01-25-2008
01-25-2008

Bruno Faidutti

Born in 1961, Bruno Faidutti mastered in economics and sociology, before getting a PhD in history dealing with the Renaissance scientific debate about the reality of unicorns. Always very interested in games, he was a good chess player when young, played a lot of D&D as a teenager, organized ambitious historical LARPs at thirty, all the while occasionally designing board and card games. He has published about twenty games, the best known being Knightmare Chess, Citadels, and Mystery of the Abbey. He teaches economics and sociology in a high school in Tarascon, in the south of France.

Every game tells a story, even the most abstract one. A game of chess or Go has a beginning, a development, an intrigue, characters and reversals, and a denouement, and can be retold as such. An abstract story, however, doesn't speak to one's imagination, and that's probably why I've always favored strongly themed games and still consider role-playing games - and specifically live action role-playing games (LARPs), which capture the theatrical essence of role-playing games - as the only real games, and all other kinds of games, be they abstract games, computer games, or board games, as merely substitutes.

The fact is, however, that I don't have the time and energy any longer to indulge in writing LARP scenarios and organizing such big events - and that I'm becoming a bit of a lazy homebody. That's probably why I've given up live-action role-playing, after about ten years of intensive practice, and moved to the calmer and smoother universe of board games. My LARP gamer history, however, as well as my interest in literature, is probably the reason why I try to give a strong theme to all my games and to have them tell something that feels like a story, something you can retell when the game is over - something you can dream of.

I always keep in mind when designing a game that it must have a kind of "story arc" (I hope I've understood this idea, since there's no equivalent for "story arc" in the French language), a thread that will both help players place themselves in the game, know where and when they are, and create some growing tension, some apprehension of what will happen later. A real story, in an evocative historical or fantasy setting, is one of the most efficient ways to suggest this story arc and the one I usually use when I design a game, but it's not the only one available since you can easily retell a game of chess or Go with the same tension and suspense as a whodunit.

Mystery of the Abbey is a whodunit board game for three to six players. It is derived from Clue, but is a kind of more fun, wild, and chaotic Clue. The setting is the abbey from Umberto Eco's The Name of the Rose, and players move about the abbey trying to find out who killed Brother Adelmo - which in game terms means determining which one of twenty-four suspect cards is missing (placed under the board at the start of the game, without any player looking at it). Step by step, or rather, mass after mass, players get clues about the murderer: Is he a father, a brother or a novice? A Franciscan, a Benedictine, or a Templar? note1note Clues can be found by asking other players about the suspect cards in their hands, or using the special abilities of the different buildings in the abbey.

Layout and pawns for Mystery of the Abbey. (Days of Wonder)

The first version of what would later become Mystery of the Abbey was a science fiction game, The Red Creature with One Eye and Eight Tentacles. The story was a kind of second-degree whodunit, all about finding out which creature was missing from the space station by asking players about the number of one-eyed, three-tentacled, or green creature cards in their hand. It was fun, but a bit of a brain burner, note2note and the theme was not really suggestive. When Serge Laget and I decided to use this base system for a Name of the Rose game, it meant more than changing the setting, and it brought many new rules and elements to the game.

The rule stating that you can make a vow of silence (refuse to answer a question posed by another player) has a strong effect on the game and strongly contributes to the monastic ambiance. This is more allusion - in French we say a "wink" - than simulation. When someone states that he has made such a vow, you know you are in a monastery - even though it has nothing to do with the monastic orders used in the game, and even though in the real world you usually don't make such a vow for just a few hours.

It is the same with the masses that regulate the game. Every four turns, players are called to mass and their pawns gather in the abbey church. Players pass cards to their neighbors during the mass, suggesting the talking and whispering of monks at this occasion. Also, there is always some unexpected event occurring at the end of the mass - suggested by drawing an event card. Laget and I wanted action cards, and calling them "books" was an obvious move.

Layout and pawns for Mystery of the Abbey. (Days of Wonder)

This shows clearly that there is no "first" and "second" between game systems and game setting, but that when the design flows well, as I like it to flow, systems and theme regularly generate each other in a dialectic process. Sometimes, a mechanism can induce a theme (a whodunit game where you look for the culprit can be set in the Cadfael/Name of the Rose universe); sometimes the setting suggests a mechanism (if it's a monastery, there must be a rule about silence, and there must be masses). noteSide Barnote

The idea was to suggest both Clue and The Name of the Rose, so there had to be rooms, there had to be a murder, and there had to be monks. Our rooms not only have different names, but also different effects, selected both to be useful in the game and to suggest the story. A problem with Clue is that you can play Miss Scarlet without knowing that Miss Scarlet is the murderer, and we took care to avoid such incoherencies. To differentiate the monks, rank and order sounded obvious, and combining those with a physical aspect gave a strong whodunit feel to the questions asked: "Have you seen a fat, bearded Benedictine..." Now you are in a whodunit.

References: Literature

Eco, Umberto (translated by William Weaver) (1983). The Name of the Rose. Orlando: Harcourt Books.

References: Games

Mystery of the Abbey. Bruno Faidutti and Serge Laget; Days of Wonder. 2003.

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