Did you consider writing SMGF in Disco Elysium voices? What kind of skills would come up in the Manorpunk setting?
ohohoho I’m gonna go on some tangents here because I have thought a LOT about “what if manorpunk/SMGF was Disco Elysium”
(to clarify: ‘Manorpunk’ is the name of the overall setting with Sunny Roosevelt and Usonia and the Global Logistics Network, and ‘Swordmaster Girlfailure’ is a story within that setting because I’m building a BRAND baby!)
So, the skills. They’re great, right? It is known. They’re funny and poignant and memorable. But part of what makes them so good is that they’re *deliberate.* They exist the way that they do as a reflection of Harry’s self-perception being shattered into dozens of pieces because he’s depressed and heartbroken and waking up from a failed attempt to take his own life. A lot of DE is like that: the themes of fracturing and the weight of history run through every level, from the history of all of Revachol down to the history of Harry’s love life. So to me, “DE but Manorpunk” wouldn’t be just “Disco Elysium skill system but change some of the skills and put it in the Manorpunk setting” but rather “a skill system which resonates with the broader themes of the story.” So with that in mind, let me tell you about:
Heaven is Falling: The CRPG, Maybe?
The basic plot setup: Johnny G. Newsroom, a ranger with the Usonian Union, is investigating the disappearance of an Infrastructure Corps work site on the outskirts of the Protectorate of St. Louis, which is mostly a launching pad for a lot of sidequests. St Louis seems like a compelling setting for a lot of reasons: the iconic Gateway Arch now a symbol of the re-frontierization of the former US; the blending of Southern and Midwestern culture; the stark and un-ignorable class and ethnic divisions; the reputation as the “city of neighborhoods” making it feel diverse and vibrant but in an isolated and almost paranoid way, like a Balkan vassal state. The Cardinals are a major source of political legitimacy now, where if you want a career in politics you basically have to be involved with them because they’re the only local figures who are seen as transcending petty local politics while also representing/embodying St. Louis.
(The Johnny here may or may not sound like the Johnny in SMGF; this would probably be a prequel to explain why the Johnny in SMGF is still terse and unsentimental but substantially more chill.)
The intended feeling I want with Johnny’s character arc is that at first he seems like a default and ‘relatable everyman,’ but as you play the game and hear more from him, it’s increasingly clear that he’s someone who has deliberately tried to strip himself of wants and needs and personality traits. He’s like an inverted Holden Caulfield. He’d always been told that he needs to grow up, be mature, and take things seriously. So he did. And once he set aside childish things and became a serious grown-up, he looked around himself and said “wait a minute, I’m surrounded by fucking children.” He thinks he’s trapped: he fell for the polite lie of a meritocratic society, and now it’s already ‘too late’ for him because it’s all he knows how to do and he’s too scared to try and break out of it.
So Johnny’s equivalent of ‘main attributes’ would be a variety of outdated stereotypes of American masculinity:
Johnny Law: The cowboy-sheriff, stoic and independent. Responsible for ‘physical’ skills like endurance and pain tolerance, as well as survival skills like animal handling and botany. The Neo-West is a harsh place, no place for weakness or cowardice. You gotta be tough to survive. Tough and distrustful and maybe even a little stupid. It’s simple: there are good guys with white hats and bad guys with black hats and there are no unfortunate implications to this metaphor. And if someone isn’t wearing a hat, well, it’s probably best to assume they’re evil, just in case. After all, how can you trust someone who doesn’t even have a hat?
Newsroom, P.I.: The private eye, sharp, introspective, and fatalistic. Responsible for ‘intellect’ skills like logic and investigation. The mean streets of current location will chew up a bleeding heart like yours and spit it out. And then ash a cigar on its remains. Maybe even piss on it a little. Sure, he’d LIKE to help make the world a better place for all the downtrodden little guys, but he knows the powers that be, how vast and implacable they are, so you may as well give up in advance before you get yourself hurt.
Sarge: The soldier. Irascible, bitter, and protective. Responsible for ‘motorics’ skills like reflexes and hand-eye coordination. He knows that war is hell, but goddammit, he’s going to get our boys back, whoever the hell “our boys” are, if he has to die trying. Does anyone have a suicide mission for him? Someone give him a goddamn suicide mission right fucking now!
Father John: The reverend. Bombastic and passionate. Responsible for ‘psyche’/’spirit’ skills like empathy and insight. All the other guys in here, they’re closed off. They’ve become shells of themselves. They refuse to understand their inner selves. But not Father John. Father John is kind and compassionate. Father John has a strong moral compass. Father John will listen to you. And that’s why you’ll always come crawling back.
Coach J: The football coach. Dedicated and encouraging. Responsible for ‘morale’ skills like willpower and leadership. Seemingly friendly and avuncular, but god help you if you get in the way of his competitive streak. All your other selves had better knock it off with all that quitter talk and get their head in the game. You gotta hustle for sports. You gotta give 110%. Whatever you’re doing right now is the only thing that has ever mattered and the only thing that will ever matter, and you’re going to win it. Even if the dice are loaded, even if the deck is stacked against you, even if the task is not in any way a competitive measure of skill, you’re going to bring that trophy home!
And that’s pretty much what I’ve got, I’ve still been trying to figure out who Johnny’s companion would be, if it would be one people or multiple, etc. Not to mention the actual plot lol. But it’s been fun to think about.
And I have also thought about your actual question of “what DE skills would the characters have” but this is long enough already so I’m gonna answer that separately lol