Triangle Agency is an upcoming RPG called "corporate horror" that focuses on paranormal investigation. Developed by Haunted Table, it has recently launched a successful Kickstarter campaign. The game is set to be fulfilled by July 2024. In Triangle Agency, players assume the roles of super-powered agents who work for a nefarious company. Their objective is to acquire and control anomalies – powerful chaotic forces that can manipulate reality itself. To delve deeper into the game's inspiration, mechanics, and themes, Game Rant interviewed the lead creators of Triangle Agency and co-founders of Haunted Table, Caleb Zane Huett and Sean Ireland. The following transcript has been edited for conciseness and clarity.
I am Caleb Zane Huett, the lead designer on Triangle Agency and co-founder of Haunted Table, along with Sean. As avid fans of paranormal media, it's difficult to pick just one favorite. However, if I had to choose, I would say that the book House of Leaves holds a special place in my heart. I stumbled upon it by accident during middle school when I found it left behind in the dressing room by older teens who were reading it. Intrigued by its intriguing cover, I started reading and was instantly captivated. Although I didn't finish it until I was in high school several years later, those initial chapters left a lasting impression on me.
Sliders? This is something we've never discussed before!
Ireland: Sliders. Caleb, what you were talking about, finding the artifact behind the scenes, that's what Sliders meant to me. It's the one that stayed with me throughout my childhood, and I still reminisce about it when I encounter certain cultural references.
Triangle Agency is a thrilling game that combines elements of paranormal investigation and corporate horror. Players assume the role of agents employed by a secretive and enigmatic corporation. This corporation is driven by both profit-making and the acquisition of anomalies, which are manifestations of otherworldly forces that have breached into our reality. These anomalies are utilized by the corporation for various purposes, such as product development, scientific research, and expanding their influence as a dominant corporate entity. As a low-ranking field agent, players are tasked with the gritty and essential responsibility of investigating these anomalies, apprehending them, and returning them to the company for further analysis and utilization.
Ireland: To expand on that, my concise description for people would be: Imagine the X-Men working at the Severance offices, and you'll have a good idea of what Triangle Agency is all about.
Huett: Absolutely, that's spot on. As we've mentioned earlier, we draw inspiration from various sources like Control and The X-Files, appealing to those who enjoy video games and TV shows. However, we're crafting a completely original narrative within that realm, constructing a distinct and immersive world.
A notable point to mention about our descriptions thus far is the prevalent connection among these entities, which are typically government agencies, whereas we distinctly identify ourselves as a corporate entity. Moreover, the majority of our discussions revolve around the experience of being employed by a sizable company such as that.
Regarding your question on the major influence of the video game Control, we were particularly impacted by various elements such as combat, narrative, and aesthetics. How did these aspects shape Triangle Agency?
The game's approach to a human story in an otherworldly setting resonated with us the most. Despite the presence of grand structures, mysteries, and surreal elements that are difficult to comprehend, the game's focus on individual characters is truly beautiful. This commitment is evident in every aspect of the game, from the main character's quest to find her brother fueled by a deeply human impulse, to the intriguing stories conveyed through every piece of paper found. These stories explore how everyday details can impact the surreal, and it is this aspect of Control that captivates and interests me the most. This is a theme I enjoy in other forms of media and strive to replicate.
In addition, we draw inspiration from Swedish mid-century design and blend it with a corporate, slightly dystopian, paranormal genre. These design influences are visible in Severance, Control, and SCP Foundation. We envision the company in the game as having evolved into a modern start-up style corporation, and we aim to build upon that aesthetic, pushing it forward.
Triangle Agency appears to have a more vibrant color scheme and a wider range of imaginative weapons compared to Control. When it comes to the overall tone of the two games, the main distinction lies in how they are played at the table. The document primarily focuses on the larger conflict between multiple forces, whereas the human stories that truly thrive and develop occur during gameplay.
