Phoenix Dawn Command: What’s A Phoenix?

Phoenix: Dawn Command is a card-based roleplaying game I’m developing with Twogether Studios and my friend Daniel Garrison. The game is on Kickstarter right now; if you’d like to stay on top of the last developments, get on our mailing list or follow @Twogetherstudio on Twitter.

Shrouded PhoenixThe world of Phoenix: Dawn Command is under siege by a host of horrors. An unstoppable legion of fallen soldiers advances across the south. Werewolves and skinchangers prey on the unwary. Entire cities have fallen to a chant that turns all who hear it into mindless killers. Any nightmare you can imagine could be part of the Dread. Mortal soldiers are no match for most of these threats. But for the first time in centuries, Phoenixes are returning.

The Phoenixes are champions imbued with supernatural power. But no one is born a Phoenix. If you lead a remarkable life and die a meaningful death, your spirit can be drawn to a limbo called the Crucible. Here you go through a gauntlet of physical and spiritual trials that will test you to your limits and beyond. Time moves differently in the Crucible than it does in the Daylit World, and you could spend decades proving yourself in these trials. If you make it through, you are bound to a source of mystical power – your flame– and reborn in the Grand Aerie as a Phoenix.

Phoenixes are divided into six schools. These reflect the lessons you have learned from your life and your death, and determine the sorts of powers that you possess.

  • Devoted Phoenixes died for others, and their keyword is sacrifice. The Devoted are healers and mediators with the ability to strengthen their allies and their Wings.
  • Durant Phoenixes died because they weren’t tough enough, and their keyword is survival. Military leaders and athletes, Durant Phoenixes specialize in defending their allies; they are the hardest Phoenixes to kill.
  • Elemental Phoenixes died for duty, and their keyword is power. They can channel destructive forces of fire and storm, and can burn their own life force to power their deadly attacks.
  • Forceful Phoenixes died because they weren’t fast enough or because they faced obstacles they couldn’t overcome; their keyword is motion. Unmatched scouts and martial artists, Forceful Phoenixes strike with blinding speed and precision.
  • Shrouded Phoenixes died because of secrets, and their keyword is mystery. Sages and spies, the Shrouded excel both at striking from the shadows and uncovering hidden things.
  • Bitter Phoenixes died as failures, and their keyword is vengeance. These fearsome warriors turn injuries into strength, and are at their best when close to death.

I’ll look at each school in more detail in future posts. The critical thing is that the first thing you have to do when you’re creating a character in Phoenix: Dawn Command is to determine how you died, who you were before, and what gave you the strength to make it through the Crucible and return. Because you may have spent years or decades in the Crucible, you could have been anyone in your first life. You could have been a soldier, a schoolteacher or even a child. Whoever you were to begin with, by the time you make it through the Crucible you are one of the most dangerous people in the Empire. One other question in character generation is what do you look like? When you are reborn, your physical appearance is tied to your self-image; how do you see yourself? Race, gender, age and any other details could change… and could change again each time you are reborn, as your concept of who you are evolves. As a Phoenix you possess supernatural physical power that’s not limited by your physical body… so your Bitter could be an old man or a little girl and still tear your enemies apart.

A critical aspect of being a Phoenix is that your power isn’t unlimited. You have a pool of mystical energy you use when you perform superhuman feats, and when that power runs out you die. So you can do amazing things… but you need to choose the right moment to spend that power.

When you die, this process repeats itself. You are drawn back to the Crucible to learn new lessons… represented by new cards that are added to you deck. And once again, the critical question is always why you died. Not how… it doesn’t matter if you were burnt to ashes or torn apart. The question is why. Did you die to protect others? Did you die because you weren’t strong enough? Did you simply fail? It’s not simply that death makes you stronger – it’s that your powers reflect the lessons you’ve learned from each life and each death.

In future posts I’ll go into more detail about the world of Phoenix, the nature of gameplay and the six schools. Until then, get on our mailing list or follow @Twogetherstudio on Twitter for the latest news!

