I would like to share my rules for “Risk and Progress” Counters here, and show some examples of how it’s implemented. These are system-agnostic rules which were partially inspired by Blades in the Dark, but really can be used for traditional games. We used these rules in Rational Magic, The Camlann Chronicles (for 5e), and Journal d’Indochine (for CoC) and they will be extensively used in Between the Devil & the Deep.

Here (to the right) is an example of a Risk Counter for Port Royal. (credits: map made with art assets from Jacques Gomboust’s 1652 map of Paris, assembled into brushes by K. M. Alexander)

Counters are a mechanic used to abstract threats and progress in the game world. Using Counters, the GM may:

  • Mechanically build background tension extending from the PCs activities;
  • Imbue “off-screen” activities of NPCs with a mechanical weight so as to breathe life into the fictional world; and
  • “Unload” description of progress on certain tasks onto the PCs while maintaining a narrative structure for the scene, without requiring GM preparation.

In GUMSHOE, progress counters are advanced during roleplay, when the PC does something which which advances the scene and the story. This could be triggered by a Test (a roll) or by a point spend or just the GM deciding it makes sense. Risk Counters are triggered by failed Tests or whenever the GM feels that the PCs actions have elevated the general risk level. When a counter is advanced, a “Counter Roll”, is made, adding 1d6.

Counters may also be used to replace or minimize planning, especially when the GM feels pre-scene planning and NPC management becomes too tedious. In BD&D, Progress Counters are used to keep track of headway in subduing an enemy ship’s crew during a Boarding Action. The GM doesn’t need to draw tactical ship diagrams nor model out each attack made by a member of the 100 sailor NPC crew. Narration of events is improvised with the support of the descriptions set out in each level of a Counter; nothing needs to be pre-planned to run a Boarding scene.

That being said, Counters can be used alongside detailed, tactical scenes such as set-piece battles and grid-based dungeon crawls. Here, the Counter is not used for reducing planning as much as for tracking and displaying overall sources of risk and progress.

Here (to the left) is an example of a Ship Character Sheet. You can see from the sheet that it uses a Progress Counter for the “Maneuver Counter”; successful Tests increase the counter, gaining certain effects. The Ship Shape Counter and Boarding Counters are Risk Counters; the actions of enemies add to these counters.

In GUMSHOE, PCs make Navigation Tests and if successful, add the ship’s “sails” stat to the Maneuver Counter roll (1d6). Other General Abilities may come into play; if there is no wind, Athletics Tests can explain how the PCs pull their ship with rowboats. Stealth and Deception may be used to show how the ship sneaks up closer to the target. Using Investigative Abilities does not require a Test; point spends just add 1d6 to the counter, provided the action makes sense according to Game World Logic. For example, a pirate may spend a point of Voodoo to add favorable wind to the sails. Or spend a points from Performance or Poetry Abilities to describe how the character’s singing or words inspire the crew to perform better, thus adding to the counter (it’s up to the GM if the players actually sing or not).

Enemies make Artillery Tests and, if successful, add their ship’s Cannon rating to the PCs’ Ship Shape Counter Roll.

When enemies board the ship, both sides take actions which increase the other’s Boarding Action counter. A non-exclusive list of actions include:

  • Giving a rousing speech (spending a point of Inspire)
  • Jumping onto the other ship and stabbing the Quartermaster through the neck (which would probably involve an Athletics Test followed by some combat rolls)
  • Getting through the enemy crew to the below-decks and planting a bomb (using Bombs & Traps Ability).

These actions – this entire scene – can be played out with traditional fine-tactical detail. Or the GM can just let the PCs describe everything and make the appropriate rolls. This is up to the GM and the play-style of the table.