Mechanics design question. I’m working on a game called Get Ready 2 Rock, which is about a band on tour (think This Is Spinal Tap, Flight of the Conchords, Metalocalypse). I’m considering adding a mechanic based on the “Darkest Self” from Monsterhearts, called Let The Music Take Control. In extreme circumstances (such as when you’re about to take your last point of harm), you would basically transform into an exaggerated version of your own archetype until someone does something to bring you back to earth. Does this seem fitting? Any ideas on making it seem less derivative of Monsterhearts? https://docs.google.com/document/d/1x1BnvTdHZDSM8775f1rkv1H9aWQb3QgThfqEAtYVMkE/edit?usp=sharing
Mechanics design question.
Mechanics design question.
What is harm in this game? It sounds like it wants to be a disruption to a pc’s stability but it seems to trigger from physical harm. I’d also go back to the basic moves. They seem to encourage players to start fights, trash rooms and do drugs all the time. Do you wish these to be casual behaviors for the pc’s or their downward spiral? I think shoring up the theme and feel for the pc’s every day can help clarify what it should look like when everything goes to shit.