Posted on : 20-11-2013 | By : Brian | In : Game Design, Role-Playing Games, Tabletop Games, Wetwork
I’ve talked about Wetwork in the past. You might recall older posts wherein I talk about what it is, detail moves, show you a character, and so forth. It’s changed since then. I came up with an idea a little while ago, one that won’t let me drop it, and it has changed the nature of how Wetwork is structured. Allow me to explain.
Wetwork is cyberpunk espionage.
This is still true. At its core, Wetwork is a game about elite, disavowable assets who engage in corporate espionage for a big multinational. They kill, steal, kidnap, threaten, and destroy at their masters’ bidding. Wetwork is a game about bad people who do bad things for other bad people.
Wetwork is powered by the Apocalypse.
Also still true. Apocalypse World’s structure of moves and playbooks is a design space I enjoy occupying, and I still think it’s a good fit for Wetwork. There are still moves. There are still stats. There are still playbooks.
Wetwork exists on cards.
This is where things change a little bit. I envision Wetwork as the kind of game you can read in a single sitting, then play with no prep. It probably leans more toward one-shots and short campaign arcs than it does toward longer-form play. Once you’ve read what I intend to be a very short rulebook, all the rules you need are on cards. Each move you need exists on a card. When you create your character, you’re choosing what cards you start with. When you’re looking at a playbook, you’re looking at a deck of cards.
This allows me to do some things to make the system a little easier to understand for people who aren’t familiar with Apocalypse World and its associated permutations. Hopefully it makes Wetwork a good entry point into the system. It also allows me to make story-building on the fly a bit easier for the GM, by taking some cues from Storium.
Wetwork is on Patreon.
That’s how I want to fund this game. When you back me on Patreon, you’re agreeing to give me some amount of money in exchange for decks of cards. A deck might be a character, or it might be a collection of items, or it might be a bunch of NPCs or places or events. When all’s said and done, you’ll have no-frills print-and-play sheets for everything you need to play the game. Eventually this game will go up on a service like DriveThruCards, but only if I can secure the funding to make it in the first place.