Complex 214 – The Dee Sanction

I have a few upcoming conventions to prepare for, where I hope to get the chance to run a couple of Complex 214 games. One will be based around the dystopian future colony background I have already referenced in my game pitch post and elsewhere. The other will take me back to my History degree and the interest in Elizabethan England that drew me to write for the Arion Games reprint of the classic Maelstrom game a few years back,

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Complex 214 – Unethical Ends

Complex 214 character generation include three card-driven facets – Mutation, Secret Affiliation and Unethical Ends. I have been looking with some interest at the lattermost. Essentially, all characters have a purpose in their daily existence. Characters in Complex 214 could not describe themselves as competent in much at all. They don’t need to be. The protocols that drive the balance and integrity of the contained society demands no one individual become too good at anything. With great power comes great

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Selfish and Selfless Successes

When I discussed running Stealth Train at the weekend, I also mentioned Selfless and Selfish Successes. I just wanted to cover that topic in a little more detail. Essentially, I didn’t want success to be anything but. When you get the 7 needed for success, I didn’t want anyone to run away with it. If you roll a natural 7, you succeed. Period. If you play a card before you roll, then roll 6, 7 or 8 – you also

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