Suspicion of Competency

The setting for 214 games assume that all characters have sufficient common skills to survive, but nothing more. They’re not hyper competent superheroes or expert field operatives. They’re just consciously incompetent in most respects. Sometimes they’re more capable, but that expertise exists within the character cards and playing with them … Continue ReadingSuspicion of Competency

Signs of Treachery

One aspect of play in 214 revolves around the seamy business of corruption, deceit and treachery. Sometimes, the end justifies questionable means to secure certain success. In Complex 214, you may choose to improve your chances of success by exploiting a mutation, for example, or in The Dee Sanction, your … Continue ReadingSigns of Treachery