Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is…

Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is…

Sunday I went to the movies watch The Incredibles 2 and the chases and last sequence kept me thinking of how it is hard to find a system that’s so fluid on it’s mechanics to present the fiction, specially in it’s use of powers. One of the few systems where I felt that was Worlds in Peril, where characters don’t have levels or skills in powers and instead, they’re ranked by how they have used (and how easy it is for them to use it a distinct way).

When we left the theater, I was talking about how fluid the action was, and that Worlds in Peril was the closest I felt to that. But one of the players in the WiP campaign told me he felt the moves were too restricting (he also felt the same with Urban Shadows), and I wholeheartedly disagree with him. It definitely allows you a huge amount of freedom of action.

I think it was because of the triggers or that they had the move sheets in front of them. I dunno… it’s weird, because we played a small campaign of Kult: Divinity Lost and everything went well…

I’m thinking of a way to “window-dress” the playbooks and move sheets (at least the general move ones) so it seems more like a traditional game, at least to ease transition.

What do you think? Think that would work? Has anybody done this or had this kind of problem?

Hello guys!

Hello guys!

Hello guys! I just ran the first session for my group and since it was my first time with WiP, I was left with a couple questions.

One of my players made a character that is supposed to be the embodiment of magic itself, codenamed Mana. She’s still young and can’t do much, but her main power is magic. OK, magic is probably one of the most complex of powers in every supers system I’ve played. On her power summary she wrote that she could fly, cast magic and whatnot. On the power profile, she wrote the following:

Simple:

– Telekinesis

– Telepathy

– Regenerate myself

Difficult:

– Open portals from one point to another

– Healing

– Create magic shields

Borderline:

– Astral Projection

Possible:

– Banish to another dimension

Impossible:

– Regenerate back from the dead

I know that the uses seem too broad in spectrum with no real measure of how much she can do, but it is a player, as she put it herself, that has a hard time “creating phrases” (that’s why she hates creating characters in Fate)

Q1) Mana used her healing magic mid-combat to help the wounds of one of her comrades. What would you call for a move to do that?

Q2) How do you usually handle regeneration in your games? What about regeneration outside combat? Do you still make them need to Fit In to regen physical damage (I’m ruling psychological/emotional damage as out of the equation)

Cronos is a guy who can control time to some extent. He’s mostly using it to age objects and break them, “teleport” from blows and that kind of stuff. It’s working fine, but since he’s a scientist, he also got a armored suit, sort of iron-man-esque. I’ve been dealing some Conditions to him that are specific to his suit and some that are specific to the person inside, depending on the blow. Since the suit is described as protective, it helps lessening the blows, that is working well. What I wondered is if, in that case, the suit and the person inside would use the same condition track. I judged that yes, and that would account for his “hero self”, not his “human guise”. Meaning that, as a hero, he can take a total punishment of 4 Criticals.

Q3) Cronos tried to stop time so that he could repair his armor. I’m guessing it would work just like Mana’s healing ability. Is that right?

—————————————————

Q4) On Drives… can Drives be changed from one session to another at the will of the player (obvously grounded on fiction)? Let’s say that something happens and a player who has the Protect drive now wants to Become an Icon. Is the player free to pursuit that and change his Drive accordingly? What happens to the previous Drive(s) and their Move(s)?

I think for the time being, that’s it.

We just had our first game session last Saturday.

We just had our first game session last Saturday.

We just had our first game session last Saturday. It was my first time GMing a AWE game and the group’s first contact with the system as well (most of them never even heard of it at all). They all liked US, the Debt system and all the intrigue and inter-faction play, but almost all of them hated the character sheets (the archetype playbooks + the basic moves sheet). I just printed them to two pages, front and back. Did I do it right? Or should I have them printed or folded somehow different? How do you handle that in your games?