Question about AW Workspaces (Savvyhead) and Infirmaries (Angel).
How have you used them in your games?
What are they in your head? Are they ways to avoid die rolls? Quest givers? Something else entirely?
Question about AW Workspaces (Savvyhead) and Infirmaries (Angel).
Question about AW Workspaces (Savvyhead) and Infirmaries (Angel).
How have you used them in your games?
What are they in your head? Are they ways to avoid die rolls? Quest givers? Something else entirely?
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I’ve seen them used as quest givers and ways to explore deeper into parts of the setting (like the maelstrom). I’ve not seen them used to avoid die rolls, if anything they always seem to add some acting under fire or hot rolls as the character tries to get the necessary resources.
Workspace is the core move underlying all of AW. The player says what they want to do and the GM says “Okay, but…”
Ritual magic in DW is built on Workspace for good reason. It sets up other moves. You can do anything, right? But you can always do anything in AW, as long as you follow the steps (some of which will probably involve rolls) that set you up to do it.
they’re a great opportunity for the mc to be a fan of the characters
P.S. In other words, Workspace is a reminder to have conversations that you can always have, but one that helps structure those conversations in a fruitful way, inspired by how the Saavyhead (and Angel) interact with the world.
I find them hard to use. The “yes, but” answers there do not seem to inspire me in the same ways as other moves.
In one-shots I’ve run I’ve used them as bases of operation, and it is a resource that newbie players think they can rely on.
Hardholder Workspace…
The Head Cabinet or War-room
When the Hardholder is in council with the holding’s military, political, and economic planning center for 8, 24, or 72 hours of dedicated logistics planning and intelligence assessments and succeeds at something like a roll+ sharp, hold one in a manner like Bonefeel, to use a tactical, social, or leverage, based move in it’s amplified strategic scale, becoming effective immediately, and usable at any time… (as a reminder of what is stated under A Few More Things To Do pg 121 & 122; regarding the use of moves always being scalable by the intended fiction effect) …which does indeed mean that a long term Read A Snitch could be used by any of the Logistics Cabinet members of Crossroads, in order to determine intelligence about a known threat, or;
* The strategic economic state of The Casino
* The geographic claims, seasonal routes, and leader names, of all the caravans, cycle-gangs, and circuses, in the region with economic ties to Crossroads and it’s diplomatic neighborhood.
* make a month long economic Seize by Force move against Riverton’s unstable Market, to claim economic leverage over Riverton’s political negotiations with The Triad’s leadership.
* Act Under Fire in order to cause Bridgeview to seemingly be responsible for the raid on Airport
* Provide subtle economic leverage, or overt military support, for The Refugees of The Monastery to form a holding in an abandoned warehouse complex, in an accessible trade route distance.
* Discern, Add, or Discourage, the regional rumors and news… shifting the PR image of a target with Propaganda.
It is even practical to effect improving things inwardly on a given holding, or in a manner like a Workspace in relation to a holding’s civic projects, and say one months move of making known you want a public radio station to be a civil project in town, and regularly drop serious jingle to speed that project on it’s way starts a clock for this civic project and keeps it ticking… now how about some civic centralized sanitation, power, or you know… all precious water, which people tend to die off in days without.
Of course, having a modified Workshop act as a Council Planning & Civic Logistics Center should certainly help a Hardholder hold hard… right?
tl;dr — yes Richard Rogers, a Workspace is all of these things… a place to trade time and jingle to avoid excessive dice rolls, call for dice rolls with epic projects, and generally add to the fiction as much as possible — all while basically being a source for slightly advanced moves to occur, and be a structured reminder and focus for moves and principles that are always in effect.
(but, trust me about reviewing A Few More Things To Do pg 121 & 122; regarding scalable moves by time and scope) .