VERBS
PART 5 - VERBS OF VIOLENCE
OK, OK, so you've decided you don't want to write a bunch of interesting procedures like Errant, and you just want the KILL, LOOT, LEVEL-UP loop because you find it fun (I'm with you on that sometimes). Let's go back to our Destiny and LIGHT example because maybe LIGHT is the perfect system that you're looking for (spoiler: ehhhhhhh).
So when adapting Destiny to Tabletop we're going to obviously drop the QUEUE Verb, because yeah that sucks and is boring. LIGHT opted to get players right into the action, which has its advantages, but I think a procedure for TRAVEL would've been pretty fun. Maybe your Jumpship can only get as far out as Mars until you complete a certain objective there to expand your influence. Or maybe you need to buddy up with one of LIGHT's factions, the part of the game I thought expanded from its source material the most, in order to be able to jump further and thus take on more lucrative missions. [[Edit: Hecking wow! In doing my final research pass before publishing this article it turns out there might be a system kind of like this in LIGHT's ECLIPSE Season Pass - It even involves the Factions! Which proves my point all the more that you should be trying to spice up your Verb loops a bit more.]]
But maybe your table has decided, no TRAVEL, we're just here to KILL, LOOT, LEVEL-UP.
In Destiny the KILL Verb is incredibly versatile and involves a lot of Micro Verbs. Much like how in Magic the Gathering the the primary Verb is KILL, but that game gets all its juice in the smaller Micro Verbs (SUMMON, MILL, HEAL, SACRIFCE, BLOCK, etc.) so too does Destiny excel at making its KILL Verb incredibly engaging. This is because there's a host of Micro Verbs that live under Destiny's KILL umbrella:
- Bringing your best or most appropriate gear / build to a fight (GEAR PREP)
- Picking a sub-Class that best fits the mission and your needs (CLASS PREP)
- Managing a Super Meter that lets you cast an ultimate attack. (LIGHT MANAGEMENT)
- Managing Ammo / Reload times to make sure you're never dry in a Firefight. (AMMO MANAGEMENT)
- Generating Light at the right time (via Weapons, Supers, etc) to fill you and your Allie's Super Meter and confer other bonuses. (LIGHT GENERATION)
- Making sure your HP doesn't drop to zero (HP MANAGEMENT)
- Timing your abilities just right so you always have a well or grendade or melee right when you need it + absorbing Light to recoup these skills (COOLDOWN MANAGEMENT)
- Frantic navigation to avoid a host of Area of Effect attacks. (POSITIONING)
- Throwing grenades to manage where enemies can and can't go (TERRITORY DENIAL)
- Discovering and exploiting Enemy weak spots for maximum damage. (EXPLOIT WEAKNESS)
- Matching Element types to Enemy shields to cause a Shield Pop. (MATCH GAME)
- Using a Class Ability to support yourself and allies (SUPPORT)
- Solving ancillary puzzles, tossing balls, standing on plates or otherwise getting a Boss to be vulnerable to DMG, all while trying not to die (TASKS ඞ )
- Maximizing the DMG you deal using debuffs from grenades and certain weapons (DEBUFFS)
- Casting Supers to cause damage to enemies (DPS: SUPERS)
- Using Melees to deal even more DPS and amplify certain weapons (DPS: MELEE)
- Shooting your guns to deal DMG and end the encounter (DPS: GUNS)
- Choosing the Guns to bring on a Strike (GEAR PREP).
- Making sure you're at the right distance to fire your gun most optimally (POSITIONING). This doesn't really hold a candle to Destiny's 3D constant POSITIONING (and in my opinion is less interesting than grid based POSITIONING), but that's a limitation of the hardware (re: the brains as the table) if anything. I'm sure there are tables that can get a lot more juice out of Near / Close / Far distances than I can. However this undeniably makes the list, especially when you see how focal it is to making player Powers feel meaty.
- Some guns in LIGHT have the Reload tag, which means they "occasionally require time reloading" but generally speaking ammunition isn't a thing. (I'm not giving every individual Perk in each game their own Verb, because that'd just inflate the numbers for both games. Destiny's Dragonfly and Swashbuckler perks certainly guide the ways I play, but ultimately that really comes down to GEAR PREP).
- Making sure your HP doesn't drop to Zero (HP MANAGEMENT).
