What do you need to know?
Vow of Honor (VoH) is a narrative indie game by Ben Dutter from
Sigil Stone Publishing. It comes with a strong theme: you play arbiters
from the Order of Fasann in a harsh fantasy world who travel from
enclave to enclave to uphold the Tenets of Honor.
The game was successfully
kickstarted
in 2014 as a digital-only product. Later on, the author provided coupons
for print-on-demand-copies distributed by Onebookshelf. You can buy VoH
HERE
(aff).
Digital (PDF + ebooks): USD $12.00 (ca. 10,70 €)
Print (Softcover/Premium Hardcover) plus digital: USD $20.00/40.00 (ca.
17,83 €/35,66 €) I stumbled over the Kickstarter project last year when
some of my G+ contacts recommended it to me. I must admit that it was a
spontaneous buy-in because the author had a reasonable approach to
crowdfunding, not because I was particularly sold on the game. Ben
Dutter did a good job of explaining what VoH is about, already had some
art pieces, a complete draft of the game and a playable Quickstart. I
also liked that there were no unnecessary stretch goals which can easily
torpedo a Kickstarter project. The PDF was USD $10 at that time, so I
just took a leap of faith. Please note: I have no affiliation with the
author and I bought the game from my own Kickstarter budget/money.
This is a “reading review”, I haven’t playtested VoH.
Setting
The game is set in Sasara, a fictional place on another planet,
populated by descendants from Earth, the Forebears. It feels like a
fictional Middle East/North Africa. The technology level is on par with
the 15th century. Sasara is still wild, brutal and unexplored. People
live scattered in isolated settlements and survival is their foremost
priority.
The player characters are assumed to be Arbiters in The Order of
Fasann. It’s not a religious organization, but they are quite
powerful. Whereas they do not govern the populace, they help to keep it
safe and honorable which means that they are at least tolerated by
most governments.
The Order follows the Tenets of Honor: Compassion, Commitment,
Purity, Righteousness, and Understanding. The book goes into detail what
the Tenets mean and how to interpret them. They are strongly tied into
the mechanics of the game.
Enemies of the players might be the Adabhuta, some kind of evil
furry demons who prey on humans and the Dishonorable, factions like
criminal organizations or militants.
Although there are some example settlements, the setting is still very
broad strokes. The author does a good job on conveying general
information and a feel for the setting, but specific details (for
example with fleshed-out districts and maps) are missing.
Rules
Character Creation
The character creation process takes both fluff and crunch into
consideration. First, there is the fluff. You’ll need to come up with a
character concept: Who is your character? (How would
enemies/friends/teachers describe you?) and What is your character’s
role? (What is your role as an Arbiter, what is your skill set, your
appearance etc.?).
Next you’ll need to incorporate your character into the Order of Fasann.
This includes your background (childhood) and your foreground (the
immediate history leading up to the start of the game). Usually,
Arbiters are recruited as teenagers but exceptions exist. The new
recruit has to train for at least one year and you are encouraged to
think about how your character’s training went.
Now, we come to the crunch: there are eight Skills in VoH:
Awareness, Coordination, Influence, Knowlege, Logic, Might, Resistance
and Stealth. Skills are ranked as Poor, Average, Good or Exemplary
(natural language, how nice!).
The game uses a pool of six-sided dice for resolution. The rank of a
Skill determines what number counts as a success. With a Poor Skills
only the roll of a 6 is a success, Average Skills count 5s and 6s, with
a Good Skills a 4 already does the job and Exemplary Skills allow you to
tally up everything equal to or above 3.
Skills can be bought as different arrays: Standard, Versatile, Focused
and Specialist. For instance, the Focused character has 1 Exemplary, 2
Good, 3 Average, and 2 Poor Skills.
Additionally, you are allowed to choose a talent. You can define
this knack yourself, examples include Smooth Talker, Excellent Shot or
Strong Climber. When your talent is applicable to a task you may add a
+1D bonus.
Arbiters must also choose two of the Tenets as Oathsworn Tenets.
Mechanically, if you act in accordance to a Tenet, you’ll get additional
Honor Dice (bonus dice) and when you act against these tenets, the
penalties are respectively higher. Every Tenet also has a pair of
Tenet Maneuvers and you are allowed to chose one of them for your
starter character.
Let’s say, one of your Oathsworn Tenets is Righteousness. Then you can
select either
Each HD (Honor Dice) spent counts as an automatic success while rolling to act Righteously.
or
You are immune to fear, and allies in your presence gain +1AD (Advantage Dice) to resist fear.
As you can see, the theme of the game is deeply ingrained to the
mechanics and into character creation.
