This last Wednesday I ran a one-shot session of Dogs in the
Vineyard. What
a great game. The system is interesting in play, and the direct
instructions for game preparation are wonderful.
System in play
Dogs uses a randomness-first conflict resolution system. Players
establish stakes, then each roll a giant pool of dice. Able to see
the others’ results, they take turns "raising" with the total of a
pair of dice, then "seeing" with enough pips to equal that total.
When you run out of dice, you lose. If you can see with few dice,
you’re doing well. If you need many dice to see, you’re doing
poorly—not only are you falling behind in the dice economy, but you
also take "Fallout": changes to your character’s traits and
relationships, including experience, personal growth, and wounds.
This is a neat tactical minigame. In a many-sided conflict, it’s
interesting to play. There are definitely tactics to be exploited,
drawing out particular high dice and ensuring you’ll be able to see
forthcoming raises with singleton dice.
Because each See and each Raise require narration, there’s a nice flow
of interaction in the conflict. Everybody knows what they can say
when: you can’t narrate a finishing move unless you’re actually
finishing, but then you know you can. You know to narrate a weak,
misapplied thrust when raising with a 2, and to narrate a crushing
blow when raising with a 20.
Also, it lets us use all our polyhedral dice. This is fun.
Building towns and NPCs
D. Vincent Baker, the author of Dogs, has made several innovations in
gaming. I hope he’s remembered for this one: clear, systematic
instructions to the games-master for how to generate background,
non-player characters, situation, and conflict. There’s an algorithm
and a recipe for creating cool supernatural Westerns here. You can
see it reflected in my notes: all problems start with Pride. Pride
leads to an Injustice. The response to Injustice is Sin. Sin permits
Demonic Attacks. Either the victims of the Demonic Attacks or
observers will come to believe False Doctrine, seeking to explain why
some are receiving supernatural punishment and others are not.
Practicing that False Doctrine is Corrupt Worship. If three or more
do this, one is a False Priest. Demons obey False Priests, and they
become Sorcerers. Eventually, the Demons induce them to ritualistic,
senseless Hate and Murder.
Pride
Children were playing, pretending to be Dogs and priests. They used a
real Book of Life. The father of Abraham, Brother Jeremiah, finds
them. He punishes them, falsely exercising Stewardship over the
children of other men. This is Pride. In particular, he punishes
Ezekial and Amos, the sons of other men.
Jeremiah doesn’t want the issue to come up again; he’s ashamed of his
sons sins, but doesn’t see them as long-term or important.
Abraham’s learned his lesson. That was a righteous punishment, so it
works!
Ezekial and Amos are bitter. Amos wants the Dogs to punish Jeremiah
and bring him down. Ezekial has joined Gideon, and thinks he’ll take
vengeance himself!
The players ran off with this and got involved with the kids before
Amos had a chance to find them, so they never met him or Jeremiah.
Then things were on a roller-coaster, so they didn’t find out about
any of this Pride stage until the postgame, after they’d burned down
the church and engaged in a raging gun-battle with the Sorcerer.
Injustice
Gideon sees the beating. He figures he can be Steward to others as
well, if it’s done in short violent bursts. He starts correcting
younger children, often brutally.
Gideon can mean "he that bruises," by the way. So when the PCs start
noticing weird bruises and hemophilia, it’s possible for linguist
players to notice this and do something about it. It’s not likely and
in fact it’s almost impossible, but the hook is there.
Gideon wants the Dogs to see him as a prophet, but not until he’s
ready! He may set up contests against them, where the Demons help rig
it.
Sin
Gideon lies to his parents about what he’s doing, beats other kids, and
tries to exercise Stewardship not his own.
Gideon’s parents, Brother David and Sister Leah, are proud of their
son. They want the Dogs to override Brother Caleb’s righteous failure
to take Gideon as a dog, accept him as a new Dog and take him to the
Temple.
This worked! I was shocked. Half the PCs did seem to side with David
& Leah and want to help Gideon, suspecting the Steward. Half backed
the Steward. They ended up all on the right side, of course, but I’m
not sure I’ve ever intentionally gotten that sort of ambiguity
before. Dogs provided a nice lab environment to play with it.
Demonic Attacks
Lots of kids are showing up bruised and beaten, even those not in
Gideon’s club.
The children of the town cannot bear the touch of their parents.
Parents in general are concerned about the kids. The town doctor,
Richard, from Back East, thinks it may be a contagious hemophelia and
wants to quarantine the town until it’s solved. The Dogs can’t leave.
The urban, civilized players believed the Doctor, who was mostly full
of himself and an Eastern Atheist. They pretty quickly figured out
that "hemophilia" meant "demon attacks," though.
False Doctrine
Beatings continue, but morale improves. Gideon’s now leading a sort of
micro-Dogs unit, and believes he can train these kids as well as the
Dogs’ Temple could.
-
Track 2: Parents misinterpret. Brother Achab and Sister Kallai
think their kids, Joanna, Myra, and Tarta are getting bullied.
They want the Steward to track down who it was.
-
Track 3: Kids blame others. Luke says it was the Branch Steward,
Brother Caleb. His father, Madiah, decides the Steward probably
can beat his kids and it’s OK!
Mark and Rebekah blame "a Mountain Person" they hadn’t seen
before. Violence is brewing against the mountain folk, but hasn’t
broken out yet. Their parents, Brother Daniel and Sister Deborah,
only kind of believe them. He does, she’s not quite sure. So he
wants a crusade led by Dogs, and she’s holding him back.
Leah and Darah blame their parents when the Dogs ask, and aren’t
quite lying. Their parents do beat them sometimes.
Corrupt Worship
The kids take Gideon as their Steward (oops), call themselves Lions of
Gideon (double oops) and start directing their prayer through
self-torture and through Gideon (oh dear)
The Steward’s own witch-hunt for the demons, breaking up families.
The Steward wants his way of doing things endorsed. He’s got Leah and
Darah staying with him now, and wants Luke.
This really got the players nervous about the Steward. Apparently the
goal of protecting children from predators is deeply ingrained—they
saw a weird relationship with children, and a fostering system, and
freaked.
False Priesthood
Gideon, duh.
The Steward has exceeded his bounds
Sorcery and What the Demons Want
Help the kids solve problems. Gideon shows up as a regular
Encyclopedia Brown, helping the Dogs and being a great kid and an
Obvious Leader.
Also, encourage the Steward to go to far, fostering kids away from
suspect parents. But don’t encourage the Dogs to do this, because if
they do it it’s probably OK!
Along the way are subprotocols for involving player characters,
ensuring that they will find relatives, foils, and sympathetic folk
among the NPCs. Taken all together, this is genius. I want this sort
of support from more of my games! It means I can prepare for an
adventure and know I’m generating something good. I’ve got lots of
room for flexibility, but know I’m staying on-message and in-theme.
I can see descendants of this system in Weapons of the Gods and in
Burning Empires.