 

 

Phoenix Dawn Command: Death and Rebirth

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“What if you had a game where death was the way a character grew stronger?”

It was the summer of 2013, and my friend Dan Garrison and I were playing around with a game design. Dan put this question on the table, and the more I thought about it the more intriguing it became. Death is rarely a satisfying experience in games. Often it’s trivialized; if resurrection magic brings you back without a scratch as soon as a fight is over, it’s basically a trip to the penalty box. If death is final it becomes a thing to be avoided at all costs… or if it’s final and common (hello, Tomb of Horrors) it keeps players from ever really forming a strong attachment to a character. It’s rare to see a moment like Gandalf holding the bridge at Khazad-dûm, because no player wants to throw their character away… and yet these are wonderful dramatic moments.

The idea of Phoenix: Dawn Command evolved from this simple seed. We needed to find a way to keep death and rebirth from feeling trivial; if a character knows they will return, then a sacrifice wouldn’t really be a sacrifice. Over time we developed the follow elements.

  • Players are special individuals – Phoenixes – who have the ability to return stronger from death. This isn’t an innate trait; it’s something you earn after your first remarkable death. Thus, part of character generation is exploring your first death – who you were, how you died, and what gave you the strength you needed to return.
  • Phoenixes grow more powerful with each rebirth, but they can only return a certain number of times. Thus life is a limited resource – but it’s one you can choose to spend.
  • You don’t return from death immediately. Most missions in Phoenix are time sensitive, and thus the fact that you can return from death doesn’t entirely eliminate tension from a scenario. If you all die you will fail your mission – and because you will return, you will have to deal with the consequences of that failure.
  • Your character evolves based on the lessons you learn from each life and death. Thus, the reasons for your death have a concrete impact on the abilities that you gain. This means that in the long term, your character’s abilities reflect your triumphs and defeats… and also, that if you have a particular set of abilities in mind you will want to choose the circumstances of your death carefully.

Each of these steps moved us in the right direction. Death isn’t the end, and sacrifice is a viable option… but at the same time, you don’t want to throw your life away casually.

This is also tied to the fact that Phoenix is driven by an underlying story. It’s not a sandbox where you’re seeking wealth or power for its own sake; instead, you are the last hope of a world facing an existential threat. Your missions matter, and again, you don’t want to throw your life away if it doesn’t help the cause… but sacrifice is a choice that you can make. Death isn’t trivial, but neither is it the end of the story. And the circumstances of each death will shape the character you become.

This likely raises more questions about the game than it answers. What happens after your character dies their final death? When a Phoenix dies, what does the player do for the rest of that session? Exactly how do the reasons for a death affect the returning character? I’ll touch on all of these and more in upcoming posts! Meanwhile, Phoenix is on Kickstarter right now!

 

 

 

 

 

News From The Bermuda Triangle

I’m currently on a boat in the middle of the Bermuda Triangle as part of the JoCo Cruise. Jenn Ellis and I are demoing Phoenix: Dawn Command, and having a lot of fun with that. I’ll be writing much more about Phoenix once I’m back on dry land, but here’s a sneak peek at some of our art, courtesy of Grace Allison and Rich Ellis

(C) 2015 Twogether Studios, LLC

(C) 2015 Twogether Studios, LLC

Phoenix aside, there’s a lot of other things going on today… despite being out in the middle of the ocean, I felt that I had to assemble an internet server from twine to get the word out about them. So without further ado…

GEEK-A-WEEK

This week, I’m honored to join a long line of luminaries that artist Len Peralta has featured on his Geek-A-Week series. Geek-A-Week is a podcast with a twist – in addition to discussion, Len produces a trading card of each of his guests. Past guests include Neil Gaiman, Guillermo Del Toro, Molly Lewis and many more. Take a look and a listen here!

