Hollowpoint mission design

I’ve had a chance over the past few weeks to get lots of input from actual play and even to participate in a couple of games with new players acting as ref. This has been very insightful and led me to think a little harder about what makes a mission work. As usual, a lot of game design for the VSCA is translating what we do instinctively into a set of rules and we frequently leave a few things out — sometimes on purpose, mind you — and therefore leave to instinct.

One of these is the fact that in Hollowpoint there’s no strict mechanical pressure to use one skill over another. The intention is that this pressure comes from the context of the scene and a certain amount of peer pressure to narrate appropriately and therefore not use KILL in an interrogation. The rule is fairly straightforward: if you KILL someone they are dead. Dead people do not give up information (though it’s worth noting for those of you out there skinning this cat — if you have magical powers — like talking to the dead, say — in your game, KILL might be a great way to get information). Therefore successfully killing someone fails the objective for the scene.

So let’s try to codify this a little by breaking out some basic scene objectives.

If you are trying to take some territory (flee a bank robbery to safety, say, or occupy an enemy fortress), KILL is a very good choice. KILL takes territory by eliminating resistance. TERROR is also very good. TERROR takes territory by neutralizing opposition (whether they flee or collapse is irrelevant). Despite the name, TAKE is not a good fit. CON might be a pretty sly way in if the story is good. DIG is not helping. COOL…well, I’ll talk about COOL because it’s a kind of universal skill though not in a way I see as problematic. You can use it for practically anything but they are almost all hard stories to tell. Pick COOL as your peak stat only if you’re up for some very creative narration that works. For taking territory, I’d say no, generally, but there are stories out there that scream “yes”.

If you need to gather information in a scene, KILL is not helping. TERROR might. CON is always good. DIG is the obvious choice. TAKE…well maybe, depending on the specifics and the story the player comes up with. COOL, well I already talked about COOL.

If a scene is about putting the Fear into someone — making them toe the party line by encouraging them forcefully — and that someone is not present in the scene as a principal (you are “sending a message”), then KILL is okay! TERROR is a perfect match, clearly. CON not so much. DIG, maybe, with a good story, but generally a tough sell. TAKE? Don’t see it, but again if the story to date sets that up, maybe. Just to be clear, the horse’s head in the bed schtick was clearly TERROR and not TAKE. The characters didn’t keep the head for anything. I know, no one knows what happened to the body. Maybe they took that. Whatever, you’re quibbling.

Now if the scene requires that you acquire something from somewhere, KILL is not useful at all: KILLing doesn’t get you things, it kills people. TERROR is pretty weak too. TAKE, obviously, is perfect, but so is CON. DIG is a hard sell unless the thing you want is information.

If you need to accomplish something without alerting authorities1 then regardless of the objective, KILL might be the wrong choice.

Now this is still kind of vague (though less, so, I hope!). If the scene is set such that someone has a brilliant territory-taking solution with DIG, well, let it stand. The system self-balances even if everyone always takes their peak skill through a few mechanisms:

  1. Typically there will be a diversity of peak skills and the optimal solution to a simple fight is to all use the same skill. Therefore some people will be using weaker skills in the optimal group solution.
  2. Having a lot of dice can be a problem, so it may be the case that you want a weaker skill. This is more often the case when asking for help — you might figure 7 dice is perfect, so you want to use your peak (5) and get help from someone elses 2. Or maybe use your 3 and ask for help from their 4. You’ll have to work out for yourself where the sweet spot is for dice, but let me tell you, getting a 6×5 and a pair of 1s sucks hard. You leap out unprepared, surprise them, take a die, and then stand around as a target.
  3. The Catch requires a specific skill. Make it one that is not clearly primary to the context (escaping a guarded fortress but you have to crack the key code on the door with DIG or it all fails!). Use the Catch if skill use is getting dull. If no one is very COOL, make the Catch a seduction!
  4. A principal in a scene creates two targets to take out, and they could be taken out with different skill effects. If the objective is to interrogate the principal, then KILLing the henchman is fine, but someone better be doing something else to the principal.

Now you might be thinking, well, what about that rich scene, where someone is killing guards while someone else is taking the objective and someone else is hacking the computer system down. How does that happen when everyone picks the perfect skill for the mission? Well that’s easy — whatever skill gets brought to bear, it is useful in picking off dice before the effects actually get laid down, and so those skills become part of the story even if they are not strictly addressing the objective of the scene. That is expected and desirable. That happens very frequently unless the team lacks diversity and everyone has taken KILL 5. Or COOL 5, though those scenes are intrinsically awesome.

Well they better be. If you are narrating for a COOL 5 character, you better be on your toes and prepared to sell it. Flick that cigarette butt off the bouncers jacket and stride on through the door, partner. Flash that grin. Be confident as hell not just because you are the dog’s balls, but also because Amy is outside with a bazooka and she likes you.

She likes you a lot.


  1. Hey, it happens — set the scene: “The heat is on and you can’t afford to get noticed now. That last firefight in the junkyard might be a valuable diversion for this next action, but another mass murder could bring the hammer down on you. Your boss can only protect you from so much.”

3 Responses to “Hollowpoint mission design”

Leave a Reply