- Making sure you have enough Light to resurrect yourself and also cast Powers. I actually really like that these two get tied together (I think? It's not explicitly explained but I'm 90% sure) It's a neat little mechanic. (LIGHT MANAGEMENT)
- Near as I can tell there's only a single weapon Perk that generates Light (vs Destiny where there's tons of ways to do it) so that's off this list. You could argue based off the LUMEN SRD that Light is meant to be a drop, but LIGHT never once mentions that mechanic nor that you need to read the LUMEN SRD to understand its systems.
- Causing Harm to enemies via Shooting, Melee and Casting Supers (DPS: GUNS, DPS: MELEE, DPS: SUPERS)
- I'm not going to add picking which of your 3 core elements to use because it's not a choice, you're just going to pick whichever is highest. It's the flavor of your character and mildly influences GEAR PREP. It's certainly no MATCH GAME.
- You could argue that SUPPORT is present in LIGHT specifically with the Wych class (and a single one of the Colossus' Powers), but it's not a universal Verb in the same way that Destiny provides an arsenal of support options for Hunters, Titans and Warlocks. It's not a Verb for all Players, so it's not going on this list in the same way Perks aren't.
- You could also argue TERRITORY DENIAL could be implemented by tweaking AoEs, but again it's nothing as substantial as throwing down a Titan Shield at a choke-point or casting a long lasting AoE grenade on the point you're capturing.
- As a freebie I'm letting LIGHT take the (TASKS ඞ ) Verb since some of the suggested Strikes / Bounties have you capturing a Target, marking a vehicle, etx.
((There's about 2 more pages of Tags for TB+TB, honestly I do wish they were all on one page, but they're all this specific, juicy, easy to manage and easy to hack)) |
((This is layout I'd want from TB+TB TBH. LIGHT does get some stuff really right.)) |
"In contrast to good or good-enough design, I want to talk about something I call fuck-you design. Fuck-you design uses the OSR’s imaginative, DIY ethos as justification for big honking holes in its design structure. Specifically, it leaves gaps around important processes or concepts whose real-world counterparts are abstract, complex, or nonexistent. HP, XP, and magic rules are examples of systems devised to provide grounding for such matters, that fuck-you design often omits in the name of minimalism. Fuck-you design will proudly frame its ruleset as a “starting point” or set of building blocks to create the game you want to play, leaving to the reader/player some of the most challenging and essential design tasks. It will incite the reader to follow the fiction and use their imagination. Naturally, why else do we play if not do just that? To those who ask, but how do I situate these question in the fiction? What am I meant to imagine here? These are difficult game design questions, and this design proclaims: Fuck you, figure it out."
PART 6 - DOES SYSTEM MATTER?
That title is bait. I've never been on the Forge, I don't even fully understand the System Matters debate. What I do understand is that Verbs matter, and different procedures and rules highlight different Verbs. Verbs are your funnel for how you want players to interact with your game and where you'll be able to design and hack the easiest. Rules are important and can mean the difference between your Verbs singing (like in The Bold + The Breathless) or your Verbs floundering. Procedures help you better curate what Verbs you want your Players using (something as simple as Maharlika's Trade and Fiesta phases or something as fresh as Rod, Reel and Fists' main Verbs being FISH, EXPLORE, SUPPORT). Verbs are a way of looking at the goals of your own game, or dissecting the goals of another.
Verbs matter because they can be an invaluable tool in design. Consider what you want your Verbs to be before you start adding Rules and Procedures that may run counter to your Verb goals. Consider how many games offer the KILL->LOOT->LEVEL-UP loop. Consider the Micro Verbs that can make your Macro Verbs feel compelling. Consider (if your table wants a KILL->LOOT->LEVEL-UP loop) what Verbs you may want to add or replace. Consider the Verbs that define your inspirations, and what Verbs can only be explored on the tabletop.
Verbs are flavor. And while not an explicit part of any design, they should be an explicit consideration when picking what mechanics, procedures and systems would fit best for the kind of table you're trying to cultivate.
END NOTES
It should be noted I've been playing Destiny for like... A long time (Like 1180+ hours since the Alpha of D1 long time). I own all the collector's editions, I read a lot of the lore, I play through all the story events. It's a game that is very near and dear to my heart. But also holy shit. I think only when you really love something can you see it for all its flaws, and it bums me out that LIGHT never iterated on these flaws and instead stripped away some things Destiny did well in the name of expediency.
