P.A.T.H.: Vietnam

P.A.T.H.: Vietnam — Developer's Dispatch

Game Updates, Reflections, and Dev Notes

Developer's Dispatches on design, history, systems, and other stories behind the P.A.T.H. Games title; P.A.T.H.: VIETNAM.

All Dispatches

An artillery crew working around a field gun as it fires at sunset

The Number Belongs to the Job

There is a quick way to make me stop caring about preparation in a game. Let me make a careful plan, gather help and improve my chances—then quietly raise the target because the roll would otherwise be too easy.

Soldiers carrying a casualty on a stretcher toward a helicopter

The Cost of One More Die

There is a very familiar moment at a roleplaying table when the player looks at a small pool and begins negotiating. Could this count as help? What about the equipment? Surely being very determined is worth something?

An engineer checking a track with a mine detector while another soldier watches

A Roll Starts Before the Dice

“Can I roll for it?” is a perfectly reasonable question at a roleplaying table. It is also a question I want to answer with one of my own: what are you actually trying to do?

Recruits practising with rifles along a training line

A Dice Pool Is Not a Personality Test

I have spent enough time moving numbers around a character sheet to know how easily the person disappears. You start with an idea for a young man, discover an efficient combination of ratings, and suddenly his entire chi

Soldiers watching a rice-field position from behind a low bank

How Lucky 8 Works: A New Player’s First Roll

When I am working on a rules example, I have a useful test: could someone make this roll without me sitting beside them to explain what I meant? If not, I still have work to do. For P.A.T.H.: Vietnam (Pivotal Actions Thr

Soldiers fitting timber into a camp position under construction

What was Rebuilt Between the Scenes: A Week of Reliability Work

This week I have spent a lot of time on what happens between the scenes. It is less photogenic than new art, but it matters: a parcel arriving, a tour surviving a reload, or a setting still doing what the player asked. I

Soldiers carrying their belongings toward transport at a departure depot

Your Tour Goes With You: Portable Saves on the Web

I want to be able to put the tour down on one device and pick it up on another without wondering which version of the soldier will turn up. That is the standard I am working toward. A game asking for a year of someone's

A soldier receiving new rank insignia from another soldier

The Soldier You're Becoming: EP and Advancement

I have been working on advancement, and the question that keeps me occupied is quite simple: what has this person actually learned? A year is long enough for someone to change. It is also long enough for a generous rewar

A soldier resting in a hammock under shelter

Set the Intensity, Not the Outcome

I have my own preferred reading pace and tolerance for noise, movement and flashing. They are not particularly useful defaults for everyone else. I want players to adjust the presentation and still have the same meaningf

Two soldiers examining a crowded display of small goods

Ninety Small Objects: Making the Tour Tangible

Ninety objects sounded manageable when I wrote it down. Then I started asking what each one looked like, how it was carried and where the player would actually see it. I still think this is worthwhile work. A list become

A period-inspired China Beach postcard illustration with a swimsuit model

A New Pin-Up for Every Month of the Tour

I have been working on the calendar again. There is the practical side, keeping the dates and the count toward home readable, and then there is the wall itself. Changing the picture when the month turns is a small pleasu

Illustrated cover for seven AFVN-inspired radio programmes

Rebuilding the Sound of AFVN

I thought the radio would be a piece of atmosphere. It has turned into programmes, fictional presenters, service announcements and songs. That is very typical of this project: I go looking for one small human detail and

Soldiers repairing wire along the edge of a camp

The Fixes a Player Can Feel

I have been working on the sorts of fixes that are difficult to make exciting in a progress post. Nobody asks for a dramatic trailer about a button staying within reach. You certainly notice when it does not, though, so

People at home watching a television report about the war

History Without the Lecture

The history is one of the reasons I keep working on this, and one of the reasons the work takes time. I want it present in the day without turning every scene into me standing at the front of a classroom. There is a pers

A tired soldier sitting alone inside a dimly lit hooch

Stress, Morale, Trust: The Numbers You Feel

I want to write about stress, morale and trust without making three coloured bars do all the acting. The figures help me keep consequences consistent. The interesting part is whether you notice that someone has stopped s

A group of soldiers listening together to a radio in their quarters

The Radio Brings the World Together

The radio has become one of my favourite ways to let the outside world into a small scene. I can leave a soldier at his desk and still let news, a familiar voice or a ridiculous announcement change the feel of the room.

A soldier receiving a decoration during a formation

Medals Arrive After the Moment

I have been resisting the instant medal pop-up. A game can award something immediately and make the transaction very clear, but I want a little distance between the event, the paperwork and the public version of what hap

Soldiers with bags walking toward the aircraft that will take them home

The Calendar Is Counting With You

I keep opening the calendar while I work. A date can look quite harmless on its own; put a departure date at the far end and suddenly every week has a different weight. I want the player to have that small ritual too.

