Been helping James Mullen professionally design his ideas for the ‘Hood:

Been helping James Mullen professionally design his ideas for the ‘Hood:

Been helping James Mullen professionally design his ideas for the ‘Hood:

This specific hack is called ‘hood and it’s all about holding on: all the player-characters are small fish in a big pond, chancers and petty criminals looking for ways to make ends meet without becoming of interest to the authorities, who might send them to prison, or the real villains, who might send them to the graveyard.

https://docs.google.com/file/d/0B9Hhx1yXlz-OMlVOSWp5bnJ2cjg/edit?usp=sharing

http://www.groundhoggoth.co.uk/Welcome-to-the-hood/

If you have any game related feedback, leave it here:

http://www.story-games.com/forums/discussion/17959/039hood-big-fish-in-a-small-pond#Item_6

17 thoughts on “Been helping James Mullen professionally design his ideas for the ‘Hood:”

  1. Looks fun.  I will give it a more thorough read over the weekend.  My initial thought is that it is light on playbooks.  I will need to read more to see I can think of any other possible roles.

  2. Steve Moore  It’s okay, just didn’t want you to get turned off from the game when there is plenty more to come and I should them available to play relatively soon.

  3. I’m curious how heat will effect length of game, especially with no advanced options for playbook improvements.  I’d really suggest creating some of those.  I’m also curious if the moves reveal information about characters.  I didn’t see anything that allows players to ask questions.  I also see that this hack is contrary to one of the basic principles of AW which is that PC’s are just better than everybody else.  This might not be a problem, but it definitely changes the game.  In any case, I like the theme.

  4. In terms of design, I notice a few areas where your paragraphs don’t finish at the end of a column, going onto the next column or page… that is fine for a novel, but for a quick reference document it’s not ideal. Additionally, your first three pages after the cover seem essentially like they are all connected. When you think about how people are actually going to use these documents in play (as a pile of loose double sided sheets), that doesn’t work. Make it either four pages with some delineation between two sections, or bring it down to two…

  5. John Ryan I was aware of both issues, but thank you none the less.

    I made the paragraphs changes to two pages as I agree with you, but was refraining from getting too picky if text is added. I won’t be as picky as AW is with making sure headers lead onto every top line because well, I find their continual changing of spacing and font sizes a huge annoyance to me. I will though try to avoid as in page 3, where only one line is brought from the previous column.

    Here is a question about your two page player text that I would love an opinion on as I have been 50/50 on the what is the “right” answer here. I have 4 player pages text, 1 page MC text and a Cover, which I will include.

    I though about inserting the MC text text behind the cover, which puts the 4 pages of player text perfectly together so, only two sheets need to be printed back and forth, but then it puts the game intro on the page not connected to the cover which to me seems awkward, though that is because I am looking it as a book in which I will NEVER print as I e-read everything.

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