Because our target audience consists of tabletop gamers, we wanted to incorporate elements into the story that allow for a wide range of possibilities and unconventional directions. While Control includes subtle humor, our focus is on delivering an intense and frightening narrative as players progress. We have intentionally provided the necessary tools for crafting scary stories, as evidenced by our previous actual plays. However, we are also keen on catering to the interests of typical tabletop gamers by offering significant choices and extravagant effects.
Additionally, Control places great emphasis on the character's lack of power within the given situation. Even as players acquire impressive abilities, they remain relatively insignificant. We have chosen to mirror this tonal aspect in our game as well. The organization within the game world is portrayed as vast, enigmatic, and intimidating, constantly posing a threat to the player despite their affiliation. However, we also relish the opportunities that arise when presenting players with the notion of immense power. Allowing them to manipulate reality opens up a multitude of choices and directions, which would prove challenging to replicate in a video game setting.
In Ireland, it is important to highlight the hidden nature of the maze in which you find yourself. As a player, you are inside a labyrinth that remains unseen by the public eye. Triangle Agency aims to minimize the impact of these forces that shape reality in the public sphere, particularly in the town square. How will you and your fellow players handle the sudden appearance of a news crew? How will you maintain control over the narrative for the corporation? These events take place within society, rather than being confined to a bottle.
Furthermore, I would like to emphasize that while the option to tell a story confined to a bottle is available, it is not a fundamental aspect of the gameplay.
Huett: Yes, we definitely draw inspiration from collaborative projects like the SCP Foundation and popular TV shows like X-Files and Scooby-Doo. However, what sets Triangle Agency apart in the realm of paranormal investigation is our unique perspective. Unlike the characters in Scooby-Doo or X-Files, who often find themselves on the outside of the problem, we actively immerse ourselves in the paranormal phenomena we encounter.
In Triangle Agency, our characters possess a deep understanding of the larger scope of things. They possess knowledge about the origins of anomalies and possess unique anomaly powers. Similar to the villains in Scooby-Doo, our objective is to ensure that ordinary individuals perceive everything as normal and unremarkable. Our aim is either to conceal the truth or manipulate people into believing they have uncovered something, when in fact it is not the actual truth.
Unlike individuals who are powerless and uncovering daunting truths, Triangle Agents enter the scene with significant power. We undertake thorough investigations to discover the intentions of anomalies. What are they seeking? We are faced with decisions on how to handle the anomaly, as well as choices regarding the individuals affected by it. Simultaneously, we must strike a balance between these choices and the company's interests, which primarily revolve around profitability.
Your characters find themselves caught between these two opposing forces. The company and the anomaly are indifferent to the consequences of their actions on the world, leaving it to the players to determine their own level of concern. Will they prioritize the protection of others? Will they strive to save lives? What definition of a favorable outcome will they hold?
Q: Apart from engaging in paranormal investigations, Triangle Agency draws inspiration from a diverse range of sources including The Matrix, Jujutsu Kaisen, and even personal experiences of dislikable jobs. Could you elaborate on these other influences and how you skillfully integrated them into a coherent whole?
Our approach was not to directly adapt or translate the things that inspired us, but rather to capture the feelings they evoked. The way our anomaly system functions is heavily inspired by the devils in Chainsaw Man or the curses in Jujutsu Kaisen. We create them, experiment with them, and find a way to make them fit into our story. In doing so, we often realize that our love for certain elements has guided us in unexpected directions.
However, we also strive to ensure that our work feels like a cohesive narrative that we are actively constructing. So, instead of starting with a predefined list of inspirations, we reverse-engineer our choices to align with the overall vision we have for the story.
Q: What general storylines and themes are you hoping players will explore through Triangle Agency?
In Ireland, Triangle Agency places great importance on defining the significant individuals in a character's life when creating them. It is crucial for people to consider their relationships with these individuals while also grappling with the immense pressure from otherworldly invaders. Despite having the ability to do anything on paper, players find themselves constrained by the overwhelming influence of these powerful forces.
Additionally, our inspiration from television structure is evident in our approach. Each episode presents a specific plot while also contributing to a larger, overarching story. During gameplay, players engage in investigations of mysterious forces, striving to overcome them and ultimately making critical decisions. The stories we tell delve into the complexities of how the real world is warped by the fantastical, presenting frightening and stressful scenarios where reality itself is threatened. For instance, what unfolds when a colossal tornado monster emerges in the heart of the city?
