So I’m working on my own hack, where you basically play a steampunk submarine and its crew. The playbook represents the submarine, and your stats are Commander, Engineer, Gunner, Naturalist and Pilot. Like the crew themselves are the stats.
Right now I’m just wondering about integrating moves so when you have the crew visit an island or what not, how you deal with “damage” that’s not specific to the submarine. Any thoughts?
Afflictions against the individual stats/crew members?
Is the submarine the ultimate story? Or what happens to the crew?
Stat penalties? ‘Damaged’ moves (see Black Stars Rise)? Have a harm clock that represents crew coherence?
I like your ideas both, Josh McGraw and James Iles . Devon Apple I want the submarine to feel like a real character.
I’m not sure if I could make that work but a somewhat relevant reference would be the anime Arpeggio of Blue Steel (it’s on Netflix) in which lots of the characters are warships including submarines. They have avatars and there are lots of humans around too so not really what you are looking for but you might find something useful in it.
Do you plan to have macro characters for everything else too? For example, will the island be an entity itself and be treated like an NPC? If they sail to North America (like a hardhold) to they interact with New York, Boston and Miami, where each city is a character?
Certainly seems like an interesting idea. It would be interesting for a sci fi game too, each planet or system treated like a character.
I will check out that show. I may do more macro NPCS. There are going to be enemy ships, sea monsters and more. I am kind of thinking of making this a mashup of PBTA and Quill, with solo writing elements to help you determine fictional positioning.