Today in Cleveland, cops basically shut down traffic multiple times for a big, unnecessary funeral parade for the officer killed in Lorain County. I didn't mean for this game to be topical when I picked it today, I just wanted a game that started with "V" because my buddy Morgan picked that letter. But here we are.
The Game: Voidheart Symphony
The Publisher: Rowan, Rook, & Decard
Degree of Familiarity: It's PbtA and the structure of the game borrows a bit from Blades in the Dark, but...well, read on
Books Required: Just the one
I'll say this for Voidheart Symphony: it is remarkably dense. I don't say that as a negative criticism. I just meant that everything that needs to have mechanical representation does, and that representation has a lot of terminology that's specific to the game and that terminology seems very consistent.
See, I've seen any number of games that look like someone stopped writing them halfway through (a lot of John Wick's games, actually) - there are cool ideas up front, but then it kind of devolves into "eh, do what you think is cool." Voidheart Symphony has a premise, it commits to that premise hard, and it keeps the energy and the focus all the way through the book. I wish there was a long-form example of play, not because I was confused about how the game would work, but because I just thought it would be cool to read.
So what is that premise? Well, the PCs are rebels in the City, whatever city you want to make it. The tools of oppression can (and must) be combated through direct action in the mundane world, but also, you can (and must) find Vassals of "the castle," the psychic representation of those oppressors in the Void. Once you identify a Vassal, you can hunt them down and defeat them in the castle.
The game lists Persona 5 as an inspiration, and that was the first thing I thought of when I read it, but the only contact I've had with the Persona series is watching Yahtzee Croshaw's reviews of them. But the idea of confronting nightmarish or subconscious reflections of evil (mundane or otherwise) is something very appealing to me - it's why I love games like Don't Rest Your Head and Changeling: The Dreaming (and, conceptually, Shattered Dreams, though that particular game needs a system overhaul and to be dragged out of the 90s).
So anyway, let's make a character! Now, right off the bat I'm taking some liberties with chargen, because as written you start playing and some of the character gets filled out as you fight your first Vassal. I'm going to be making some decisions that I otherwise wouldn't make, but I don't want to take this game off the list because I like it too much.
Step one doesn't apply for my purposes, so let's first pick a playbook. There's one called the Captive that I really like; it posits that your character doesn't have a mundane life but is psychically in limbo or imprisoned. I was thinking you could use it to play someone who is actually incarcerated in the mundane world, but after reading it I don't think it'd work that way. But I still like it, so I'll go with that one.
Next I would answer the playbook question about the first Vassal. For the Captive, that's how did you break free in time to help these rebels? Hmm. Means I need to think about backstory a little.
Let's say my character was a guy named Odell Strack. Odell probably shouldn't have been living on his own; he had schizophrenia and while he was functional enough when he had his meds, staying on his meds was something his meds made difficult. His father was never around, his mother took care of him but died when he was 22, and inside six months Odell had lost the house, his insurance, and basically everything else. He got hit by a car one night, and he's been in a county ward ever since, largely catatonic.
But Odell's mind is in the Void, and in the Void, he's got no brain. No brain means no neurons firing randomly and making him hear voices and see people. He's trapped in the horrific castle, yes, but while he's here he can think straight...so maybe he'll just stay a while.
Anyway, in answer to the question, I think he got free by finally testing the door to the room he was in. It looked just like rooms he'd been in while institutionalized before the accident (that happened pretty often, and then he would go on his meds, even out, get out, stop taking them rinse, repeat) and those rooms were locked, so he just never bothered. But when he heard the rebels outside, he actually made the attempt, and what do you know? It was open!
OK, next we pick "particulars," which are basically what you'd notice when looked at the character. Odell doesn't have a body (rather, he does, but he's not using it at the moment). In the castle, therefore, Odell looks kind of like he did when he was living with Mom. Khaki pants, blue polo shirt, neatly combed hair, but always barefoot, and his ears have a tendency to bleed. He also doesn't have eyes - he can see, but the eyes aren't there, and instead there's just a faint, almost florescent light.
I also picked my crew covenant. Well, actually, I don't because I'm the Captive. The crew covenant is basically the narrative role you fill in the group, as expressed by a Major Arcana, but for me it's The Shade. That's already on my sheet. I would at this point ask which of the other rebels knew me before the accident, but as it's just me, I can't do that.
Next we would fight our first Vassal. If we won the fight, we'd gain a rank of Void. If we lose, we get a rank of World. Hmm. I think I'll just roll for it? Odds World, evens Void? 6, so Void, cool, we won the fight. That means I get a rank of Void and a Void Advance.
Oh, hang on, actually I should do my stats. We've got four stats - Swords, Coins, Cups, Wands - and the way this would work is that during the fight with the Vassal, when I'd roll one for the first time I'd slot in a rating (+1, +1, 0, -1). So I'll go ahead and do that now.
Hmm. Where is Odell strong? The obvious choice would be to make Coins low, since that's making use of the world around us and Odell is generally pretty oblivious to it, but since he's so different without his body I'm actually gonna put that at +1. I'll put my other +1 in Cups (opening my heart to the world and making friends with other folks in the castle), the 0 in Wands, and the -1 in Swords.
OK, now I get a Void Advance. I think I'll take the velvet room Shadow Move, representing that Odell has a degree of comfort with his surroundings.
Signature weapon, castle form, and gear. My castle form is as described earlier; it's meant to represent how I've been shaped by my struggle to survive, but I think the relatively subdued form actually works for Odell - his survival here is mostly predicated on him not being attached to his body. My signature weapon...hmm. Let's say it's a big long coat, something he took with him when he became homeless. I'll take defensive as the perk (it protects him) and grazing as the flaw (it can be used to do damage, but not much).
I get to pick from three bits of gear I have every delve, and annoyingly they're on the second side of the character sheet, but printing that would require using a lot of ink because of how it's laid out, so I'm not gonna bother. I'll say Odell has the penance stare, though, he can strike guilt into the heart of someone who meets his gaze.
Answering questions about the hideout would require a group, so I'm not gonna do that. I get to determine my role, which is different from covenant - this is more what stage of rebellion I'm at. Oh, wait, no, I don't have that. I have a bunch of different stuff, which is again (argh) on the second sheet. Hang on, maybe there's a printer-friendly version. Nope, doesn't look like it. Nuts. Ah, well. I'll just screenshot it.
I think the first one makes the most sense for Odell? Maybe the second one, if we assume that the interstitial spaces can look like hospital rooms. Actually, yeah, to Odell they probably do. I'll go with that; that gives me a mark in Fetters.
(Side note: Everyone has gauges, but most characters have five gauge tracks and they're different. The Captive has their own; as in Masks, another game this one lists as inspiration, all the playbooks have their own little mechanical quirks.)
Since I just gained a point of Void, I get to improve one of these. Let's bump Private Space up to Cramped.
You get covenants with NPCs, too, and there's all kinds mechanical bits and bobs for Minor vs. Major and what that means and how they move between them. Actually, just to sideline a moment, one thing that really struck me about this game is how dynamic it is. Very little about your character is set in stone. Some things are easier to change than others, but almost everything fluctuates to one degree or another, including what playbook you're in.
Anyway, I think Judgement is what I want, here. The Doctor walks through the prison (at least that's how Odell sees him), and is always kind and soft-spoken, but can summon help if he needs to (or feels he needs to).
Everything else would require a group and be part of play, so Odell is about as done as I can make him. I think that in a campaign, he might eventually wake up and become either the Harlequin or the Watcher.

