The game revolves around the concept of telling a story about rules and how they are followed, both in gameplay and narrative. It presents a scenario where the company asks players to do things that may be unethical or go against their own interests, but due to their circumstances, they have limited choices to avoid complying without quitting the game entirely.
This idea is reflected in our mechanics, including a character-building element called Competency. Competency imposes certain restrictions and bonuses on players' role-playing abilities. While this is a common feature in many role-playing games, in our game, it has a monetary aspect. Failing to role-play according to certain guidelines results in demerits, while successfully playing in specific ways earns commendations.
The choices you make in the game are not only driven by the story, but they also reflect the personality of your character. For example, if you are playing as the Barista, you are not allowed to refer to people by their actual names. If you do, you will receive demerits. Instead, you have the option to give this unfamiliar character a nickname, which can create social tension and potentially disrupt a serious moment. Alternatively, you can choose to maintain the tone of the conversation, even if it means receiving a demerit. The way these choices manifest can vary depending on the type of character you are playing.
As you continue to interact with the game's system, your character will eventually need to make a decision about their future. Will they obey the Agency? Will they prioritize their own reality? Are they becoming more tempted by their powers? These choices need to be made both at the end of the game and throughout the journey. Ultimately, it is up to the player to determine who their character will become.
The unique feature of Triangle Agency is that the rulebook is integrated into the game experience, where reading the rules is an essential part of playing. Essentially, players are treated as hires of Triangle Agency and are provided with a game manual. The concept behind the game is that players control a character who navigates through a distinct reality, ensuring that their decisions during gameplay have significance. The enjoyment lies in the process of reading the manual and witnessing the evolution of the game's narrative.
At a surface level, it can be said that the Triangle Agency has a specific objective in mind for you. However, there are external influences in the world that have their own agendas and may try to communicate with you, urging you to pursue different objectives. These influences may present choices to you that are not explicitly outlined in the manual. As a result, both the player and the GM will need to make decisions regarding the type of future they want to enable during gameplay.
Anomalies and Agent Powers are key elements of the game. An example of an anomaly ability is the Drain Anomaly Class, which features a skill called "Borrow." When creating your character, you have the option to choose between three things: Anomaly Classes, Reality, and Competency. Anomaly Classes determine your unique abilities, Reality encompasses your personal life, and Competency defines your role within the agency.
The rule for "Borrow" allows you to select a specific attribute from a regular target and acquire it for yourself. Whether it's their physical appearance, their voice, their affection, or even their unique fingerprints, you now possess it while they no longer do. After utilizing this ability, you must roll a dice, and if successful, the borrowed attribute will persist for one hour. Additional successful rolls enable you to prolong the duration by another hour. Alternatively, you have the option to share the stolen attribute with another target, or allow the original target to retain a flawed version of what was taken. However, if the roll fails, the stolen trait is lost permanently, and the target will remember what has been taken from them.
This is a versatile demonstration of how these powers operate. The concept can be interpreted in various ways, allowing for a wide range of applications. It's important to note that a "mundane target" does not solely refer to individuals. We have witnessed instances where people have utilized "Borrow" on the structural integrity of a building or abstract theories. Some players have even stolen someone's lack of confidence or other negative traits, purposely failing in order to avoid dealing with the negative consequences themselves.
In the Triangle Agency, our failures carry a significant weight due to the rarity of failing in most missions. With points allocated to your abilities, failure becomes a rare occurrence. However, when it does happen, it becomes a pivotal moment that alters the course of the story. The impact of losing what you have taken from your target permanently is immense and immensely enjoyable. For instance, imagine attempting to assume someone else's identity to infiltrate a high-security location, only to fail the check. In an instant, both you and the target no longer possess that face, and it becomes a loose end that requires attention.
