What with Halloween just 13 days away, I’d like to share a tiny bit of Dark Conspiracy RPG history and of personal pitch.
My goal with DC was, as you may know, to create a setting into which any horror story could be fit. Details I needed to achieve that goal—cyberpunkish urban sprawl, anachronistic rural regions, areas of bleedthrough from hellish dimension, and a rationale for beneficent aliens becoming inimical, for example—slowly amalgamated into a distinct personality of DC’s own.
But not everyone likes the DC mechanics, the inhouse system ported over from Twilight: 2000. Note that the T2K rules did play their own role in shaping DC’s character as a combat-heavy game of meet the monster; get your asses kicked; learn its weakness; come back better armed and kill it.
For GDW it made sense to have a shared system for all of its RPGs. (Well, until Space: 1889 broke ranks.) And the other reason is I wasn’t yet a mechanics guy. My two contributions to the inhouse system were to add experience rules (in Traveller: 2300, which got me hired in the first place) and to push for a change from d10 to d20. Adding an Empathy stat and trimming the T2K weapons list to suit DC were more a matter of developmental editing.
But since that time, my design skills for game mechanics have grown. Even earning an Origins Award! In RPGs, I’ve developed a passion for minimalist precision. For universal mechanics that dependably but unobtrusively support play. Even, say, hmm, I don’t know, maybe Dark Conspiracy adventures?
So here’s the pitch. If you love DC as a setting, but not the mechanics, I have three options to sub in for them. First, D13 is specifically designed for horror, any type, a bit more brutally than DC, but with push-your-luck paranormal abilities rules suitable for DC’s Empathy stat. Second, there’s D6xD6 (d6xd6.com is the core rules), and come to think of it, Chuck McGrew’s use of it in Don’t Look Back 3e could handle the DC setting right out of the gate. Lastly, there’s the Bookmark
HP RPG, a deceptively simple system that has been called “an epiphany in game design.”
Each game system has its own unique take on dice mechanics; all three with dependable math under the hood. So, if you love the world of Dark Conspiracy, but aren’t a fan of its mechanics, why not give one of these three a try? Links in the sidebar.