Brainstorm with me:
I mentioned in a previous post that my players had found their way inside a solid, almost crystalline dyson sphere of unknown origin. We faded to black at that moment.
I have a handful of rough ideas and images for what’s inside (but intend to play to find out). However, I am going to offer this up as a “sword and planet” style adventure, where it’s basically their high tech against the rigors and strangeness of an alien world. So what sort of custom moves do you see for something like this?
I already have this idea of a supply/resource move based on the AW Hardholder/Hocus stuff, to give them resource pressure without the need for tracking rations and crazy shit like that.
I’m also considering some variation of DW’s perilous journey, but haven’t fully fleshed that out. I’m still not sure if this will take (about 75% confident right now).
Not familiar with UW, but I’ve read a bit of Sword & Planet fiction. If you’re aiming for genre emulation, I’d include moves to (1) show up the locals at their own game, (2) take leadership/control of a group, (3) Montage for learning local melee style, (4) Ride a local herd animal, (5) Beguile a local prince(ss) with chivalry; (6) Tame savage animal; gain loyal alien beast; (7) be Exceptional (whatever that would mean in this setting – maybe gain some local limited tech control over the dyson sphere, which translates into some form of medieval-looking magnificent power).
How about a custom move along the lines of opening your brain to the psychic maelstrom in AW? Some worlds are so alien that they might have unpredictable effects on the human psyche.
When you investigate the Builders…
When you take biological samples…
David Klein I actually like that. Could even be biological, like some hive mind bacteria thing.
Shit, I could probably abuse that for any language barrier too