🗂️ Designer Diary #23 – Make Them Blink First
Provocative Behavior and the Reverse Surveillance System
Provocative Behavior started as a simple tactical concept. Nearly 14 hours later, it became a fully developed narrative device — with 23 distinct outcomes, scalable effects, and permanent impact across the Covert Ops ecosystem.
It’s now 10:11 PM, and the system breathes on its own.
✅ Narrative Table – Current Status
The action 🟨 Manipulative – Provocative Behavior now includes 23 fully structured results, categorized by symbol type (Advantages, Triumphs, Threats, Despairs), each with:
A distinct name
Narrative aligned with the world setting
Specific, balanced mechanical effect
✔️ Positive rules (completed):
• 1, 2, 3 Advantages
• 1 Triumph
• (2 Triumphs still under refinement)
✔️ Negative rules (completed):
• 1, 2, 3 Threats
• 1 Despair
• 2 Despairs
🟦 Testing Phase Ongoing: the first DROP is forming — internal playtests are already surfacing adjustment points and feedback loops.
⚙️ Next Steps
Modifiers & Tactical Pressure System
Create initial circumstantial modifiers (Boost/Setback)
Implement difficulty upgrade/downgrade conditions
Formalize an operational context panel to reflect local resistance pressure
Early examples:
pgsql
CopyEdit
+3 Extra Agents involved → +⬛ (Setback) Team fragmentation or isolation → +🟦 (Boost) Local Surveillance Profile (Cameras, Droids, Civilian Density) → triggers upgrade/downgrade
These will feed into a broader Pressure & Maneuver Margin System, integrating ambient tension into the covert narrative loop.
📚 Suggested Reading
If you haven’t yet read the core piece that grounds this system, start here:
Covert Ops vs. Shadowing: Counterintelligence Tools for Imperial Play
🕶️Shadowing Isn’t Just Stealth: The Narrative-Mechanical Weight of Passive Surveillance
This article introduces the conceptual structure of narrative surveillance, operational disjunction, and how characters like Nellis Var use behavioral manipulation to test and exploit system latency.
🎓 Academic Life vs. Tactical Design
While all this was in motion, I received four academic texts to read by tomorrow — assigned today:
Tuesday night, I’m running a session with Diogo Nogueira (Old Skull).
Tuesday Night 🎲 — Sharp Swords & Sinister Spells Playtest (little parentesis)
Tuesday night, I’m running a session with Diogo Nogueira (Old Skull) —
Here’s a shot from our last table, playtesting his game Sharp Swords & Sinister Spells:
This group brought the chaos, the laughter, and the sword-swinging weirdness. Always a joy.
📣 Follow Diogo:
His work blends classic sword & sorcery aesthetics with modern narrative sensibilities — and deserves every spotlight it gets.
Wednesday? Seminar presentation.
And the legal work?
It’s piling up like cargo containers at a port strike.
“Today I woke up at 8 AM, worked straight through until 1:17 PM — and got half a spreadsheet done.”
But now, at 10:27 PM, the picture is different. The entire subsystem is alive. And it was worth every minute.
📍 Closing Thoughts
Provocative Behavior isn’t just a mechanical option.
It’s a narrative radar. A living scanner of institutional response.
A rehearsal of rupture — subtle, embedded, and precise.
Designing it with this level of coherence took a full day — but this work is foundational.
Dramatic actions light up the scene.
Foundational ones shape the world.
🙏Special Thanks for my players🙏:
This subsystem wouldn’t exist without the living energy of the table.
Thank you for your patience — and for bringing these characters to life during a week where game design consumed every waking hour.
Marshall Jaseb — played by Thomas Chadwick
ThePhantomMenaceWasAlwaysGood — currently concepting his character
and Bel Dren — played by Carol Pavese
Your presence at the table makes every mechanic worth refining.
The delay was real — but so was the design depth it required. Thank you for holding the line.