15 thoughts on “Hi!”

  1. Legacy gives each character 5 harm boxes, each with a different fiction effect according to how the playbook responds to harm. The scholarly Seeker has Winded, Terrified, etc. while the battle-hardened Hunter has On the Defensive, Out of Ammo, Blood-soaked etc. 1-2 of the boxes give you -1 to a stat, but it’s always the player’s choice which boxes they mark. If they feel the time is right they can even go straight to marking their Dead box, triggering their playbook’s Death Move and bringing their story to a close.

  2. Guillaume Alvarez out of all of those, I really like the way City of Mist handles the concept of conditions. Does exactly what you said. Very similar to the system from the last Marvel game (if you are familiar) and seamlessly integrates with the basic moves. Replaces harm entirely. Can represent anything from panic, to having your feet frozen in ice, to being impaled.

  3. I like the way Blades in the Dark does it (no, not a PbtA hack, but close enough). Harm always comes with a tag like you want, but also hurts mechanically when the tag matters. This seems much preferable to a preset list of tags, or the usual harm system, and provides all the flexibility I could ever want

  4. It’s rather different than Fate. Fate is a penalty of 2/4/6 to stuff, with descriptions that can be used to improve the attackers rolls. BitD is three tiers of injury, each with a distinct mechanical effect such as losing one die on a roll, to not physically being able to act alone anymore — and there’s no currency to spend to get more out of someone’s injury. No real bickering, I imagine, because when you hand out the injury — say “Twisted Ankle” — you say something like “So, twisted ankle… that’s gonna fuck up ‘ankle things,’ yeah?” and everybody knows what that will be like.

  5. Guillaume Alvarez the version based on Cortex. I think it was called Marvel Heroic RPG.

    Regardless, I should just explain the City of Mist version. Harm essentially works like normal…except you decide what form it takes and the severity depends on the amount. It crosses over with the fiction heavily. You might put someone to sleep with enough points, or just simply make them tired with too little. Keep stacking tired enough times and it will eventually knock them out. Enemies have specific targets you can hit with anything that might apply. An enemy might have “hurt 4” as a target, which could allow you to take them out by making them fall asleep or by punching them and giving them “bruised”. Players can stack conditions with each other if they make sense. The 4 next to hurt is the target number that the tells the MC when the enemy is taken out.

  6. Yea what Alfred said. it’s not prone to bickering at all. Although, injuries are sometimes discussed. The division of narrative power in Blades is very clear though, and much different from PbtA. And when the injury (or any other fiction) is not clear, a deepening of fiction towards an understanding and agreement is fundamental

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