A soldier photographing his squad outside their quarters

The Photo You Decided to Take

I want taking a photograph to be a decision. Someone buys or borrows a camera, uses an exposure and chooses what belongs in the album. I find that much more interesting than handing out a completed scrapbook when the pla

A soldier writing in a small notebook beside his camp position

Journal and Tour Log: Two Records of the Same Day

I keep two records because I want to know both what happened and what it felt like. Those are related questions, but they do not always produce the same answer. The Journal and Tour Log are my attempt to leave space for

Soldiers queuing at a desk to receive their pay

What Your Pay Says About You

I do not particularly want to build a game about managing a bank balance. I do want money to pull the character in different directions: something useful here, help sent home, a plan for later. That is the reason I keep

A mail carrier delivering an envelope to a family home

The Catalogue Sends Something Home

The part I enjoy about building the Catalogue is the moment a purchase stops being a purchase. I can list a watch, a toy or a camera quite easily. Working out who receives it, and what it says coming from this soldier, i

Soldiers gathered around a truck delivering PX stock

The PX Truck and the Small Comfort

I have spent a surprising amount of development time on the arrival of ordinary goods. I like that the PX truck can give the day something to look forward to without anyone needing to win a battle first. Sometimes dry so

A soldier cleaning his rifle at a makeshift work surface

Carried, Locker, Ruck: Building a Loadout

I have been separating the things you have from the things you can actually reach. A useful item back in the locker is still yours, but it cannot help you from there. That sounds obvious until a game quietly lets the who

Field equipment, clothing and personal items laid out together

Weight Is a Decision

Every time I add an interesting piece of equipment, I am also adding something somebody has to carry. That is a useful check on my enthusiasm. I want packing to involve a few uncomfortable decisions, because having every

A soldier reading paperwork while seated on his cot

How to Read Your Service Record

I want the Service Record to answer a question quickly. Who is this person, how are they doing, and what do I need to pay attention to? There is plenty to record. My job is to keep the paperwork from becoming a second to

Two officers leaning over maps and paperwork at a field desk

The Field Desk Is the Other Battlefield

The Field Desk keeps growing because I keep finding another part of the soldier's life that needs somewhere to live. The trick now is making it feel like a desk I can use, rather than a filing cabinet I have accidentally

Soldiers sitting together in a hooch while one plays a guitar

Major Work, Minor Human Moments

I chose Major and Minor as practical labels, then immediately ran into the problem with them: a minor action can be the thing you remember. I want the schedule to make sense without telling you that a letter matters less

Soldiers talking and resting inside a firebase at dusk

A Day in Four Shifts

Dividing the day into four shifts is one of those small decisions that keeps affecting everything else I build. I need enough time for work and danger, but also for a letter, a wash or an evening that passes without beco

Soldiers arriving beside a transport aircraft on a tropical airfield

From Home to Dau Tieng: Your First Days

I am spending time on the arrival because I do not want the first patrol to belong to a stranger I just assembled in a menu. There should be a road into this: home, training, the trip and the slightly unpleasant discover

Soldiers moving cautiously through dense jungle vegetation

What Kind of Game Is P.A.T.H.: Vietnam?

I keep being asked what kind of game I am making. Fair question. I have spent enough time trying different versions that I ought to be able to answer it without opening six tabs. The clearest answer I have is this: follo

A mechanic working on an armoured personnel carrier in camp

Three Jobs That Hold the Tour Together

I have been looking at the jobs that make everyone else's plans possible. A working vehicle, a safe route and a clear report are easy to take for granted until one is missing. These are three roles I want to feel useful

A radio operator using a field telephone handset beside his radio and notes

The RTO Carries the Voice

I like the RTO because the job puts you in the middle of things without handing you command of them. You carry the connection, hear fragments of a much larger situation and try to make a useful message out of it. I want

A medic treating a seated soldier while others wait nearby

The Medic Keeps People in the Story

When I work on the Medic, I keep trying to get away from the familiar game habit of treating a person as a health bar with boots. I want you to know who is hurt, what you have available and why you are trying to keep thi

A machine gunner maintaining an M60 with ammunition belts beside him

The Grenadier and Machine Gunner: Two Kinds of Firepower

I nearly wrote these two roles as an equipment comparison. That would have been tidy, and it would have missed the part I care about. I want the weapon to change what the squad expects from you, including the awkward que

A rifleman working at a sandbagged position with his rifle beside him

The Grunt: Learning the Ground War

I do not want the Grunt to be the role you pick because you have not read the other seven. I keep coming back to the ordinary work: carrying, watching, digging, waiting, then suddenly needing to get something right. That

New arrivals waiting together at a military processing depot

Eight Ways to Begin the Tour

I am working with eight roles for the first tour. That sounds like a tidy list until I start asking what each person actually does on an ordinary Tuesday. Getting those differences into the day is much more interesting t

A small American hometown street with shops and parked cars

Create a Person, Not a Superhero

I have spent a fair amount of time looking at character screens and asking myself whether I have made a person or just a very efficient collection of advantages. The numbers are useful. I also want to know who is going t

A young man sitting on the porch of a family home

LifeP.A.T.H.: The Road Before the Tour

I keep returning to the part before the uniform. A person has already learned things, disappointed people, found work, left work and imagined a future before I ever ask the player to choose a military role. That is the b

Illustrated soldier, road, maps and unit insignia arranged as a development cover

The Long Road to P.A.T.H.: Vietnam

Earlier this year, I decided to give this idea the time I had been promising it for years. I have been sitting on some version of it for nearly a decade, and experimenting with narrative systems since 2019. There was no