I know a number of people are working on space opera type hacks.

I know a number of people are working on space opera type hacks.

I know a number of people are working on space opera type hacks. 

Me too. I think mine has a little different focus though. Ad Astra per Aspera is intended to do ship-based space opera with a focus on the political. So while (once it’s done) it can do explore-the-planet and fight-the-space-battle, it’s also interested in who’s in charge of the ship and how the ship’s actions affect what the political powers do.

Theoretically, anyway. What I’ve got so far is some incomplete noodling, but I will probably try to get some kind of not-really-ready playtesting going sometime soon.

But I thought I’d post version 0 for any thoughts or comments. And if somebody else really is already doing this same kind of thing, let me know.

https://drive.google.com/file/d/0B6UICjDXSd9INjV5U240ck9MaEk/view?usp=sharing

This is a very first sharing draft of character creation for Common Good, a PBTA hack about being the…

This is a very first sharing draft of character creation for Common Good, a PBTA hack about being the…

This is a very first sharing draft of character creation for Common Good, a PBTA hack about being the decision-makers in a community. (So think Defiance or Outcasts or maybe even BSG, though it’s intended to work with almost any “community.”) The “hacker all-stars” said character creation alone was enough to go start playing with a game and see what happens, so this is what I’ve got. At some point I’ll take it to some players and see what happens. 

Thoughts welcome, of course.

Finally got around to watching this.

Finally got around to watching this.

Finally got around to watching this. Expected it to be awesome, but it exceeded that. Showed me some things where I was on a good track, clarified some things, and mostly saved me a ton of time by helping me avoid the big pitfalls I was headed straight toward. I will definitely have more fun working on my hack and have a better chance of it amounting to something–and I will even feel better if it doesn’t.

So BIG THANKS to everyone involved in this. And if you missed it, or meant to get back to it (like I did) and have forgotten it–it’s totes worth your time.

http://www.youtube.com/watch?v=xP8dZdpXg90&feature=youtu.be

Hey, probability folks:

Hey, probability folks:

Hey, probability folks:

If instead of rolling 2d6, we instead rolled 3d6 and kept the highest 2, how does that compare to rolling 2d6 and adding a modifier? What I’m hoping is that someone can tell me “rolling 3d6, keep and sum the highest 2, is mathematically the same as 2d6+X” (and I realize that X probably won’t be a whole number).

Thanks in advance.

Some time ago (years?) I saw someone’s early draft of a starship crew PbtA game.

Some time ago (years?) I saw someone’s early draft of a starship crew PbtA game.

Some time ago (years?) I saw someone’s early draft of a starship crew PbtA game. It wasn’t Uncharted Worlds, but I don’t remember the name. I do remember that the playbooks were built not around the job on the ship, but on a more metaphorical role, like “you’re the Heart of the ship, your job might be captain, doctor, or engineer.”

Anybody recognize this? Can you point me to it?

Now I’m thinking of a more ambitious hack for Nexus: the Infinite City.

Now I’m thinking of a more ambitious hack for Nexus: the Infinite City.

Now I’m thinking of a more ambitious hack for Nexus: the Infinite City. This is a setting where “no status quos” works well, but there are still powerful people and organizations in place. 

Anyway, below a first draft of the core moves. Comments welcome!

Stats: Plan, Improv, Bully, Network, Trick, Risk

THE COMBAT MOVE

When you engage in battle, declare your objective and roll:

If you’ve set the terms for the engagement, roll+Plan

If you’re caught off-guard, roll+Improv

If you can manage an impressive show of force at the start, roll+Bully

If you’re making full use of your people, roll+Network

If the enemy has no idea what you have prepared, roll+Trick

If you’re in hopelessly over your head, roll+Risk

Regardless of roll, you and your team (if any) take damage based on the opposition and inflict damage based on your armaments:

• Fists and feet, stuns weapons: 1 damage

• Most hand-to-hand weapons, handguns, basic spells: 2 damage

• High-tech or enchanted hand weapons, military-grade guns, major spells: 3 damage

• Artillery, tanks, explosives, WMDs, ritual warfare magic: 4 damage

On a 7+, you achieve your objective if possible.

On 7-9, hold 1. On 10+, hold 3. Spend your hold, 1-for-1, to do these things. (You can spend hold more than once on the same item.)

• Reduce the damage you take by 1.

• No significant damage is done to by standers or the environment.

• Reduce the damage your team or an ally takes by 1.

• No one is looking to give you payback for this.

• People hear about this and fear your reputation. Take +1 forward to Bully.

OTHER BASIC MOVES

When you develop a strategy and put it into play, roll+Plan. On 10+, it works just like you intended. On 7-9, it mostly works, but there’s one hitch you’ll have to solve on the fly.

When you make the best of what’s available and think on your feet, roll+Improv. On a 7-9, it works for the moment, but you have to act quick. On 10+, it works better than you’d hoped; take +1 forward.

When you threaten someone with something negative, roll+Bully. 

• For an NPC, on any hit, they do what you want. On 10+, after the threat is over, they just want to escape or avoid you. On 7-9, they’re pissed and will try to get back at you when they have the opportunity. 

• For a PC, on any hit they mark experience if they do what you want. On 10+, they also take -1 forward if they don’t do what you want.

When you entice an NPC with the promise of something beneficial, roll+Network. On 10+ they do what you want. On a 7-9, they need an advance or favor or partial taste of the promised benefit first.

For a PC, just state your enticement; they decide what to do about it.

When you deceive, con, bluff, or fast-talk someone, roll+Trick. On a 7-9 they buy it for a while but will figure it out once they get some time clear of you. On 10+ they’ll believe it until they see convincing evidence to the contrary.

When you muck about with magic, psychic powers, or weird alien tech beyond your understanding, roll+Risk. On a hit, you get it to do basically what you want. On 7-9, pick one. On 10+, pick two:

• You understand this particular bit enough to do it again without rolling.

• It doesn’t cause you 1-harm (ignores armor).

• It doesn’t produce some unintended side effect.

I keep thinking about wanting to hack AW to let me use it in Nexus: the Infinite City.

I keep thinking about wanting to hack AW to let me use it in Nexus: the Infinite City.

I keep thinking about wanting to hack AW to let me use it in Nexus: the Infinite City. (If you missed this, it’s a great setting from the 90s where this one shifting city connects to various cities in all different realities, so you can walk from modern LA to Victorian London with vampires to a Mars colony to ancient Athens.)

I don’t want to do a huge project here for various reasons, and a lot of base AW would work just fine. I’m planning to tweak Weird and give some options to replace the psychic maelstrom.

But I will need at least a few new/different playbooks. Magic is possible, so I need some kind of mage playbook, and maybe some kind of hacker/tech wizard. And I’ll need to decide how to handle races.

My purpose in posting is to see if any of this work has already been done for me so that I can just steal it instead of doing it myself. Suggestions?