It’s really satisfying to look back on a weekend and find yourself with three strong additions to a project, two section rewrites, and having also started merging an old flavor text dog in with the larger whole.
Pangs and Curator moves are there, though the Curator needs explanations so shit like make a Rule of Thirds move comes across as having any sense to it at all. The basic moves have been given circumstances to proc, but not 6/7/9/10 results yet. I may post up a preview of the Remnant doc before those are in. I know feedback or any kind will be hampered by their lack, but I’m reaching a point where I’ll need some outside eyes to ask some hard questions about how this jalopy is going to fly.
Nice.
Whelp, I slipped on arealization, and now my document is broken and can’t get up.
I started thinking on emotional ranges for a move’s outcome rather than pure mechanical benefits. The stats represent the player’s shifting passion, self loathing and ego, and having those open up or wall off responses to events based on their current intensity feels closest to what I’m after. As in when you’re calm and empathetic you have the ability to reason through problems and connect with others in a way that balm’s someone who’s hurting. High passion and self loathing on the other hand can make you unstoppably focused and able to critically tear down someone or something as you redirect you depression toward petty acts.
I’m thinking of representing it with the quality of the roll determining how many choices you have to describe the nature of the move’s outcome, as in roll well get more descriptors on how you talk someone down, or find the distance choose a smart way out of a raw deal. Roll poor and you might only be able to respond with blind rage or the intention to hurt yourself or others. I’m a fan of the multiple choice, damage mitigation options off a roll, especially when all of them are emotionally wrenching.
Long story short, this feels good, but it also feels very square one.