1. Threshold
A Tactical Game of Uncanny Espionage
Proposal
By
Thomas Byrne
Dylan Thornley
Maggie Murphy
Jonathan Lewis
2. Second Genesis
• We begin by discussing potential game-styles: some utilising
two decks and others involving shifting player states or
allegiances.
• A dualistic style of play is initially appealing and using the
structure of ‘Werewolves of Miller’s Hollow’ as a basis, we
think about shifting from one state to another.
• Next, we need a novel game mechanic – the answer is
inevitably, Psychic Powers!
3. • However, we need an appropriate
milieu for our game – something
that would suit the mysterious,
elusive qualities of psychic powers
and yet be exciting and dangerous.
• After some deliberation, we settle
on espionage!
• But was there ever a time when
psychic spying may have actually
occurred?
4. • But an anonymous U.S. military base housing Remote
Viewers does not necessarily make for a dynamic, team-
based action game.
• We also need a setting that is more instantly recognisable –
iconic.
• How about The Cold War?
5. • Moscow in the paranoia-stricken mid-1980’s would be the
obvious choice of locale, but perhaps we require somewhere
less immediate to the minds of others.
• Also, a place that would capture the sense of dualism
inherent in the game.
• Therefore, the answer is Berlin.
6. • We then need to devise
the background to the
psychic espionage – an
alternative 80’s sounds
appealing.
• Preferably one
involving time-travel.
• We also need to create
a discernible look for
the game itself.
• We decide upon the
zener card as a design
template.
• The psychic idea alone
is far too limiting so we
decide to give the
characters a range of
paranormal abilities.
7. Threshold - Structure
• Two teams – The Silvercord Institute and The Hollow-Five-
Point consisting of pairs of operatives – a commander called
a Psicopomp and an agent called a Wild Talent.
• The Psicopomp has no supernatural abilities and can only
utilise limited physical attacks and weaponry while the Wild
Talent can use a particular elemental power based on the
chosen card.
• In battle, the elemental powers are based on the principle of
Rock-Paper-Scissors familiar to CCG.
• The goal is to overcome the enemy agents and identify the
Mark characters who each hold part of the Doppler Device –
by collecting both you win the game automatically.
8. • Gameplay is divided into phases called Operations and at
the beginning of each, all players close their eyes and the
Moderator announces the team that will attack.
• Depending on who volunteers or raises their hands first, the
moderator selects a pair who then pick a target from
amongst the players.
• Though it is usually the Wild Talent that attacks the target,
the Psicopomp may attack instead, however, they place
themselves at risk of challenging the power of an enemy
Wild Talent – they only have limited physical attacks and a
single evasion technique at their disposal.
• If a Psicopomp is eliminated, the opposing team may recruit
the Wild Talent to their side, thereby granting them an extra
attack per operation.
• A psicopomp may sacrifice a Wild Talent once per operation
for an Intel Card that will allow them to identify another
player such as a Mark.