Good Society is an RPG by The Storybrewers, also known as Hayley Gordon and Vee Hendro, the amazing Australian duo who also brought us Alas for the Awful Sea and a number of awesome shorter RPG texts. I really enjoy the games they create and their presentation.
Good Society comes in a beautiful, high-quality hardbound book with full color, beautiful illustrations, and thick-bond paper. If you judge a book by the quality of its construction, you’ll love this text.
The game itself is meant to guide the conversation of play to create a narrative that resembles a Jane Austen novel, hence the subtitle of the game: “A Jane Austen RPG.” The game is designed as a GMless/GMful game, for 3-5 players, with one player acting as a facilitator if need be, even as they play one of the major PCs in the story too. Each player actually plays two characters, a major PC and a minor NPC who is connected to the various PCs at the table. If you find yourself in any scene with both your PC and NPC as active participants, you hand your NPC off momentarily, but otherwise you play whichever character is in a given scene. The overall structure of play, once characters and situations are established, is determined by what the authors call a “cycle of play.” A one-shot game will consist of a single cycle while an extended game over several sessions is designed for three cycles.
A single cycle consists of the following: a novel chapter (which is the meat of play, where the characters try to bring their desires to life and overcome misfortune), a reputation round (in which characters see if their reputations have altered due to the events of the novel chapter—this is a round entirely of meta-play), a rumour and scandal round (in which players create and circulate rumors that will put pressure on the characters in the next novel chapter, another round of meta-play), an epistolary round (in which the players have one of their characters write a letter to another character by speaking it aloud), another novel chapter, another reputation round, a final epistolary round, and an upkeep phase to take care of the various things on the character sheets.
Because all drama within the game is created through play—there are no pre-built scenarios or meta-plots—the phases of the game are designed to create constant material for the players to work with. The various phases that intercede between novel chapters allow old pressures that no longer apply to be put to rest and new pressures to be adopted. It’s a clever design that allows the story to evolve and grow and to constantly be surprising the players.
While there are no pre-built scenarios, there are what the authors call “playsets.” Playsets are groupings of character playbooks with particular focuses that are engineered to create the kinds of tones or stories that you might want to play with. For examples, there are tonal playsets that will give you a farce, a romantic comedy, or a drama. There are also thematic playsets for players who want to focus on “Romance & Love,” “Rivalry & Revenge,” or “Family Matters,” to name just a few.
Character creation for a three session game is a lengthy process because it involves setting up all the initial conflicts and relationships at the same time. Good Society makes use of playbooks for character types in Austen’s novels, such as the heir, the meddler, the dowager, and the socialite. Each character has a beginning desire as well, which not only gives the character an immediate goal (say, recovering your lost inheritance), but a relationship (say, with your parent who disinherited you), and public knowledge about your situation. In addition to the relationship your desire gives you, you have a starting relationship with another PC. Then, you get your family background, which says whether you are a member of the peerage, of humble origins, from new money, and the like. Finally, you create an inner conflict that complicates what you want. With all this information, you get a character that is in motion, tied to the other characters, part of the social landscape of the setting, and ready to get into trouble.
Play itself is diceless. Players have resolve tokens for each of their characters, and they can use those tokens to influence the story in a way that impacts the other characters as well as their own. If you ever want to introduce a complication into the scene that affects one of your own characters alone, you can simply do it. If you want to introduce a complication that affects another character, then you can offer them the resolve token and tell them what you want to introduce. They can then take your token and allow you to introduce the complication, or they can enter into a conversation with you to determine how to satisfy your desires while still satisfying their own. Ideally you play with friends who will embrace the difficulties and challenges of their characters.
There are a lot of little moving parts to the game, but I think the emphasis is on all the right things to create an Austen story. The main marks on your character sheet that move are your reputation and your inner conflict (and occasionally your desire, in the case that you find yourself with either an achieved desire or one that is no longer relevant). In play, then, you try to improve your reputation and settle the question of your inner conflict (by answering the question through your actions: what do you care more about), all in pursuit of your desire, be it love or money.
The text itself is well-laid out and presented in a logical fashion. The writing is clean and straight-forward, functional rather than delightful.
When I first caught wind of the game, I was eager to see what Gordon and Hendro created. Now, while I’m impressed by the design, I find myself not at all excited to play it, not by any fault of the creators, but because there seems something entirely uninviting about playing rich people obsessed with status, not working, and securing as much money for a comfortable future as possible. In this particular political environment, I can’t see myself taking any joy in that play. Still, the game is well worth the read, even if you are not planning on playing, to consider the design.