I’m working on my first ever functional AW hack (as opposed to very simple reskin) – Panem et Circenses, otherwise known as The Hunger Games World. My first unusual point for *World hacks is that I think that lifepaths fit The Hunger Games much better than a class/playbook system does (although I’ve tweaked some of the lifepaths to prevent certain combos, and may need to go further). It’s designed for two modes of play at the first session – either everyone’s a Tribute (and so a kid), or you’re all part of the same faction. Only Adults (or really experienced kids) get Read A Person, but adults gain XP at half rate.
And Stress is meant to be far more important than harm – I’ve guessed at my Stress Economy that the game runs off, but that needs playtesting.
https://docs.google.com/document/d/1IZN2EYB5p96fdbIdY5kiRujanNZDgaYZuvX6FGQGIVM/edit
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Why shoot someone, Bully Someone and Beat someone up …. could a single aggro move similar to AW not work when being aggressive against another?
Couldn’t Rig a trap and Fix an object be under one move for item creation/repair?
Why the Age and Youth? I personally would rather it be fiction than mechanic related, but if you went with it being mechanic related, why not combine the two?
You’re working off an old version, Tommy 🙂 Absolutely right about shoot someone, and fix an object. Shoot Someone is now Hunt And Stalk and significantly changed (IMO vastly for the better) and Fix an Object has gone (it’s far too generic a move to even be worth including given the range of objects). Secure Your Shelter’s been added because you need somewhere to sleep and they do a lot of that. Bully someone’s not really about combat – it’s IMO closer to Claim Your Rights than Go Aggro, although allows damage as a possible consequence. (I’ve also changed the bonds to a trust mechanic and am well aware that it needs cleaning up)
I don’t understand what you mean by Age And Youth? And thanks for the feedback 🙂
Is above the new document? I will read through it again later to see my complaints about Age and Youth. My initial thoughts to this were why have mechanics as people start making decisions based upon min/max mechanical desires over fictional desires, which I feel adds more to the game.
The google docs version is kept live – I’m not sure how you were using an old one.
The age and youth is if anything not harsh enough as a difference to reflect the fiction – that older kids tend do have a much much easier time.
I would rather it then be a fictional or element that younger people have to keep from breaking down, rather than a +1/-1 mechanic.