I mentioned my interest in Torchbearer in my post about goblins and game design, and I was glad to be able to run my first session of it last night. The group consisted of my two older boys and two of their friends. We had a good time, and I want to capture a few thoughts about the experience here. What follows is a mix of a session report together with my reflections on the game.
Background
I cannot remember all the details of how I became aware of Torchbearer, but I can provide a little background about my interest. It goes back to an interest in Burning Wheel, which is always discussed with reverence and respect despite there being a small player base. The Burning Wheel rulebook is a wealth of brilliant and unique ideas for tabletop roleplaying, but it also feels too intimidating to run without some experience. More recently, I have heard amazing things about Mouse Guard RPG, which is rooted in the ideas of Burning Wheel. I tried for a while to get the Mouse Guard RPG box set for my family, but I heard about it after it went out of print. I even ordered one from a reseller who, after a month, acknowledged that they did not have a copy after all and refunded my money. Now Torchbearer is a riff on Mouse Guard RPG with a setting that appeals more to me, so I decided to get a copy of the core books for myself.
Torchbearer is recognized for having interesting, interlocking systems, and it did not seem too overwhelming for me to run it without having played it. I am grateful that my players accepted that the game might occasionally get choppy. Good DMs know that rulings are more important than rules, but my players understood that one of my goals in running the game was to understand it.
Character Creation and the Call to Adventure
We started with by-the-books character creation. I expected this to take an hour, but it took almost 90 minutes. I did not present a complete rules explanation ahead of time, but instead taught the pieces of the game that we needed as we needed them. We ended up with a Warrior, Outcast, Burglar, and Magician. The players had just a little trouble with articulating beliefs, but reading the ones from the sample characters was helpful. They had more difficulty with instincts because to write these effectively requires some knowledge of how the game works. The instinct format restrictions helped: for example, one player wanted an instinct, "I always know where the exits are," and I was able to help him convert toward something active, like "I always look for the exit." One of the instincts was, "I always strike first," which sounds exciting and appropriate but is not really workable in a game without initiative. (When we got into our only conflict of the evening, I ended up giving him +1s on his first strike as compensation, and I figured we would just change his instinct if we play again.) The players' goals were reasonable given what they knew from the adventure seed, although no one ended up making progress toward them by the end.
The players decided that the characters did not know each other but were in the right place to be recruited for the "Tower of Stars" adventure from the Cartographer's Compendium. It is shorter than the one in the core books, so I thought it might fit better as a one-off. In fact, we only got through about half of it. I modified one of the introductions slightly to get the party headed toward the tower to deliver a letter to the reclusive Beholder of Fates, allowing us to start the adventure at the base of the tower.
The Adventure
Their initial plan was to split the party, half exploring the surrounding area and half climbing into the ruins. This was a good opportunity for me to suggest, especially in this kind of dungeoncrawl, don't split the party. They succeeded at getting inside, which gave me the opportunity to explain the Grind. This is a beautiful aspect of Torchbearer where every four turns, the characters gain negative conditions—and what makes a turn advance is any roll. It made it more clear to them why instincts were powerful and why it's better to have A Good Idea than to rely on skills.
In the ruined ground level of the tower, while searching for treasure, the Warrior discovered the remains of a broken basalt statue with a magical rune emblazoned on its forehead. The Magician wanted to decipher the rune, but when he pulled together his dice pool, it was clear that he had little chance. At this point, I explained how he could use a trait against himself, reducing further the odds of success but earning a "check" that would be useful in camp. He described how his Quick Witted trait might lead him to jump to the wrong conclusion. Sure enough, he failed the roll, and it provided me a glorious opportunity to deploy one of the adventure's recommended twists. I described how in the back of his mind, he could hear the name of the rune, but as he thought more about it, he realized he was hearing it chanted all around him. This was when the party discovered that some kind of troll rats had emerged from the rubble, and they were chanting in a mysterious ancient language. Once they were recognized, the rats attacked the party, leading us into the evening's conflict.
Here, I explained to the group a few of my favorite pieces of Torchbearer. First, there are different kinds of conflicts depending on the party's goals. In our case, this was a Drive Off conflict since the goal was merely to get rid of the rats, not necessarily to kill or capture them. (In retrospect, I should have left the rats chanting menacingly and given the party the opportunity to take the initiative here, to decide if they wanted to chase them off or leave them as creepy watchers.) Second, I explained how disposition works, that characters don't have "hit points" until they are in a conflict, and these hit points are only relevant to the current goal. Third, I explained the conflict system itself in which the GM and the players each queue up three actions, each of which are then executed simultaneously.
