What if, instead of stats, playbooks had moves rewarding [stat]-like behavior for +[n] forward.
What if, instead of stats, playbooks had moves rewarding [stat]-like behavior for +[n] forward.
What if, instead of stats, playbooks had moves rewarding [stat]-like behavior for +[n] forward.
That seems like it would work functionally the same as stats, only you’d be rolling plus zero most of the time since you tend to roll multiple times during a scene. I’m not really sure what it would add; what’s the goal?
I’ve played a bunch of personal hack attempts with things like this.
My favorite was a sci-fi game where the players all had a list of specialities. For each specialty that applied to a roll, they rolled at +1.
It went okay, but players drifted their characters hard into their niches. It became a fairly heroic game and less about complicated failures.
If I did it again, I’d probably say: if a specialty applies, treat a 6- as a 7-9 result. And keep normal stats
I don’t know if there is a goal. Just a question.
If I were to contemplate something like this, the questions I would ask myself are:
1) who is going to decide what “stat-like behaviour” is?
2) What is going to really guide their judgement on that?
3) why can’t this be done through a hard and fast rule that everyone has access to, rather than relying on (fallible and unavoidably biased) human judgement?
If I had good answers to all of those, then I’d see no reason it couldn’t work.
I can see how choosing specialties would do that.
What I’m proposing is, instead of getting a Cool+1, you get a move like, “When you casually describe the risks, take +1 forward.”
Jim Morris I think the “why” question matters most here. There’s no sense in designing a game of you don’t have a purpose.
I guess the purpose, if there is one, is to get the players to paint the scene. If you want a +1 to defy danger, show us how cool you are.
Jim Morris that’s actually part of the game already.
This is how City of Mist works.
Alfred Rudzki, how does it play at the table?
Jim Morris pretty great. You’ve got like 15 tags that detail what your deal is: quick, nerdy, armed, teleportation, super-speed, pretty face, charming, honestly good, etc. You narrate what you’re doing, find what move it triggers, and count up the Tags that are affecting what you’re doing, and roll+Tags.
Alfred Rudzki Jim Morris Yeah it’s like a cool mix between pbta and fate’s aspects.
Backed it and have the preview copy but have not had a chance to run it yet.
The OneShot podcast had a really fun game of it using the pregens.