Truthfully, if I were to adapt Destiny, I'd try to adapt as many of its Micro Verbs for combat as possible, especially MATCH GAME and LIGHT GENERATION. I'm probably biased in this because my pursuit of adapting Destiny's systems more or less lead me down a 5 year long rabbit hole that's currently got me making a Mecha Tactics game with a literal bar that fills up. A game which turned out to be very much not Rules-Light, but very Rules-Versatile. But frankly I think you could hack TB+TB pretty easily to suit a rules-and-rulings-light Destiny styled loop simply by adding in the Light mechanic. Or you could probably clean up LIGHT because there's almost something truly great there it just needs more work and specificity.
Also I thought it was worth mentioning the video game concept of Versatile Verbs. Mark Brown of Game Maker's Toolkit has an excellent little video on Versatile Verbs in video games. I feel like that ties into a lot of this, it's why I started using the word Rules-Versatile. But we'll have to save that for another day.
Thanks again for reading this big long blog post!! This (I shit you not) took a full 14 hours to write and edit and I still feel like I could add more. Hopefully you enjoyed, learned a thing and maybe were inspired in some way!
[[*1 : Hey Spencer and/or fans of LUMEN / LIGHT. I just wanted to say that I honestly don't hate LIGHT and have grown a kind of fondness for it, especially after writing this article. In fact it's because it's sooooo close to the kind of TTRPG that I'd love that I'm critiquing it so hard. I'm literally planning on watching the developer commentary tomorrow, and will probably be picking up both the season passes after my next pay check. Thanks for bearing with me and I hope this hasn't dampened your enjoyment of these TTRPGs! Who knows maybe this'll lead to a LIGHT 2.0 one day... Needless to say I'd have a lot of ideas on where that could go ((Let's just hope the Caba- I mean the Corvus don't wipe our Vaults this time.)) ]]
[[*2 : Additionally some of you may know one of my favorite games Blazing Hymn actually runs on LUMEN. Cat is an incredibly talented writer who made a brilliant TTRPG on top of the LUMEN skeleton, not really because of anything that system is particularly doing or any Verbs its particularly postulating more than any other open ended "building blocks" SRD systems. She added a lot of compelling Verbs like SACRIFICE and added a whole Song mechanic that completely re-contextualizes the GEAR SELECTION Verb. She also ditches the LOOT Verb for SURVIVE. This game is not for power fantasies (as LUMEN is designed), it's for glorious tragedies. If you take a look at her other work on the SRD for Harmony Drive, you'll notice Cat excels at making systems with compelling Verbs. Frankly I wonder what Blazing Hymn could've been if it'd been written in Harmony Drive or another bespoke system by Cat. But hey, maybe LUMEN acted like a kind of grey box that helped accelerate her design process! I really should ask her what compelled her to choose it... ]]
[[*3 : OK so someone is going to come in here and say Borderlands tries to be somewhat anti-capitalist ((re: All the antagonists are big corporations)) and admittedly it is a pretty solid take on what could easily be considered a kind of Cyberpunk fiction. I still have only played Borderlands 1, 2 and the Pre-Sequel, and I could see where this argument is coming from. That said by and large, the main focal goal of Borderlands is to be a badass and get loot, and you need only look at the marketing to confirm that.]]
[[*4 : LIGHT actually gives some examples of Strikes (missions) that don't require combat, and frankly it feels like an after-thought given the system gives players almost no good Verbs with which to pursue those non-combat goals, beyond the igniters of their 3 core stats. ((ex: Pyre: powerful, emotional, sweeping)) Which explain how you do an action but not what actions you could meaningfully take within the scope of your super powered character. They're more Adjectives than Verbs. Which is cool if you have both, but requires more work from the GM and deep knowledge of the setting if you only have the former.]]
[[*5 : OK yes you did by some accounts KILL and LOOT the fishies but it's so much more than that. I'm going to go ahead and say there's a world of difference between catching a limited number of Fish to save your village and me mowing down literal hundreds (thanks Destiny bounties for keeping track of that!) of Eliksni to chase a pirate treasure and hopefully get a better gun with which to mow down hundreds more Eliksni. ]]
[[*6 : Even MORK BORG actually has some very specific rulings for the KILL verb, like Enemy Morale breaking (which happens under specific quantifiable circumstances as opposed to simply "When the tides of battle shift.") ]]
This is fantastic food for thought, a veritable buffet.
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