This scenario serves as a microcosm for how the abilities in our agency function. They are interconnected, representing various abstract concepts that can be categorized into a few groups. Firstly, there are "The Rules," which encompass the laws of reality and physics, granting you the power to manipulate time and space. Secondly, we have "Fears," which tap into human fears such as "Drain," "Gun," and "Absence." Lastly, there is "Body," focusing on the human body and its manipulation or utilization, including abilities such as "Whisper," "Grow," and "Dream." These powers form the foundation of our agency's capabilities.
The range of anomaly monsters in this game is influenced heavily by the SCP Foundation. Just like in the Foundation, these monsters can fall into various categories such as objects, animals, cryptids, or monsters. However, the key requirement for these anomalies is that they must originate from a human obsession or fixation.
Additionally, players in the game have access to the resources of the company, which grants them the power to request assistance from the Agency. This can lead to reality-shifting effects, as demonstrated in the rule book. For instance, an Agent can ask the agency to alter reality in order to secure a seat on a crowded bus. If successful, the seat may even be reserved specifically for the player.
The Kickstarter campaign highlights the importance of interpersonal relationships in gameplay, with a unique twist. Instead of the game master controlling non-player characters (NPCs), other players at the table step in and take on the roles of a character's relationships. This innovative system truly stands out and is personally my favorite aspect of the entire game. While we have thoroughly enjoyed exploring the game's world and its paranormal elements, it is the relationship system that truly captivates us during gameplay. In fact, I find myself wishing that this system becomes a common feature in all games. Its presence at the table adds an exciting dynamic that enhances the overall experience.
During the commencement of each game, we have found it incredibly beneficial to select your character's Reality through a series of three questions. This practice has been extended even to one-shots, yielding great results. These questions serve the purpose of guiding you in choosing a captivating group of individuals who have close ties to your character. For instance, if you are playing as the renowned Star, your relationships would entail your manager, someone from your past, and your arch-rival. Drawing inspiration from our theatrical background, the aim is to create characters with whom you can both engage in conflicts and pursue shared goals. This dynamic generates the most momentum when you gather around the gaming table.
Subsequently, you proceed to answer questions specifically tailored to these characters. When asked about your manager, for instance, you might describe them as a brusque, fast-talking individual reminiscent of a movie manager. As you delve into the characterization, players have the opportunity to express their interest in embodying a particular character by eagerly placing their hands down and claiming ownership. Through collaborative effort, the group then works together to establish the character's name and flesh out additional details. By the end of the character creation process, this collaborative dynamic has been applied to every individual seated at the table.
Throughout your career and adventures, you are accompanied by a dynamic group of supporting characters who are always available to make an appearance. With approximately twelve supporting characters, consisting of three players and one game master, everyone gets the chance to actively participate and feel included in any given scene. This solves a common frustration in tabletop games where players may find themselves disengaged during someone else's spotlight moment. However, with the GM having a roster of four characters to call upon at any time, players are more likely to become engaged in these scenes.
This feature serves as a valuable asset to the table, benefiting both players and the GM. If you have an idea for a particular scene but don't wish to carry on a conversation with yourself indefinitely, you can summon the manager character and provide them with a prompt such as "I believe you have some unfortunate news for the player." By utilizing their creativity, you can then incorporate their response into the scene, effectively moving the story along.
Ireland: Additionally, the presence of a stock cast reinforces the concept of engaging viewers with an episodic structure, similar to that of a TV show. It allows us to tell stories that have both overarching arcs and standalone episodes. This cast is particularly beneficial to the game master, as the players are responsible for maintaining secrecy. As the game master, I can present challenges to the players, such as having their hands transform into bricks and encountering their rival, Tabitha, just around the corner. This sets the stage for intense and captivating scenes, which two players can bring to life.
Huett: This aspect also captures the essence of superheroes, resembling the struggles faced by characters like Spider-Man, who constantly strive to balance their personal lives and their hidden identities. Although not entirely similar to the X-Men, this game often explores that sense of secrecy and the challenges it presents.
