WatchTower: The Game

After many games of WatchTower played using rules from other systems (primarily the classic Marvel Super Heroes game), Matt and I have knuckled down to start writing the actual WatchTower game. We were planning to start a new group and play a Supers game (Godlike was the original proposal), and before you know it we had 12,000 words and all the major system components in place. This will be the first game we’ve written together, and the third published under LateGaming. For me, it’s the one I’ve wanted to write most (it will actually be my first full game, and Matt’s sixth!).

So, what is it?

Matt wrote the background for a supers game back in mid-90s when we played the first iteration, and then a quick primer for a new group that we kicked off in early 2007 that’s a good overview of the background. Most of the blog posts we’ve written under the WatchTower category are about games we’ve run or thoughts we’ve had along the way. It’s a labor of love, because we’ve played the characters and backgrounds multiple times, with different groups, in different countries. It resonates with anyone who enjoys the genre.

What makes it different?

As with all of our games, we value simplicity, flexibility and storytelling. This game reflects those values, and will allow gaming groups to play as any super (or Exotic, as they are known in-world) that they might want to, while having to remain grounded in dealing with real world consequences of what it really means to have powers, and to live in a world where powers exist. The background spans the last 100+ years, allowing for different flavours of game experience, based on the era in which you choose to play. Different classes of campaign are possible also, based on which powers are available in that era and what power level of Exotics you choose to play. The mechanics of character creation are simple and fast, while still having plenty of nuance to allow for interesting stories. This also works in favor of the GM – creating NPCs is a snap, allowing you to focus your energy instead on the flow of the narrative.

When will it be ready?

Ah, the big question! We are getting the mechanics ready to game with our group starting in the next few weeks, and use that as the main play-test. Meanwhile, we (who am I kidding? Matt) will be writing the background material, explanations for the powers, and useful descriptions of the game mechanics. We’ll be commissioning art for our favourite heroes, villains and scenes from the games we’ve played to tie it all together, and that can be the longest turn around for getting the book finished. So, the answer is: 2021, sometime ?

Stay tuned!

About AJ

Gamist: 14%, Simulationist: 29%, Narrativist: 57%. Ah, the irony.
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