One of the games that came out of this year's Fastaval is the game Vigilante: Justified Revenge? by Kristoffer Apollo.
I did not get to play it at Fastaval but read it afterwards and is intrigued by the design. Kristoffer agreed to answer design questions about the game in this thread. But first - let's give room for the pitch:What would you do if your girlfriend was raped by a gang of ruthless thugs? Would you spot the kitchen knife in its block, pull it out and let a finger slide along the blade as you fantasize about thrusting it into the belly of the assailant as an act of righteous punishment?
”Vigilante: Justified Revenge?” is a game about vigilantism, inspired by movies like “Death Wish” or “Ms. 45”. The goal is to adapt the vigilante genre to a framework which the players will use to define which kind of vigilante story they want to create, and then play out the story in bloody details and morally dubious actions.
The game is in English and is available for download from Alexandria: Vigilante: Justified Revenge?
Now, on to the questions:
Extreme, explicit violence is part of the genre convention. What were your design considerations in bringing this to the table for full effect while still respecting that different people have different boundaries?
The question mark in the title and the introductiory text in the player booklets makes the moral ambiguity of revenge quite explicit. What were your considerations in how explicit to make this element in the game?
Finally, I like that the Outrage score is very much "an eye for an eye" - seemingly it is possible to "settle the accounts" and have two wrongs make a right. Was this idea part of your initial thoughts?