I could not remember, nor quickly find, how to compute the disposition for a group of enemies. I mistakenly thought I would multiply their Drive Off disposition by the number appearing, but this is wrong: I should have used the base disposition and then added one for each extra participant. Because these enchanted troll rats had such low disposition, it was only a four-point difference. Unfortunately, I also could not remember the rules for whether damage would distribute across multiple enemies once one was eliminated. It does, but I treated it as if it didn't, which was unfortunate since the opening attack by the Outcast was a brilliant and brutal success, and it should have taken out at least two of the rats instead of just one. The battle went on a little longer than it should have, and the Burglar's elimination made me take away the party's Fresh condition as a minor compromise. Even though we didn't get all the rules right, the players enjoyed the excitement and narrative structure of the conflict. They could see that this would be a successful conflict from early on, especially given the Might difference between the groups, but they also saw that they could not be overconfident. During the conflict, we also saw the Magician use Beginner's Luck to take an unexpected swipe at the rats, which was much more memorable than watching him roll a d20 and hope for a high roll.
With the rats eliminated, the Outcast proceeded to work his way up to the crack in the ceiling, fail the Dungeoneering test to get through, and got stuck. This happened to trigger the Grind, and everyone became hungry and thirsty. The ceiling was only ten feet high here, and so the Magician decided to try to push the Outcast through with his staff, soliciting the help of the Warrior. I explained that this was a test of pure strength, so it was a Health check. The Magician's player, seeing that his character had only 2 Health, said that if it's a Health check, he won't bother. I explained that he was already doing it and had him roll. Again, this is a case where a simple rule—if you say you're doing it, you're doing it—gives the game a lovely gravitas. Naturally, he failed the roll. Rather than throw a new twist at them, I decided to give a condition. I described how he was grunting and shoving, standing next to the smelly and crude Warrior, looking up at the Outcast's rear end, and so although they got the dwarf out of his predicament, the Magician came away Angry. The table loved it. The Magician's player had earlier expressed how uncomfortable he was with role-playing and talking in character, but here, right away, he picked up on the series of things that compounded to make him angry: the tower is ruined, I don't know these people, the dwarf got stuck, the Warrior burps constantly, we got assaulted by magical rats... It was wonderful. Unfortunately, I forgot to give lesser conditions to the Warrior and Outcast, both of whom helped. I am still learning the ropes.
The part got up into the next room, where there happened to be a decaying corpse. The Warrior was very excited to check it out given his instinct ("Always look for loot.") and his being corpse-wise. He was surprised, and so was I, that his being corpse-wise didn't actually help him in evaluating the corpse: it would have been useful for him to help someone else do it, but in the absence of fate or persona points, it provided no benefit to him. This was an unfortunate bit of ludonarrative dissonance, and it's also where we decided to call it a night after almost four hours together. All the guys thanked me for running the game, and many expressed their being impressed with Torchbearer. I think they all had come to understand why I was excited to run it, and they came away with some good stories to tell.
Thoughts on Torchbearer
I love the simultaneous actions in Torchbearer; it makes d20-style combat look like a tennis match. Not only do simultaneous actions provide interesting opportunities for storytelling, but at the table, you get that lovely feeling of flipping over a card to reveal a secret. It's not obvious to me how much of the action selection is really tactical rather than blind choice, but it almost doesn't matter: it's still fun. On the side, I have been working on an OSR-style dungeoncrawl video game inspired by ICRPG and Knave, but witnessing the joys of simultaneous actions makes me waver in my dedication to traditional turn-based combat.
I was nervous about remembering all the moving parts of Torchbearer. I printed up two different cheatsheets, but I'm not sure either one helped as much as I had hoped. One particular thing I was concerned about was how Fate and Persona points work. It wasn't until my prep the day of the session that I realized that new characters don't have these anyway. I share this for other new GMs so they can reduce their cognitive load on the first session. On the flip side, I had forgotten how Nature works, that when a player is facing a situation where they have no skill, they can opt to use their Nature instead. The party may have missed an opportunity to use these in a narratively interesting way.
The Grind is a brilliant system for putting pressure on the party. It presents time dramatically, tying together time and action, rather than in a simulated way. This is another aspect of the game that inspires me to think more about tabletop-videogame crossover. It's easy to run any number of simulations in a computer, but where is it better to deploy a dramatic tool instead? For example, I think it's more engaging to say that a torch lasts for two interesting moments than for sixty simulated minutes.
The Torchbearer books explain that it is designed to produce stories that unfold over ten to twelve sessions. Mine was a one-off learning session with a collection of players that will be hard to reproduce. I had a great experience though, and it makes me want to run a more sustained campaign to see more about how these systems interact.