You are faced with a group of individuals who exert immense pressure. If a stranger happens to witness you with shark-like hands, you have the option to fabricate a story or even eliminate them. However, when it is your own mother who unexpectedly turns the corner, the situation becomes much more challenging to handle. Moreover, disclosing this secret to anyone in your life would result in repercussions from the Agency, making the decision-making process even more complex.
From a GM's perspective, maintaining control of the story can be challenging when there is a lot of improvisation happening at the table. However, there are systems in place to help structure this secondary role-playing. Personally, I find the most enjoyable aspect of GMing is when it becomes a back-and-forth conversation, rather than planning everything extensively in advance. To illustrate this, I often refer to the structure of an SCP story. Similar to how there are rigid rules underlying an SCP story, GMs strive to establish a framework within which the game operates. This framework serves as a foundation, emphasizing the consequences of deviating from or treating it casually, as it can potentially lead to dire consequences for the characters involved.
Introducing our innovative dice system, the Stability/Chaos system. Within this system, the Game Master (GM) possesses a valuable resource known as Chaos. While many games incorporate the concept of mixed successes, we recognize the significance of this advancement within the RPG medium. However, a common challenge arises when attempting to generate compelling mixed successes consistently and efficiently during gameplay.
Our unique chaos system offers a solution by granting the GM a set number of points during a mixed success. These points can then be expended to activate predetermined effects, eliminating any room for debate. This includes the option to eliminate Non-Playable Characters (NPCs) and even Player Characters (PCs) in extreme cases. Furthermore, the system allows the GM to manipulate and intensify the environment, enhancing the level of danger for the players. By providing prompts that empower the GM to utilize Chaos as needed, we ensure a flexible approach that avoids rigid storytelling, allowing them to confidently declare "I possess these points. I will now take this action."
In my experience as a GM, I have never been able to fully control the narrative. It's a delicate balance where the more you try to control it, the more it slips away. However, this is not necessarily a negative thing. As Caleb mentioned earlier, this medium thrives on collaboration and allowing people to contribute to the story, creating a shared ownership.
When reading the rule book, you gain valuable perspectives from characters with specific agendas. As a game master, observing players interact with the situations you've created allows you to incorporate these perspectives and agendas when guiding your players. It serves as a framework that is present behind the scenes of every scene.
Huett: This is something we may not have expressed before, and Sean articulated it perfectly. Our aim is for readers to not only understand the rules but also be exposed to strong opinions on how to approach the game. Before starting to play, we actively encourage players to determine their goals. These goals are less about the power they possess and more about what they hope to gain from the game. This is something all game masters can greatly benefit from considering.
The Triangle Agency website refers to The Vault, the game's scenario guide, as a "mission subscription." Are there any plans to extend this subscription beyond the twelve missions included in the hardcover book available through Kickstarter?
Huett: Absolutely! The plans have evolved slightly due to the overwhelming support we received. We are eager to assemble a large team of talented individuals to expedite the creation of these missions. As for their wider release, we intend to continue delivering them on a monthly basis. Just four days ago, I wouldn't have been able to give a definite answer, but now, with the success of our Kickstarter campaign, I can confidently say that it's definitely a possibility. We already have a roster of writers in mind, should the opportunity arise.
Huett: The Triangle Agenda, our version of the character sheet, differs from traditional character sheets found in D&D or other TTRPGs in a few ways. Firstly, we offer a typical character sheet, but it's not limited to just one option like many of the popular games. This is because our game revolves around paths, specifically your Anomaly and its potential for growth, your Reality and its capacity for change, and your competency and how well you can navigate it. Character development in our game is driven by the choices you make regarding how you allocate your time.
At the conclusion of each game, considerable time is dedicated to various activities. This includes nurturing relationships, focusing on professional growth and securing promotions within the company, which in turn may unlock additional tools for utilization. Quality assurances can also be acquired, serving as points that aid in ensuring success. Furthermore, one can strengthen their powers and engage with their abilities by actively employing them.
