Typo on page 340: “be weary of how much information you’re giving”. Should be “be wary”.

Typo on page 340: “be weary of how much information you’re giving”. Should be “be wary”.

Typo on page 340: “be weary of how much information you’re giving”. Should be “be wary”.

Brainstorm with me:

Brainstorm with me:

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).

The bones of a long dead society spill out across the horizon as far as you can see.

The bones of a long dead society spill out across the horizon as far as you can see.

The bones of a long dead society spill out across the horizon as far as you can see. Homes, offices, infrastructure – it’s all here, looking vaguely and eerily like any city you’d find back home… just bigger.

But it’s not like home. Here all is silent. All you find as you walk these echoing streets are these lamps on nearly every street corner. A few still glow with faint light.

What do you do?

(Image via Michael Prescott​​ at http://blog.trilemma.com/2016/12/the-call-of-light.html)

So there’s this building, witch coven holed up inside, doing witch-y ritual things.

So there’s this building, witch coven holed up inside, doing witch-y ritual things.

So there’s this building, witch coven holed up inside, doing witch-y ritual things. The Spectre’s Link is in there – his living daughter, who is trying to learn necromancy because she may have seen her dead father once in a fever dream and wants to contact him.

The Fae rolls up, with his Dish Best Served Now, seeking vengance for one of his redcap followers, Tom, who’s brother, Dom, says he saw fall in a witch’s hex trap so they could drain his blood.

Fae Lets It Out, calling to the spirits and elementals of the earth trapped in the stones of the building, urging them to be free! The building rumbles and creaks and begins to come down.

Now the Link is in danger, but the Spectre is there – he was just outside keeping an eye on his daughter. He moves in, to get her out. But now the coven is pissed, their eyes on the Fae, blocking the Spectre from moving in. And it’s his turn. He Lets It Out, summoning all the sadness and despair he felt at the moment of his death, all the pain and the regret, and pushing it into the room. And he rolls a 13 and decides to pay the corruption to make this permanent.

[We basically paused here on a cliffhanger for the night]

So this mega-depression emission, I need to figure out a move for this, I think. A passive “you can make people really sad” isn’t going to cut it. Any good ideas? I’m feeling an “unintended victims” consequence in there…

The Setup: During our Session 0 the players and I constructed a local cluster connected by jump gates.

The Setup: During our Session 0 the players and I constructed a local cluster connected by jump gates.

The Setup: During our Session 0 the players and I constructed a local cluster connected by jump gates. Earth is off the table for the game, but is still connected – it’s just like a year journey to get back.

One of the local stars that the original explorers happened upon was encased in a dyson sphere of unknown origin (at approximately Venus orbit). The structure appears almost crystalline and reflects/refracts all incoming EM waves and sensors. No seams or entrances were ever founds. But the frozen planets still orbiting the sphere were ripe with unique materials, and the system became a destination for mining.

Now: The characters have discovered with enough concentrated plasma fire, the crystalline structure of the sphere will “melt” away. It reseals itself in moments, but they are able to fire a sustained blast from their ship long enough to get their shuttle and mech suit through while the ship waits outside in position. It is set to re-bore the hole once per day until fuel gets low, then it will do it once a week.

The session ended as they flew into the borehole before it sealed up behind them.

WHAT DO THEY FIND INSIDE?

Spitballing Idea:

Spitballing Idea:

Spitballing Idea:

This idea is stolen from Coriolis and Blades in the Dark… part of character creation should include a selection of a Group Role – like a Career, but for the group as a whole, and should have moves/skills that apply to all members of the crew.

For example: Merchants / Smugglers / Explorers / Military

Merchants would have 3-4 skills based on trading, Smugglers would have 3-4 skills based on stealth or crime, etc

Each Group Role could also have rules for creating the setting specific to that role. Maybe the four listed above include special rules for starship creation, while others might include planet or city creation.

I think something like this would address two of my concerns in the base system:

1. Group cohesion isn’t built in in the manner that Bonds/Debts/Hx from other PbtA games do it. Adding mechanics to your group as a whole could encourage that cohesion more.

2. Setting creation is a bit TOO open to me, so allowing the players to flag what they want (explorers and smugglers fit into very different settings) helps with knowing where the setting should be pointed to.

The human eating demon dressed in the meatsuit of a little girl in a white dress has asked the Veteran for help.

The human eating demon dressed in the meatsuit of a little girl in a white dress has asked the Veteran for help.

The human eating demon dressed in the meatsuit of a little girl in a white dress has asked the Veteran for help. Someone is hunting demons and killing them truly, not just sending them back to the underworld.

