We Shipped...

I never made an official post here about shipping. All the Catalyst Kickstarter copies and pre-orders have been sent out. If you haven't received anything from us (including digital rewards) please let us know.

As mentioned through Kickstarter, the custom dice for $90+ backers are delayed and should arrive here in a couple weeks. We'll post KS updates and double check shipping addresses with people when the time comes. 

The player and game master apps are coming soon. The Android player app will be first; expect details within the week. The others will be hot around the corner.

Three more backer-commissioned  premade campaigns are also in various stages of completion. The "Fourth World" playtests are wrapping up, so our gunslinging, Northern-Arizona saga will be available shortly afterwards.

Thanks again for the love all around. Send us pictures, stories, sketches, character sheets, rule disputes, or whatever other Catalyst fandom stuff you have. We can't wait!

--Alex

Party Dynamics

Catalyst’s manual features six sample characters that players can read about and be inspired by. These were sponsored by Kickstarter backers eager to share their ideas. We ended up with an interesting mix: Bonesaw the pro-wrestler, Brad Swagger the action movie star, Chad the illusionist frat bro, Gianna the assassin pizza cook, Rhys the survivalist demon hunter, and Tucker the naïve college student. All six have portraits, biographies, and filled-in character sheets in the game manual to help new players get a feeling for playing Catalyst. These characters all explore different skills, magics, and tactics for Catalyst characters. They would also make a curious party.

There is a lot to consider when making a character. You need to think about their strengths and weaknesses, their history and goals, their temperament and mannerisms, and all the little things making them a compelling “person” instead of a vehicle for rolling dice. Just as important as the character is their role in the group. Role playing games are social and having the right dynamics transforms a session from a game to an experience.

The first thing to focus on (and too often the only thing to be acknowledged) is ensuring the characters have complimentary skills. In the sample party, Bonesaw and Gianna are close-range melee fighters. Rhys and Tucker have firearms skill to add ranged support, and Chad and Swagger have spells to assist in either scenario. Some are charismatic, others intelligent, some just plain strong. Bonesaw is an excellent fighter, but would fail when discretion is required. Gianna and Chad’s stealth skill and illusion magic compensate for their ally’s shortcomings. A party will always have some holes, but figuring out the worst deficiencies and adding characters to compensate is a good start.

Having a cohesive party is not only about mechanics, but personalities as well. Part of this derives from the characters’ attributes: who is smart or charming is mostly determined by stats. Another part is purely story. Why would the hyper-competent Rhys work with the unjustifiably arrogant Brad Swagger? Perhaps Rhys is the only person Brad admits his shortcomings to and is seeking actual training. Or maybe Brad coincidentally saved Rhys’s life and the hero owes the fraud a favor. Not answering such lingering questions leaves a party feeling incomplete at best and damaging to the story at worst.

Finally, it is important to consider the characters in terms of their egos and archetypes.  Bonesaw is a larger-than-life figure while Tucker is someone you feel like you would encounter both in reality and in the apocalypse. Either could be played straight or comically. The delivery of the characters is important to consider when designing a party. Having everyone role play as a joke character may be humorous at first, but prove detrimental when trying to advance the plot. Likewise, a group of straight-laced, hyper-serious characters may be dull to play and encourage little drama or adversity. In comedy, the goofy character needs the straightman to be funny. The same applies to role playing: Chad’s bro-antics are less interesting if no one is exasperated by them.

When players create characters with complimentary abilities, personalities, and deliveries, an RPG story flows smoothly. You see players talking to each other and working together, instead of stepping on one another’s toes. The Catalyst sample characters were born from different personalities, desires, and gameplay styles. In a real game, they would go swimmingly together.

--Alex

Premade Campaigns

Catalyst is an open world. Unlimited storytelling potential exists within the demon-infested ruins of humanity. This gives the game a high amount of replay value. One game master’s campaign could be about a cross-country trek to cure the demon-brought plague, another’s about uniting squabbling human factions against a demon assault, and yet another’s spinning the lore to focus on humans turning into demons and an internal struggle against darkness.

All of these require a level of creativity and commitment from the game master. Role playing games, as a genre, are meant to have dynamic stories bounded by the game master’s keen grasp of the rules and story. This is certainly daunting to new game masters, particularly with a new game.

To help introduce people to Catalyst, we are selling premade campaigns. Our first, “Runaways”, is available now. Three more are on their way. These were all commissioned by Kickstarter backers and tell drastically different stories.

These campaigns serve as guides for game masters. They establish the specific lore for this instant of the Catalyst universe. In particular, the guides delineate what players know and what the game master knows. They help setup a player’s background and explain what happened to them before the campaign’s events.

The premade campaign then follows the story through the major pot events. It describes scenes game masters need to relay to their players. The players still have input; the guide establishes setting and gives advice on how to handle expected player reactions. It also lists common check goals players will need to succeed in various scenarios (e.g.: “players need an engineering check of 7 to fix the broken truck”).

Since combat is a big part of Catalyst, the guides break down a lot of the complexities of managing and designing a good fight. Battles are broken down like this:

Battle Notes – Sample Fight

  • Opponents
    • Who or what the players are battling
  • Terrain
    • The general setting of the fight and any notable features
  • Setup
    • Where everyone starts the battle, particularly in relation to one another
  • Tactics
    • How the enemies behave and what actions they favor
  • Special
    • Any usual rules or conditions of the fight
  • Resolution
    • What happens if the players win, lose, or run away

Beyond details about the fight, campaign guides also give enemy statistics. All the data a GM will need when players use spells or skills on a character are provided.

(Sample character from "Runaways")

(Sample character from "Runaways")

Equipped with all this information, the game master can quickly react to whatever the players throw at them. They no longer have to focus on designing interesting encounters or avoiding repetitive scenes, but can instead absorb the story and better respond to players. Of course, these guides are open to interpretation and you are free to change as much as you want. Tweak the events to match your group. Make the fights harder if you to challenge your group or omit them if you want to focus on the narrative. You are still free to tell the story you and your players want. These guides help remove the uncertainty of doing so.

--Alex