Tuesday, November 9, 2021

Design Journal: Crescendo and Gene Wolfe

There is no author with half the influence upon Crescendo as Gene Wolfe; Crescendo is meant to emulate the deeply psychological and spiritual fantasy shown in The Solar Cycle and the Latro Trilogy. But Wolfe's works are almost impossibly large, not to mention byzantine in structure. So what do I mean when I say Crescendo is heavily influenced by Wolfe? I mean a few things. Protagonists make their way through worlds that are always moving, regardless of their actions. Wolfe's stories are as much about the protagonists learning to be a part of the world, with adventure being just one aspect of their lives. Stories are not centered on defeating the Big Bad(s), but end when the protagonist has reached a point of development that makes an ending statement. Wolfe's stories are almost ruthlessly character oriented. Crescendo grabs all these points and is attempting to make a cohesive RPG from them.

Sorry, no complex interweaving of enigmas, not yet! If anyone has ideas for that let me know! But I've never personally felt a draw to the puzzle-unravelling that a lot of people seem to have with Wolfe. What Wolfe is saying, behind those puzzles that I can't figure out, is a lot more interesting to me than the puzzles themselves. That's not a knock upon those who like doing that, but if you're looking for a game that is an enigma in a box, I'd suggest Bleak Spirit. Maybe some of that tech may wind its way into Crescendo. But it's not my focus, not at the moment.

Most RPGs I've played and read are not deliberately psychological. Play centers around the actions of the characters, with the psychological impact of those actions left up to the player. Crescendo will be a deeply psychological game. Players draft Tenets, which are what their character is willing to fight for. These Tenets have what are called Resilience Points, which measures how much failure the Tenet can take before the player has to make a decision about that Tenet. Characters also have Limits, which are traits that the player can use to recharge the RP of Tenets; act on the Limit and heal your Tenets! There's a lot more than that involved, but those are the basics: act upon Tenet, lose RP, and use Limits to recharge. At each stage of development I've checked in with licensed psychologists of varying backgrounds to ensure that the mechanics are psychologically accurate and healthy, with more input to be sought in the future.. I have always found gaming to be a cathartic and helpful experience, and wish Crescendo to be deliberately so. 

The Catholicism of Wolfe is indispensable in understanding his work. But Wolfe was no ordinary Catholic; he was well-experienced in the healing power of God, not to mention his historical, theological, and philosophical background. Thanks to my own experiences (some of which I have put on this blog), combined with my private studies of the Philokalia, Leanne Payne, Thomas Carlyle, The Book of the Elders, Antirhetikous, Meditations on the Tarot, The Emerald Tablet, The Golden Legend... I really hope I'm up to the task. Cause I assure you that's a drop in the bucket in comparison to what Wolfe had read. Wolfe's emphasis on the healing of a personality by encountering Others, especially those of the supernatural order, will be a primary theme throughout the mechanics of Crescendo. To be whole one must encounter the whole of creation. Locales provide feedback loops that create encounter that would be random in any other game, but here are deeply significant to the development of your character.

The setting the players have crafted will always be in motion; the actions the players take will be mirrored in the setting, producing a living and breathing world that will have an uncanny familiarity to them. On the GM's side this means Movements, which are the big three things happening in the setting at the moment. The GM and players will keep journals of some of their actions, so that they can be imitated by the NPCs in the setting, as well as informing further actions in the narrative. Your decisions matter, they reflect into the world over the course of the game.

One of the things that's struck me as I've read Homer and other ancient writers was their emphasis on games and festivals, not to mention philosophical discourse. Characters exist in a larger world and not only do they enjoy it but they talk about it! Wolfe takes this trope and runs with it. And so will Crescendo. There's festivals, executions, strategy games, and other contests. Characters get bored and will have conversations that build the world, as well as the themes of the story. This means that when conflicts do occur, whether by word or steel, they are quite unusual and intense. Crescendo will not just be about the big plot. The game will reward any action you decide to take equally, so it can take almost any tone you like in any given session. But because of the focus upon the player's Tenets and the GM's Movements you'll find that the experience is cohesive. Wolfe writes to see the journey of a character. The narrative meanders along, with elements from the background jumping in to develop the protagonist... only to fade into the background when its end is complete. Crescendo is entirely based upon the interactions of the players. There's no grand scheme at the forefront of the action. What the players put on their character sheets is only a beginning, the fuel you put the fire of your time to. Each session ends in a twist, wrenching the narrative into unexpected territory, forcing the story to stay on the characters.

And this brings us to what I think Wolfe and Crescendo are about: the person, with all their flaws and virtues, in the context of their world, with all its flaws and virtues. Person and world crash into each other, evolving into something different and new. After processing what they've changed into they run into each other again. And again. And again. And at some point you know they're going to be fine, somehow. So you leave them be.

Everything I've read of Wolfe's has made me a better person, in no small part because he's part of the original story, the primal narrative of the ancients: man looks at the cosmos; the cosmos stares back. They size each other up, trying to understand each other.

And then someone blinks.

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