For more than twenty years I’ve wanted to design a
role-playing game, where role-playing itself was the primary mechanic.
That sounds obvious. Of course, role-playing games should
have rules for role-playing. Yet they don’t.
In most traditional RPGs, role-playing happens despite the
rules rather than through them. You might negotiate a compromise, comfort a
grieving family, expose corruption, solve a political crisis, or even offer a
brilliant speech. After all that role-playing, the experience usually devolves into
one of two outcomes:
- the
Game Master decides, by fiat, whether you succeeded, or
- you
roll Diplomacy, Persuasion, Influence, or some similar social skill.
Your role-playing may have been entertaining, but
mechanically it often mattered less than the capriciousness or generosity of
the GM, or a die roll.
That always bothered me.
I wanted a game where role-playing wasn't something that happened
between the rules. I wanted role-playing
to be the rules.
Twenty Years Looking for the Missing Piece
For years I experimented with personality systems such as
Myers-Briggs and Enneagram.
I also looked at leadership frameworks, team-building
models, organizational psychology, and countless approaches to understanding
human behavior. While many of these
systems were fascinating, none of them provided a practical foundation for a
personality-driven role-playing game. They were excellent at describing people,
but poor at generating gameplay. They could explain who a person was, but not
what role-playing choices that person might make under pressure.
The breakthrough came when I encountered HEXACO. HEXACO provided a set of personality
dimensions and behavioral tendencies that appeared again and again in
situations involving cooperation, conflict, leadership, temptation, trust,
anxiety, fairness, and uncertainty. Suddenly personality stopped being flavor
text and became something that could drive an entire game system.
The Games That Inspired Dark Provinces
Dark Provinces draws inspiration from several very different
sources.
Hรขrn inspired my desire for a coherent and internally
consistent world.
Magic Realm inspired the most important idea in the
design: characters defined by a limited pool of effort. In Magic Realm, every
character possesses a collection of action chits representing what that
character can do before becoming fatigued. As those chits are spent, the
character's options shrink. Dark Provinces adopts a similar philosophy through
its hand-management system. Your hand is your remaining capacity to respond to
problems. As cards are exhausted through effort and fatigue, your range of
possible responses shrinks. Magic Realm also demonstrated how a largely visible
world can remain mysterious through hidden information and exploration.
Pathfinder Adventure Card Game demonstrated how a
character could largely be represented through a deck of cards rather than a
traditional character sheet.
Darkest Dungeon provided another key insight: stress
is often more interesting than injury. Characters do not simply become wounded.
Pressure gradually changes who they are.
Dark Provinces draws heavily on those, plus HEXACO
personality psychology, leadership theory, team-building research, game theory
and iterated Prisoner's Dilemma models.
A Largely Non-Combat Role-Playing Game
From the beginning I established another design goal: the
vast majority of challenges must be non-combat challenges.
Combat does exist in Dark Provinces, because Players expect
combat and the HEXACO system can support it. But combat is only one source of
pressure.
Most Dark Provinces challenges involve corruption, negotiations,
leadership failures, social unrest, investigations, logistics breakdowns, infrastructure
failures, moral dilemmas, and competing obligations. The game is fundamentally
interested in answering a different question than is asked in most role-playing
games: how do people cooperate when cooperation becomes difficult?
An Actual Game Play Example: Cistern Ledger Triage
Let's look at an actual challenge from the Dark Provinces.
Five players are sitting around the gaming table. Because there are five players, all
Challenges require five effort to successfully complete.
The current Leader is the Rogue.
She draws the next challenge card and reads the summary
aloud:
“Water shortages are creating tensions throughout the
city. Merchants accuse the Cistern Keepers of diverting supplies. Citizens
suspect corruption. Religious authorities react by demanding answers and
consequences. If confidence cannot be restored before nightfall, the situation will
erupt into violence.”
At this point the Players only know the situation but it’s
not clear what the solution should be. Exactly
as their characters would.
The Rogue Proposes a Solution
As the Leader, the Rogue studies the challenge.
She sees accusations. She sees rumors. She sees a complete
breakdown of trust.
Looking through her hand, she chooses and plays the
following card to start the discussion:
Honesty-Humility: Transparent Deal (HS+TD)
Her card reads:
- Adaptive
Card
- Base
Effort: +1
- Synergy
(with Openness): Ignore one Off-Trait penalty if Openness is present.
- Optional
Ability: Scout another challenge before voting.
In-character, the Rogue is effectively saying: let's make
everything visible, let’s open the books and show everyone where the water is
going.
Notice what did not happen. She did not make a speech or roll
Persuasion. What she did was play a
card, which is, in itself, representative of her role-playing choice.
