Hi, everyone,
I’ve recently bought a pdf copy of Monster of the Week and I’d like to use it with the awesome background from Eden Studio’s Conspiracy X. I’ve found out it’s quite easy to adapt all the magic stuff but I don’t know very well how to do it with the psychics part.
Has anybody run a game with psychic powers and psychics player characters?
Thank you.
How exactly did you adapt the magic? To me it would be a similar process for psychic powers – custom moves, new playbooks etc.
I tried to make use magic cover enough bases to work with psychics as well as more wizard/witch type spell casters, so maybe you could just change the style of descriptions for psychics?
If you want to make them more distinct, you could write up two weird moves: one for spell-type magic and one for psychic powers. You can then adjust the applicable effects for each to give them their own areas, and likewise the dangers and limitations on a partial success.
(I don’t know enough about Conspiracy X to know what psychics are like there – I have played a single one-shot only, many years ago).
Thank you guys for your comments.
Well, magic in Conspiracy X is mostly based on rituals and improvised sorcery rather than casting spells like in a more classic way. And the only true spell-slingers are people or creatures corrupted by the Seepage. So I don’t see any problem with this question, except limiting the creation of spell-slingers PCs or justifying their existence during the character creation.
But psychics powers are given in a traditional way: you have to purchase every type of power (telekinesis, clairvoyance, mind probe, etc.) one by one with their own skill and force (two differents atributes). And this seems a little more difficult to me. Although, I guess we can just use the Spell-slinger playbook for these types of weirdos and make the changes you suggest me Michael Sands, and adapt the description of the move too.
Seibei maybe a way to go is to make a move for each of the psychic powers, and say that certain hunters can choose them. I’d say the more weird characters might be allowed to choose one or two at character creation (e.g. Spooky, Expert, Spell-slinger, Monstrous) and others might be able to take one or two as level up improvements.
Some of the powers might overlap with certain of the Spooky and Monstrous abilities too, so you might want to use/adjust those (and possibly take out the original versions).
For me adjusting the powers to that playbooks abilities could be better than creating new ones. Saves time and doesn’t change the spirit of the game.
Thank you very much for the ideas.