There’s just one thing  bugging me on WiP, the Another day, another Armageddon on Adapt to a changing world book…

There’s just one thing  bugging me on WiP, the Another day, another Armageddon on Adapt to a changing world book…

There’s just one thing  bugging me on WiP, the Another day, another Armageddon on Adapt to a changing world book move:

Another Day, Another Armageddon:

When things look dire, tell the group about a time when things were really bad and how you made it through (feel free to exaggerate) and roll+Influence. On a 10+, consult the list below; you may raise your Bond with one person of your choosing by 1 and they can choose to do so as well. On a 7-9, consult the list.

➤➤ If they stay silent, they may remove one Minor or Moderate Condition.

➤➤ If they laugh or snort or show disbelief they may remove one Critical Condition.

➤➤ If they get excited, pumped up or inspired, they may remove one of each Condition.

Move available to open when: You prove to someone that doing something the oldfashioned way gets better or quicker results.

On 7–9 you take off all the choices from the PC, isn’t a bad design?

8 thoughts on “There’s just one thing  bugging me on WiP, the Another day, another Armageddon on Adapt to a changing world book…”

  1. This move is still bugging me Kyle Simons. I’ve figured out what is pissing me, the consequences listed define how the PCs must react, narrowing the ficcional options.

    Tim Franzke, what do you think about it?

  2. It’s definitely not the average move as it pushes the player to tell a story that is genuine and meant to elicit a response from the players, but I don’t see how it defines how the PCs must react (if any of the ifs happen, they get benefits, if not, not) or how it limits the fictional options. But it was a conscious effort to try something new with a move, and I can see the disconnect there.

    If you’re implying that the move forces the players listening to the story to power game and be ready to snort in disbelief (or have their character do so) no matter what story is told then I suppose that’s possible, but in a game whose whole philosophy is about putting the fiction first, they’d be kind of missing the point of the game. 

    I remember Tim bringing up a similar point about the Serve and Protect move saying that players could power game it by Burning a Bond to get a 10+ and then getting it right back. And sure, as long as it makes sense and works in the fiction, that’s fine. I guess a power gamer (for lack of a better term) could try to manipulate the fiction so that their mechanical desires are realized, but again, they would be both missing out on the point of the game and system, and not playing the game properly.

  3. Hi Kyle Simons!

    After playing the game and collecting the feedback from the brazilian community, we figured out why this movement needs some redesign (in our humble opinion): There’s a lack of an hard choice, or something really cool to estimulate the fiction. As result, I’ve made little changes on the move:

    Another Day, Another Armageddon:

    When things look dire, tell the group about a time when things were really bad and how you made it through (feel free to exaggerate) and roll+Influence. On a 10+, consult the list below; you may raise your Bond with one person of your choosing by 1 and they can choose to do so as well. On a 7-9, consult the list.

    ➤➤ If they laugh or snort or show disbelief and describe how the things can go wrong in the future, they may remove one Minor or Moderate Condition.

    ➤➤ If they get excited, pumped up or inspired, and make promesses to support you, they may remove one Critical Condition.

    ➤➤ If they get touched by your story e share a personal secret, they may remove one of each Condition.

    Move available to open when: You prove to someone that doing something the oldfashioned way gets better or quicker results.

    What do you think?

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