It culminates in a car chase, the killer speeding down the road in his Oldsmobile, the Veteran chasing in his beat up truck. He Keeps His Cool well enough [7-9 result] to hold the chase but can’t quite catch up to him.

“Well that’s why I installed this…” he rips open a panel on the dashboard exposing a big red button with “Nitro” written on it. Slamming his fist down, the truck jerks forward, catching the Olds in a pit maneuver – spinning and T-boning it. [Let It Out=12, chose seize control of his car and +1 forward from the wreckage confusion, taking corruption].

At the moment of the crash, as the windows shatter, the killer reveals it’s true form, unfurling a set of wings that rip it from the wreckage like a parachute. It lands twenty feet away in full demonic form. There’s no way the Veteran can fight this thing toe to toe… unless… The last point of corruption put him over. He takes the “Pack Rat” corruption move.

“I reach into my jacket and pull out a pouch of white powder. It is the ground bones of cherubs, and incredibly painful and acidic to demons.” He tosses it into the air, as the demon screams, swatting at its face and body as the skin sizzles and bubbles. [I rule this a reduction of his 2-armor to 0, as he did take corruption to do this]

Unleash with the +1 forward, terrible harm, no armor. Dead. Poor demon.

Veterans seemed like such a boring character to me at first. I’m loving this guy.

How are you expected to fictionally describe a Faction?

How are you expected to fictionally describe a Faction?

How are you expected to fictionally describe a Faction? When someone shows up and a character wants to Put a Name to a Face, how do you inform them what Faction to roll? If the players chase someone into a building that seems ominous, and they want to Investigate a Place of Power, how do they know what to roll if the owner is currently unknown?

I think this is a thing I’ve been doing wrong, so I’d like to hear what others do.

Things are coming to a head.

Things are coming to a head.

Things are coming to a head. Various threats have been maneuvered to the Vamp’s wine bar (not his haven, that’s the VIP back room)

– the Fae is meeting a witch known for taking things from those weaker than her who also has a couple redcap slaves/bodyguards. They’re making an important trade (will she act honorably? will he help his brethren?)

– the Veteran is staked out in his truck with a “good” demon child named Stephanie, waiting for the strange human who is somehow killing and consuming demons (is this demon even worth saving? what power allows one to consume a demon?)

– the Vamp has hidden his nature from a group of hunters who rolled in to town and was able to turn their leader into his thrall, but they’re suspicious (will they find out their leader has been compromised? will they lash out in a bar full of supernatural folk?)

– the Spectre’s daughter and Link follows the Vamp around, romanticizing the vampire lifestyle. The Vamp intends to make her his ghoul (will she agree? will the Spectre reveal himself to her?)

– Two ghouls of a rival vampire are looking for the Spectre, who agreed to help them with some local wolves being nuisance, but bailed

– Some of those wolves show up, looking for the master of the ghouls that killed one of their pack in the park the previous night

So all this stuff is sort of happening at once at the beginning of this session in the wine bar. How does it turn out? What tinder ignites first? WHAT DO YOU DO?

Just a quick credit system for a game not based around cargo trading.

Just a quick credit system for a game not based around cargo trading.

Just a quick credit system for a game not based around cargo trading. I have not used this precisely in play, but will over the next few weeks.

BUY (+Credit)

When you demand important services or Assets from a market able to supply those demands, Roll+Credit you’re willing to pay for it.

On a 10+, the deal goes through.

On a 7-9, the deal will only go through if you pay a higher cost, perform a task, or accept a lesser asset/service instead of what you asked for.

SELL (+Cargo)

When you sell cargo for the Credit it is worth, Roll+the class of the Cargo.

On a 10+, you receive Credit equal to the Cargo’s class

On a 7-9, you receive Credit equal to the Cargo’s class, but the GM chooses one:

• It is local credit, not good outside this system, planet, city, or market

• You will need to deliver the Cargo somewhere before payment

• Selling this specific Cargo draws unwelcome attention

EXCHANGE (+rep)

When you exchange Credit, local or otherwise, for Cargo or other forms of Credit, Roll +1 if you’ve successfully done business in this market, -1 if you’re done business but it didn’t go so well, or +0 otherwise.

On a 10+ the exchange goes through as expected

One a 7-9, the exchange happens, but the GM chooses one:

• They don’t have as much as you asked for

• The cost or exchange rate is lower than expected

I’m still looking side-eyed at some of this, and will probably wing the 7-9 and 6- results to see if anything solidifies in play