Spire as an RPG has now settled down into a fairly comfortable cycle of run Kickstarter/release wave of products/rinse and repeat. It worked for the core book and the Strata supplement, it worked for Heart – theoretically an independent spin-off RPG, though it’s set in the same universe and has some Strata-usable bits and seems to have been used as a means of clearing the creative cobwebs to come back to Spire with a fresh perspective – and now it’s worked for the Sin supplement and its associated lesser releases.
I’m posting this as a mini-Kickstopper rather than giving them the full treatment, mostly because there’s nothing very exceptional to say about the delivery process. Sure, the physical books this time took a while to get to backers, but we’re in the middle of a paper shortage and a total breakdown of the international shipping system, it’s not meaningfully something which was in the hands of Spire publishers Rowan, Rook, and Deckard to actually affect. Instead, I’m merely going to give this wave of material a quick look and a sniff to see how it’s shaped up.
The tentpole of this wave of material is Sin, a hardback supplement like Strata was. In the case of Sin, there’s a pinch of system stuff here, the most significant being of two new classes, the Gutter Cleric who’s a sort of unlicensed theologian, and the Mortician Executioner. (In theory, executing people is banned in Spire, so the city get around it by having morticians pronounce the condemned dead and then make the appropriate adjustments to make their status fit the paperwork.) However, by far the biggest draw here is going to be the wealth of setting material, all collected under the three broad categories of Crime, Order (policing), and Religion. Good judgement is shown in dealing with these subjects; the material here is meaty and exciting, but (for example) they decide not to categorise sex work within crimes because criminalising it and/or dwelling on crimes against sex workers for titillation is thematically lazy and contributes to crappy real-world attitudes the writers are not interested in promoting.
All of this provides a deep well of material for referees to draw on in planning Spire sessions, or for players to latch onto and proactively pursue should they wish; each section also has a little adventure associated with it which makes use of the chapter’s themes. Indeed, there’s so much in here that trying to read it all and absorb it and implement it as a block is going to be unviable – it’s much more useful to dip into if you want to run an adventure on a particular theme, or if the players are interested into digging in the intricacies of high-status crime among the high elves or weird cults or whatever. Need a location, an NPC, or organisation based around one of the themes in here? You’ll probably find one in Sin, and given that Spire is a game in which the PCs are all criminals in a forbidden cult fighting the cops, you’ll likely have lots of reasons to go looking.Continue reading “Sins of the Spire”