The Fighter Sees Something Different
The Fighter listens to the Rogue's proposal.
Transparency makes sense. But in his mind, transparency
alone isn't enough. People are angry because nobody is looking at the same
facts in the same way. The evidence needs to be revealed in a structured, disciplined
format.
The Fighter chooses:
Conscientiousness: Methodical Plan (CO+MP)
The card reads:
- Adaptive
Card
- Base
Effort: +1
- Synergy
(Honesty-Humility): +1 effort if Honesty-Humility is present.
The Fighter’s role-playing response to this challenge is: Let's
walk through every claim, every ledger, every barrel, every record, one at a
time. The Fighter contributes discipline
and process, rather than a sword or an attack roll.
The Wizard Sees Yet Another Problem
The Wizard listens to the challenge description. But he
worries that everyone is trapped by the same assumptions of malice and
corruption. Perhaps the obvious explanation isn't the correct explanation. Perhaps
the problem needs to be viewed from another angle.
The Wizard chooses:
Openness: Lateral Insight (OI+LI)
The card reads:
- Adaptive
Card
- Base
Effort: +1
- Synergy
(C): +1 effort if Conscientiousness is present.
The Wizard’s contribution is that maybe everyone is asking
the wrong question. The Wizard is contributing perspective rather than magic
and offering a different way of thinking.
The Other Two Players Make Their Own Decisions
Meanwhile, the Bard and Sorcerer are making different
calculations.
The Bard looks at her hand and decides she has no traits
that are useful for this challenge.
The Sorcerer has very few cards remaining and wants the
extra Glory that successful free-riding can provide, helping him recover cards
at the end of the session.
Both choose to free-ride. and commit no trait cards to the
challenge.
Fortunately, three of the five players are cooperating. That
matters, because if fewer than half the Players cooperate, the challenge
automatically fails and collapses into a Panic result, applying Doom,
Reputation loss, Stress, and Trust penalties immediately. Because a majority choose
to cooperate, the challenge can proceed.
The Apparent Problem
At first glance, things look bad.
The three cooperating players have chosen:
- Transparent
Deal
- Methodical
Plan
- Lateral
Insight
All three are Adaptive cards.
Adaptive cards normally contribute only +1 effort
each
That means:
- Rogue
= 1
- Fighter
= 1
- Wizard
= 1
Total effort = 3
But the Challenge Difficulty is 5, because there are
five players at the gaming table
They appear to be two effort short.
So how can they possibly succeed?
Only Now Is The Back of the Challenge Card Revealed
Once everybody has committed cards and chosen whether to
cooperate or free-ride, the challenge card is flipped over.
The players discover:
Effective Traits
- Methodical
Plan
- Secured
Logistics
Secondary Traits
- Transparent
Deal
- Fair
Share
The table suddenly realizes something. The Rogue and Fighter
independently chose exactly the kinds of responses this challenge rewards.
Not because they knew the answer. Not because they saw the
back of the card. But because they interpreted the situation through their
characters' personalities.
Resolving the Challenge
Rogue: Transparent Deal
Transparent Deal contributes:
- +1
Base Effort
- +1
Secondary Trait Bonus
Total: 2 Effort
Fighter: Methodical Plan
Methodical Plan contributes:
- +1
Base Effort
- +1
Effective Trait Bonus
- +1
Honesty-Humility Synergy
The synergy activates because Transparent Deal is an
Honesty-Humility card.
Total: 3 Effort
Wizard: Lateral Insight
Lateral Insight contributes:
- +1
Base Effort
- +1
Conscientiousness Synergy
The synergy activates because Methodical Plan is a
Conscientiousness card.
Total: 2 Effort
Final Effort
- Rogue
= 2
- Fighter
= 3
- Wizard
= 2
Total Effort = 7
Difficulty = 5.
The group exceeds the target by 2 Effort.
That produces a Solid Success and generates 2 Loot according to the Universal Outcome Table.
Nobody rolled Diplomacy. Nobody rolled Persuasion. Nobody
asked the Game Master whether their arguments were convincing.
Instead:
- The
Rogue interpreted the problem as a failure of trust.
- The
Fighter interpreted it as a failure of process.
- The
Wizard interpreted it as a failure of perspective.
Each player role-played their character's response to the
situation by applying their Character traits.
Those character traits and role-playing decisions then
became mechanical contributions.
The game evaluated whether those responses, working
together, were sufficient to solve the problem.
The challenge was not solved by a die roll.
It was solved because transparency, methodical thinking, and
fresh perspective combined into a successful response.
That is the central idea behind Dark Provinces.
Role-playing is not something that happens around the
mechanics.
Role-playing is what the mechanics are measuring.