Tenets can also be Stained. That’s when you violate a Tenet three ties
before you act in accordance with it. Interestingly, the Game Master is
encouraged to mirror Stained Tenets in the game world. It’s recommended
to start with one Stained Tenet, so your character has the chance to
go on a quest of redemption. Mechanically, acting in accordance or
violating a Stained Tenet has no repercussions and no benefits, other
than a normal Tenet. Yet the default rules assume that you can’t advance
your character if she has a Stained Tenet. There is an optional rule
which allows it if you’d like your game to assume that PCs have to act a
bit dishonorably in your setting. All in all, I like how character
creation asks you to come up with a bit of background story and
personality (fluff) but also is tied into mechanics (crunch). While it
might take a while to come up with good ideas for flavor, the basic
mechanics are easy to grasp and shouldn’t delay you too much from
beginning play.
Game mechanics
Resolution is divided into Tasks, Enemies or Scenes. Tasks are
difficult actions, Enemies are opponents that act like Tasks and Scenes
are multiple Tasks and Enemies.
The Game Master never rolls, only the players do.
For every roll, you need to pick an applicable Skills. This tells you
your success threshold. You get one free Base Die (BD). Remember,
the game only uses “normal” six-siders.
If circumstances are favorable, you may add up to 3 Advantage Dice
(AD). Additionally, you may select up to 5 Honor Dice (HD) from your
pool.
Your pool builds itself from your Honorable or Dishonorable actions (in
regards to the Tenets). At the end of each scene, you tally up your
actions and may gain or lose HD. Luckily, the book explains how that
works in detail. There are also some bells and whistles about sacrifice,
forsaking a Tenet etc. So, your dice pool looks like this:
1 BD + (max. 5) HD + (max. 3) AD vs. Difficulty
The Difficulty is between 1 and 5. That’s the number of successes
you need to overcome a challenge.
Moreover, there are Short Tasks (one-time actions) or Long Tasks
(tasks which require time and multiple rolls). Long Tasks are just
“rolled down”, so you tally up your success until the Difficulty is
reduced to zero. But they can also have a Threshold. That’s the
number of successes you need to roll before the Difficulty decreases.
Scenes and Enemies are just extensions of the base mechanic. Scenes
merely sum up the Scene’s Tasks and Enemies into a single Scene
Difficulty.
You can already see here that the game is fairly abstract because
everything can be shoehorned into one of the three resolution types.
Naturally, characters will suffer if they fail a Task. If you roll
successes lower than the Difficulty on Short Tasks you get an Injury
or Consequence. If you ever roll zero successes (Short or Long
Task), you definitely get one of those. The Severity equals the
Difficulty and if you suffer Injuries of 5 or more, you’re Defeated.
A Consequence is a narrative detail that either result in the opposite
of what you wanted to happen, forces you to roll a Task with a different
skill or places some negative effect on your character. The Consequences
are scaled in Severity (1-5). However, they are normally removed after a
Scene ends.
This system allows some kind of partial success mechanic. The book gives
the following example: you fail to leap over a chasm, so the GM decides
that while the character clears the chasm, rocks fall and when allies
attempt the same task, it will have +1 Difficulty.
Injuries add at least +1 Threshold to any Task that would be logically
hindered. If you’ve got a sprained ankle it will be harder for you to
move fast or jump around (Coordination Tasks). Healing is done with a
Knowledge Task based on the Severity of the Injury.
The author also included rules for sickness and fear.
Enemies are like Tasks, they have a Difficulty Rating, a Severity
Rating, and a Threshold. You attack against the Difficulty and defend
against the Severity.
Initiative is a Task roll with Awareness, Coordination or Might. Success
count, Enemies count their Difficulty.
Movement is abstract and the GM judges if you can attack or if you’re
too far away. If it’s reasonable you can move, draw a weapon an attack
on the same turn. Time is also abstract, you can zoom in on the action
or group actions together.
Game Mastering
The advice for GMs is very good. The author took a book out of my
favorite indie games (“fail forward”) and blogs, for example The
Alexandrian.
He does a god job of explaining the job of the GM in this ruleset and
also how to prep a game, how to handle Honor Dice, setting Difficulties,
more on Thresholds or how to handle Scenes.
There is advice on how to drive action and on how to create interesting
settlements and situations. Additionally, there is guidance on how to
create NPCs. The method includes a Who and What (like in character
creation) and an Approach (how the NPC interacts with the players).
Another chapter is dedicated to Factions. These organizations are
build like NPCs and mechanically they work the same. This can get
interesting if the players want a Faction to act: it can use its Skills
and Talents to change a situation. I like the mechanical aspect of this
because most games just handle factions narratively and the GM has to
decide herself how things work out. What’s more, Factions can either
follow the Tenets of Honor and have Honor Dice (HD) or they might have
their own motivation which grants them Motivation Dice (MD).
The content in the GM chapter is pretty solid and should help a GM
mitigate the subtleties of this game.
The appendix has additional rules and setting information which flesh
out the game world. They also provide some random tables and plot hooks
for inspiration.
Kickstarter backers at a higher level were allowed to contribute
“Vignettes”, so there are some short stories, tales, ideas for Forebear
artifacts, organizations, NPCs or articles about the lifestyle in
Sasara.
The appendix further contains the Quickstart rules which should be
handy if you need to look something up.
