The Age of Anarchy

My latest Kickstarter just went live!

Those of you who follow me on social media know that I’ve been working with Paul Mitchener to create the Perpetual Motion Engine gaming system. And The Age of Anarchy is the setting we’ve chosen to release the game.

What is The Perpetual Motion Engine?

PME is a labor of love that has been underway for several years now. If you’ve read my blog for awhile, you know I love to tinker with gaming systems. That’s because what I want to play (what I really want to play) isn’t out there.

I didn’t make a game that was like the games I enjoy playing. I created the game I want to play because it doesn’t exist yet.

Here are the high points:

  • Consequence-based: Winning or losing ignites the story by forcing a relevant consequence (win and get what you want, lose and something bad happens).
  • GM Rolling is Optional: You can play it like Numenera or Apocalypse World, or you can have the GM roll. The rules for each are baked right into the system.
  • Rolling is Simple: 2d6 or 1d6 + your modifier. That’s it. That’s all you need.
  • Damage is Numerical: Consequences are not aspects, as they are in Fate Core. They are story occurrences, which could mean a dishing out of numerical damage.
  • The PCs are Heroes, but Not The Heroes: This one is big, so I’ll delve into it a bit further in the next section.

Patron-Based Roleplaying

If the PCs are not the heroes, then who is? The Patron, that’s who.

In PME, a Patron can be a cause, a person, an organization…pretty much anything a group of player characters can devote themselves to. And that’s the goal: to see your Patron’s goal realized. So the PCs are the heroes, the Patron’s heroes.

A business can’t build itself. A city can’t save itself from supervillains. A cause needs activists to spread the word. And an impoverished noble can’t rise to greater power without loyal followers.

The Patron-based part of PME is truly my favorite. It opens up so many options for gameplay.

  • GM’s don’t have to convince players to get involved in an adventure; the Patron has a need, and the PCs were created to help.
  • When a player character “dies,” the GM can decide that the Patron takes a hit to their status instead (or the player can choose to martyr their character for the Patron’s good).

And, best of all, the entire table creates the Patron and decides their Issues. And when it’s time to take on a new mission for the Patron, the players decide which Issue they want to solve for their Patron (usually, it’s the one that’s about to become a consequence for the Patron, but it doesn’t have to be).

PME is truly a shared storytelling experience, but with rules (though not a lot of them).

Enter the Age of Anarchy

So why Norman England? Because when I brought the idea of a Patron mechanic to Paul Mitchener, he said that historical RPGs are not as prevalent as they should be and that The Anarchy is uniquely set for us to explore building a noble lord or lady with the Patron mechanic.

If you want to know more about The Age of Anarchy game specifically, check out our Kickstarter. Supporting that will allow me to create a wider variety of games with PME (I can’t wait to bring it to a superhero setting).

Have you already read the draft of Age of Anarchy? What did you think?