Have any of my fellow Powered by the Apocalypse games fans played Chuubo’s Marvelous Wish-Granting Engine by (Nobilis designer) Jenna Moran? Did you notice that Quests are personalized Fronts for player characters? There are some interesting moving parts in that system for PbtA hacking.
Have any of my fellow Powered by the Apocalypse games fans played Chuubo’s Marvelous Wish-Granting Engine by…
Have any of my fellow Powered by the Apocalypse games fans played Chuubo’s Marvelous Wish-Granting Engine by…
Sounds interesting. Do you have a good link for it?
http://www.drivethrurpg.com/product/134196/Chuubos-Marvelous-WishGranting-Engine
Thanks!
I was actually thinking about that yesterday in terms of adapting it with Dungeon World–there’s already a lot of similarity between Alignments and Emote XP.
I’m playing a game of it at the moment, and though I hadn’t made this connection I can totally see it. I think they’re some hybrid of front and countdown clock, and IMHO they’re as core to this game as the 2d6+mods => 6-/7-9/10+ setup is to AW. If you stripped the game down to nothing but quests and XP actions it’d still work, and it’s made me think quite a bit about how to structure the diceless games I design.
James Iles Do you think you could do a fractal deconstruction of CMWGE like Avery Mcdaldno did with Simple World?
( http://buriedwithoutceremony.com/simple-world/ )
Comparing the two stripped-down versions side-by-side might be insightful.
It’s possible! I’m still getting to grips with the system – we’re about 5 session in and we’re still getting our heads around how Arcs work – but I put together this diagram of how I reckon the core of the system works: https://goo.gl/photos/Z5acnfcGwyDowXSr5
Importantly, the only time a character’s mechanical powers and abilities get a look in are in justifying them meeting quest XP actions, and even then quest XP actions tend to be worded in such a way that it’s perfectly legitimate to just ask for/frame a scene where that particular event happens, without having to justify it with your skills. I think the key to making this structure work then is for each character to have multiple possible goals in each scene, so that a) people remain invested even if the scene is superficially ‘character B is having a strange and forboding dream’ and B) scenes aren’t just straight ‘let’s meet player A’s XP triggers’.
Does that make sense?
Yes!