Hey,
I’ve read the Powers sections twice now, in the draft phase and again in the preview copy for backers. I’m not sure I understand how you pick powers for you characters.
Can someone try and explain it to me?
Thanks.
Hey
Hey,
I’ve read the Powers sections twice now, in the draft phase and again in the preview copy for backers. I’m not sure I understand how you pick powers for you characters.
Can someone try and explain it to me?
Thanks.
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Basically, unless I misunderstand it as well you have two sections
One in which you list all the powers your character has (this could be any number of powers, 1 or 100, you have creative freedom here)
and then a section where you list specific things you do based on your list (simple , difficult, borderline, impossible, etc.) think of this section as what your character at this moment knows they can do vs what the player knows.
Example: Superman has superstrength, so lifting and throwing a car would be so simple as to not even need a roll most times, but catching someone in mid air without hurting them would take more caution.
And that big list of powers is what you draw from when you Push, or when you level up. It’s what you, the player, knows the character is capable of or has potential for in the future.
Think of your specific power uses like monster moves from dungeon world, or mentally phrase them like move triggers:
“When you (lift a car, jump a building, dodge a bullet, hack a gibson, etc.)
All of those in the ( ), would work as phrasing for a simple, difficult, borderline, impossible power.
Okay, so I did understand it correctly. It just seemed a bit abstract to me, since I used to everything being organized into moves.
I’ll give it another read to see how it fits together.
Yep, your powers are certainly abstract. They’re simply tools for interacting with the fiction. Powers affect whether moves are possible in certain situations and are a player’s justification for doing or trying certain things in the fiction.
Having to organize every possible power into specific moves means limiting creativity and what you can do with them for one, and means you end up with massive grocery lists of powers for another. We really wanted to avoid doing both, but it takes a bit of getting used to for some players.
There are some example characters around the community if you want to check out peoples’ interpretations of more recognizable characters or ones they came up with on their own. If you want to just try whipping up a few, I’d be happy to take a look at them.
It still fits, but I agree it takes getting used to.
Like it still applies to moves, but the interface is just a little different to better fit the way supers are different than other characters. You can theoretically “do” anything. The game focuses more on how you and your power affects the world rather than “your character can lift X tons, but my character can lift Y.”
I’m rereading, it reminds me a bit of Marvel Heroic Roleplaying, which I love.
I actually started designing the game when I tried to take Marvel Heroic Roleplaying datafiles and use them as the basis for a character sheet in the AW engine. It obviously started diverging pretty quickly, but WiP definitely owes a lot to it and might not even exist without it!