While the design itself is not yet finalized, we have the privilege of collaborating with a highly talented UI and UX designer. Together, we are creating a comprehensive set of character packets inspired by the original character sheet. These packets will allow you to delve into intricate details when allocating your time. The structure of this system resembles that of an actual planner. As you navigate through the life of your character, our ultimate goal is for you to have a tangible object that encapsulates their entire history. This physical artifact can be as narrative and aesthetically pleasing as you desire, serving as a timeless record of all your actions. Consequently, if you were to reflect on your accomplishments after five years, you would possess a visually stunning testament to everything you have achieved.
Ireland: I would just like to call out that the system in the game is called work-life balance.
In terms of math, Triangle Agency's combat and character-building involve minimal calculations. We have streamlined the process to ensure it is quick and effortless. When rolling dice, you simply need to focus on finding threes and tallying them up. To make it even easier, the dice provided in the campaign have a specific red side dedicated to the number three, allowing you to determine the count within seconds.
In terms of combat, number crunching plays a lesser role, with a greater focus placed on the strategic allocation of resources. The system leans more towards resource management than being purely driven by mathematical calculations. It revolves around the choices you make and how effectively you utilize the limited resources available to you.
However, our role-playing experience offers a level of complexity that may surprise some. It has been amusing to hear people describe it as "crunchy." This can be attributed to our Competency system, which rewards effective role-playing and penalizes deviations from prime directives. This system encourages thoughtful planning and consideration when approaching different situations, with an emphasis on the role-play aspect rather than mathematical abilities. Instead of labeling it as "rules-lite," we prefer to call it "business-casual."
In Ireland, a unique approach to enhancing the intensity of role-playing games is by focusing on combat. Rather than using traditional hit points, characters and anomalies are assigned a statistic known as Stability. Instead of measuring damage directly, a resource called Harm is employed. The level of Harm is determined by making a subjective judgment on how many times and how brutally an action would typically result in the death of an average human.
According to Huett, just a single instance of Harm is sufficient to cause death. Therefore, the higher the level of Harm in a given situation, the more extravagant and severe the source of injury would be.
In the role of a GM, the fate of a character is discussed with the table, considering the level of gruesomeness it may entail. The player is then given the option to either accept this fate and meet a messy demise, potentially leaving their team to clean up the aftermath, or to utilize their reality-shaping abilities to create a loose end. This allows for the possibility of a bystander witnessing the character withstanding a hit from a city bus.
Combat, in general, is intended to add flavor to the game, as it is typically unfavorable for players to engage in combat. This is not because they will necessarily lose, but rather because it involves a significant amount of rolling dice and altering the world. For instance, defeating a single adversary may result in the addition of more Chaos to the GM's pool, potentially leading to the creation of additional enemies. Therefore, players strive to avoid combat whenever possible. Action sequences, on the other hand, focus on the progression of characters as they overcome obstacles and solve problems, rather than simply engaging in direct confrontation to determine a winner.
Q: Is there anything else you would like readers to know?
Ireland: Our Kickstarter is going to be running until July 6th. If you haven’t already taken a look, please check out our page.
If you're eager to immerse yourself in this world and get involved in the game, our Kickstarter page offers an exciting ongoing narrative. Additionally, our Discord community is the perfect place to engage with other enthusiasts and participate in light storytelling.
For those who have already familiarized themselves with the rules and have a burst of creativity, we encourage you to share your amazing homebrew ideas. Join our Discord server mentioned earlier to discuss it with like-minded individuals. Furthermore, we are hosting the Stabilize All Realities Jam on our HauntedTable.Itch.Io platform. This event welcomes anyone interested in showcasing a new Competency or a complete adventure module. It's an open invitation for all aspiring creators.
I am particularly fond of the Stabilize All Realities jam. It emerged from our strong yearning to establish connections with fellow creators operating in the horror/corporate genre. What makes it intriguing is that there are missions that can be experienced in both systems. This adds an interesting dynamic, as the Triangle Agency, typically portrayed as the antagonist in other games, now finds itself at odds with the conventional heroes in these systems. It has been an immensely enjoyable experience showcasing the clashes between the Triangle Agency and the usual heroes in these games.
Triangle Agency is fully funded on Kickstarter and its campaign will run until Thursday, July 6.