My goal
The Pack is the fifth RPG I’ve created (to a greater or lesser extent). The previous four have each had a large footprint and dealt with difficult topics. My goal here was to design a smaller game with a lighter theme. I didn’t do either of these especially well. «shrug»
Unusual mechanics
- Dogs take on pent-up energy when they’re stressed. They need to deal with this pent-up energy, or they can’t advance.
- Dogs also have an anxiety trigger (like thunder) and anxiety moves (like compulsive chewing).
Borrowed elements
The Pack draws heavily from…
- Comrades: I love Akers’ mechanism for advancing the revolution, and adapted that framework for pack advancement.
- Ironsworn: The Pack also uses cards to represent distinctions, and each distinction has a unique move.
- The Warren: Conceptually, The Pack draws heavily from Miller’s The Warren, though there are no specific mechanics it uses. For the settings, I was inspired by the worlds in The Warren.
Feedback desired
This is the first draft of a mostly complete set of rules, so I’m mostly interested in knowing whether you’d play this game. Does it look intriguing and exciting enough to play?
Here are a few questions if you’d like to do a deep dive:
- Do the basic moves offer good options for propelling the narrative?
- What actions and behaviors does the system seem to incentivize?
- Do the settings (last three pages) give you enough prompts to run a campaign?
Thanks for your time and attention!
– Dan