Malandros is a tabletop roleplaying game based on the award-winning DramaSystem rules engine created by Robin Laws. Like its predecessor Hillfolk, it’s a game of personal struggles and interpersonal drama. Making a new DramaSystem game like this is possible thanks to the generous backers of the Hillfolk Kickstarter campaign. One of the stretch goals they reached released DramaSystem under an open licence for people to use for their own designs. The text of Malandros will be released under a similar licence.
Characters & Setting
In Malandros, you play characters in a tight-knit community in the final year of the Empire of Brazil: gang leaders, captains of industry, fishermen, martial artists, swindlers and more. You all know each other – you’re family, friends, rivals or enemies, all living in the same part of town. You all want something from each other. Maybe it’s respect, maybe it’s love. Maybe it’s fear, or something else.
Rio de Janeiro at the end of the 19th century is a city of slums and palaces, street gangs and tycoons, the most modern technologies of the era and ancient traditions. As a setting, it’s got everything. A bustling city, people from all over the world, ethnic and class tension, street fights, sharp suits, magic, martial arts, freed slaves, carnival parades, corrupt elections… you name it, pretty much.
The malandros of the title are a classic carioca archetype. The well-dressed, work-shirking wise guy who sidesteps society’s rules to live as he pleases. Or tries to, at any rate. It’s not a term that’s always applied to someone approvingly, and many of your Player Characters might not see themselves as malandros even if other people do.
You can download a PDF sample from the character creation chapter, containing the dozen archetypes you choose from when creating your game’s main cast:
Malandros uses an entirely new system for procedural scenes, which ties into the scene economy in a different way to that of Hillfolk. Robin Laws explicitly designed Hillfolk’s procedural system so that one character acting alone is unlikely to succeed – you need to get other PCs on board with your plan to have a decent shot at success.
The reason for this difference is the outcomes each game is designed to produce. Hillfolk emulates ensemble TV dramas, such as Deadwood, Peaky Blinders or Battlestar Galactica (the more recent one, not the one with the robot dog).
Malandros draws on the legends of historical malandros and capoeiristas, 19th-century novels and modern telenovelas. These stories more often involve characters who are connected but go off in different directions to follow their individual agendas. So the Malandros procedural system lets you go off by yourself to do stuff, probably succeed if it’s something you’re good at, and get into trouble by yourself too. When it comes to dealing with the repercussions, that’s when you may want some help.
The core of the procedural system is simple: roll a d6. If you choose to spend a relevant ability, add its rating to the result. If you get a 6 or more, you succeed optimally. On a 3-5, it’s success at a cost, and on 2 or lower you fail.
So a bonus of 2 or higher from an ability or other source will guarantee at least a partial success – but once you’ve spent it, you can’t use it again until you refresh the ability in a later scene. Forward thinkers will try to approach high-stakes scenes with several abilities they can bring to bear on the situation.
If you don’t have a usable ability, you might get by through the blessings of Axé, which is what Afro-Brazilian religions call the divine energy of the world – the power to make things happen. In game terms, rather more prosaically, Axé lets you re-roll a result you don’t like.
The other half of the system in play, resolving dramatic scenes, is largely unchanged from Hillfolk. This made playtesting a lot easier, since that’s a set of robust, already tried and tested rules.
One new thing that’s important to the rhythm of the game is that procedural actions are hooked more directly into the scene economy. You refresh a spent ability by calling an appropriately unstressful dramatic scene, which helps maintain a pleasing balance between laid-back chats, everyday life and scenes of high drama or furious action.
You can download an extract of the procedural rules.
Malandros is currently raising funds on Kickstarter to cover its art budget. The game is already written, with a few more playtests scheduled before release in early 2016.
The reason for running a Kickstarter instead of just releasing the game in its current form is that it needs more art to effectively communicate its themes and setting. Some things are better shown than explained with words. But while there’s a wealth of fantastic art available from the period, many of the people and activities that feature in the game don’t show up in contemporary art. Rich white people – no problem. Everyone else – not always as easy. So the funds raised will go towards custom artwork and photography licences to cover those gaps.
The stretch goals for the Kickstarter project include a number of alternative settings that apply the Malandros model to different eras and genres with a similar dynamic, focusing on ordinary and marginalised people:
The Sydney Razor Gang Wars – alternate setting in 1920s Australia
Aluminium Wars, a 1990s Russia setting by Mark Galeotti
Victorian London setting by Paula Dempsey
Other Borders, modern-day sorcery setting by Tod Foley
Gangs of Titan, an SF setting by Stras Acimovic
Kingsport Shore, Lovecraft/Twin Peaks style weirdness by Steve Dempsey