UNEARTHED ARCANA: EBERRON

Wizards of the Coast has a new online feature sharing various ideas for D&D Fifth Edition, and the first installment deals with Eberron. The article includes possible ways to handle three of Eberron’s unique races, an option for implementing the artificer as a wizard subclass, and a way to implement Dragonmarks. I’m always excited to see any support for Eberron, but as you read the article bear in mind that this is draft material. Quoting the article itself:

These game mechanics are in draft form, usable in your campaign but not fully tempered by playtests and design iterations. They are highly volatile and might be unstable; if you use them, be ready to rule on any issues that come up. They’re written in pencil, not ink.

The upshot of this is that your opinion matters. These aren’t final mechanics – they are ideas. Do you like the artificer as a wizard subclass, or would you prefer to see something that is more closely modeled on the 3.5 artificer? Are you comfortable with warforged “wearing” armor, or would you rather see something like the old adamantine/mithral body feats? Post your thoughts, here or anywhere else, and let people know what you like or dislike; it could make a difference for the next stage in Eberron’s development.

And now I’m going to get back to the serious business of being on a cruise!

Phoenix: Dawn Command

Our world is under siege. You are among the few who can turn the tide. You have passed through death and returned stronger than before. You are a Phoenix, and you are our last and only hope.

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Over the last decade I’ve worked with a lot of different RPG companies. I created Eberron with Wizards of the Coast. I helped develop the foundations of 13th Age. And I’ve done a wide range of freelance work for Atlas Games, Green Ronin, Goodman Games, Pelgrane Press and many more. Now I’m creating a roleplaying game on my own. I’ve been working on Phoenix: Dawn Command for over a year, and it’s time to start talking about it.

Phoenix uses a simple, flexible card-based system with hooks that encourage storytelling and shared narrative control. It’s a squad-driven game, and death is part of the character advancement process. Your team can accomplish great things, but you’ll be faced with difficult decisions and consequences. You’ll need to push to your limits… and beyond.

UPDATE: Phoenix Dawn Command is up on Kickstarter right now!

I’ve been testing locally and at conventions over the last year, and I’ll be expanding testing on the JoCo Cruise next week. In March I’ll be taking the game to Kickstarter. Over the next few weeks and during the Kickstarter, I’ll be posting more details about the game, the setting, and the team and history behind it. Here’s a few quick points to get things started.

  • What do you mean by “card-based roleplaying game?” Phoenix: Dawn Command is a roleplaying game, with a gamemaster who develops and drives the story. However, it uses cards in place of dice or other randomizers. As a player you have a deck of cards that represent the attributes and abilities of your character, and your fate is literally in your hand. This gives you a certain degree of narrative control. When you make an attack, you know what it will take to succeed; it’s a question of whether you’re willing to expend the resources necessary to make it a success.

  • Death is the character advancement mechanic? As a Phoenix, you learn from each death and return stronger than before. It’s not just about death itself, but how and why you die – what your character takes away from the experience. However, you can only return seven times, and you don’t return immediately. Rather than trivializing the experience, it allows personal sacrifice to be an important choice; you need to determine how and when it’s worth laying down your life.

  • Who else is involved in the game? This is Twogether Studios‘ (my company) first release. The game is being produced by Jennifer Ellis. My co-designer on the game is Dan Garrison. Grace Allison and Rich Ellis are creating amazing art, and I’ll get a sneak peek of that posted soon!

  • How can I find out more? Sign up for our mailing list here.

  • Are you going on the JoCo Cruise? Sign up here for an a play test spot.

I’m proud of Phoenix: Dawn Command and thrilled to finally be unveiling it – more details in upcoming weeks!

Phoenix Mailing List!

The last two months have been a very busy time for Jenn and I, so I haven’t had much time to post here. I will be writing more soon, in part because I want to start talking about the RPG I’ve been working on for the last year – Phoenix: Dawn Command. Phoenix is a card-based RPG with a strong storytelling aspect and a number of interesting twists, and I look forward to discussing it in more detail as soon as I have a moment. For now, if you want to know more, you can get on the Phoenix mailing list by going to Twogether Studios.

For now, you can hear a little more about Phoenix by listening to my recent interview on the Gamer to Gamer podcast.

I hope the holiday season is treating everyone well – more soon!