My recent post on Fighting Fantasy was prompted by the role-playing game Troika!, which incorporates some Fighting Fantasy game mechanics. However, Troika is not a retroclone. It includes interesting rules for initiative. Also, a d66 is used to determine a character's background. (Optionally, a background may be chosen.) Example backgrounds include 'Sorcerer of the Academy of Doors', 'Poorly Made Dwarf', and 'Sceptical Lammasu'. An “artless edition” of Troika is available on a pay-what-you-want basis at RPGNow.
Anyway, I asked author Daniel Sell to write a guest post about Troika. I suggested he might want to address the creative decisions he made regarding the game. What follows is his submission:
Troika is the inevitable hospice of a tired mind. Exhausted from having to opine and comprehend, the mind rests in a comfortable bed in a room full of doors and corridors and trap doors and other doors but no windows. From the vantage point of the bed it watches orderlies come and go with food and care; it does not know where they come from, where they go to, why they never see the same one twice, how they got here and if they will ever leave. This creates a purple haze of confusion, lavender smelling, old and comfortable but bewildering at once. On the edge of sleep it imagines what happens beyond the doors by running its day dreams together. That is Troika.
It was built as a strongly worded objection to the vogue of transparency and usefulness. It still holds immediacy, since anyone can play the game in a matter of hours if they want. They just need to go limp and enjoy a state of comfortable confusion. The book doesn’t need to tell people that it expects them to decide what is happening for themselves since it offers few answers and the answers present are contradictory.
Planescape was a hundred times better when I was a child who only owned a box set and no context or rules. A single book hinted at places just beyond the horizon, a teasing joy in incomplete knowledge. But then you get older and realise you can just get up and walk, read all the books and know all the secrets, only to learn that they were banal, soggy-minded. The illusion was better and more useful than the words on paper telling you exactly how Lawful Good these allegedly complex but somehow easily and briefly explained people and places are. Information kills knowledge.
Troika will never tell the truth. It will tell many truths, all of which are true and exist and invalidate everything else. If you can comprehend the structure of a fantastic universe while having no clue about the basic functioning of our own then there is nothing fantastic about it. So to create that same complexity of feeling without actually going to the trouble of reinventing reality you just induce the sensations associated with it. I want to look up at the imaginary stars with the same wonder as the real ones.
That being said, the book of Troika is limited. The current state is several steps from where it should be, but it’s following a pneumatic process. The next time the book emerges it will be larger, offering more truth than what is currently provided. Multiple books, the artefact must be large to strengthen the polite bewilderment, where a reader can wander in and out having not followed the same path twice. Except for the core of the thing it should be thick and sweet like treacle.
The game couldn’t afford to be as strange as it wants to be without that tiny solid core. However that core still plays into the lavender cloud by sweeping away the default dungeons and dragons and it’s N. People coming into contact with it might be familiar with its fighting fantasy routes, have shared my upbringing, and experience the feeling of having come home to find all the furniture rearranged; there is familiarity but mostly disquiet. For others they will be out on their ear experiencing a world that equally could have been if things were different. They can be as lost as their characters are.
I’m lost in explaining things. Troika is named for specific reasons, everything in it is considered and concrete. None of it will be explained for fear of ruining the tingly tension, the spark that Planescape stamped out. What we have is just the beginning of an outpouring. Whether it’s loved or hated, rich or poor, it will unravel to completion. I hope people like it, but it is what it is and there’s nothing you or I can do to change that.