From the players’ perspective
Character creation is fast and easy. Generally, the rules are accessible
and simple to learn. The most interesting thing will be how to handle
the Tenets of Honor, but that’s more of a problem for a GM.
With choosing two Oathsworn Tenets and distributing Skill arrays plus
narrative background information, there should be enough to distinguish
characters.
If players are interested in a game that ties morality into game
mechanics, this should work out fine.
From the captain’s chair
The author does a superb job of explaining the rules. Basic stuff is
laid out first, there are plenty examples and rules summaries.
A new GM will find it a bit difficult to adjudicate the honorable or
dishonorable actions and also how Consequences work. While the rules
mechanics are clearly well-thought-out, there is a bit of a learning
curve on how to decide what kind of Tasks are appropriate, how to handle
Consequences and Effects and where Scenes and Factions come into play.
The setting description is enough to evoke a certain feeling for the
world and the appendix certainly helps, but there is still lots to do
for the GM in order to come up with settlements etc.
It would have been nice to have a ready-made adventure or a detailed
settlement to start out in the core book.
(If you’re interested, there is a
patreon which provides supplements
and adventures, USD $1 per creation.) The game is mechanically tied
deeply into the Tenets of Honor, so it’s not a universal game.
Nevertheless, you could hack it to do different things. The author
himself is running a Kickstarter for Hunt the
Wicked,
a space bounty hunter game based on the same rules engine.
Like Dogs in the Vineyard (see below), this could also be re-skinned to
play Star Wars Jedis (I think the
patreon also has a Star Wars hack
with serial numbers filed off). :-)
Look and Feel
The game comes at around 260 pages. The physical copy is digest-sized
which makes for a nice compact book. (I have the softcover version.)
The book uses a well-layed out design, pretty basic one-column-styled
text but headers are differentiated and important rules mechanics are
summarized in text boxes. This is especially neat, as it makes learning
the game much easier. The art is sparse but very good. This is not a
full color “art book” but a game book: mostly text, some illustrations,
and boxed text. That’s why the price for full-color books hurts a bit.
For me, the quantity of the artwork doesn’t justify having to pay the
additional charge for full color.
What I don’t like is that each page has a large border with a watermark
illustration. Although it looks pretty it’s a lot of wasted space. The
softcover version uses the normal OBS-paper which means that the colors
are a bit muted.
a broad margin The PDF is bookmarked sparingly and there is no index.
Furthermore, the .mobi version was quite useless for my Kindle
Paperwhite. Unfortunately, it’s just a converted PDF to .mobi format
which means that it also copies the complete layout. It doesn’t take
advantage of the adjustable text options of an ebook and was pretty
unreadable on my Kindle.
Still, all things considered, VoH’s layout is adequately done.
Dogs in the Vineyard?
VoH feels similar to Vincent D. Baker’s Dogs in the
Vineyard. In Dogs, you
play a bunch of young Mormon troubleshooters who travel from community
to community to enforce the judgments of the True Faith of the King of
Life. It is also an indie game with some interesting mechanics which
puts a focus on conflict resolution vs. task resolution. Dogs was
published in 2004 and is obviously much older than VoH. The mechanics
are also different, but I still feel a kinship between these games.
Both feel pretty unique and have a strong central motif.
Summary
What do I like:
The base mechanic is simple and easy to learn and looks pretty solid.
There are some interesting wrinkles with choosing Skills, Oathsworn
Tenets etc. I like how everything builds up from the same foundation:
Tasks -> Enemies/Combat -> Scenes.
The GM chapter is very good. What would I’ve liked to see:
The setting could have been (at least partly) more detailed, with an
intro adventure, pregens and a setting with maps. I’m not too fond of
the layout and, unfortunately, the .mobi version doesn’t offer any
additional value. But all things considered, I’m positively surprised by
the game. I’m still not interested that much in the theme and setting
but VoH is a pretty nifty game and I’m definitely looking forward to
Hunt the
Wicked,
as it’s more my style. Some bullet points:
- easy to learn, simple base mechanic with a d6 dice pool which “escalates” to more complicated resolutions
- strong emphasis on a central theme which is tied mechanically into the game
- “abstract” obstacle rules (Tasks, Scenes)
- well written (if broad strokes) setting which is strife with conflict
- a distinctive “indie”/narrative feel (handling the Tenets of Honor could be a bit more wishy-washy which could make the job for a GM slightly difficult)
- some learning curve for the GM on how to adjudicate the mechanical bits (the players’ part is pretty easy)
- rules are very well laid out with practical rules summaries in boxed text
- layout and design of the game are so-so: it looks nice but has too much white space and the ebook versions don’t work properly
- the price point for the digital versions is ok, not exactly cheap, but the print copies are a bit pricey (full-color)
Links: Vow of Honor VoH Kickstarter Ben Dutter’s patreon Hunt the Wicked Kickstarter (till Sep 13th, 2015) Dogs in the Vineyard by Vincent D. Baker