An AP report for the first session of our online campaign of The ‘Hood.
http://www.ukroleplayers.com/forum/viewtopic.php?f=15&t=20519&p=211453#p211453
An AP report for the first session of our online campaign of The ‘Hood.
An AP report for the first session of our online campaign of The ‘Hood.
http://www.ukroleplayers.com/forum/viewtopic.php?f=15&t=20519&p=211453#p211453
Some awesome character artwork by the excellent Jonny Gray, representing the four PCs for our short online campaign…
Some awesome character artwork by the excellent Jonny Gray, representing the four PCs for our short online campaign for The ‘Hood, beginning tonight on Hangouts. Very excited!
Some extra, untested content for #Troublemakers
Some extra, untested content for #Troublemakers
Originally shared by James Mullen
New Kids
20 playbooks for #Troublemakers is surely enough, right?
So here are six more: thanks to Adam Goldberg for his help & suggestions with these.
https://drive.google.com/file/d/0B1iTjRUomaBXd0hIbHJ1Rmdkcnc/view?usp=sharing
Troublemakers: A Little Respect
Troublemakers: A Little Respect
I’m currently making some changes to the rules for gaining Will points in my PbtA game of Childhood Adventures; Will was inserted after the first round of play tests to moderate the use of the weird & wondrous.
The issue lies in getting Will back at a sensible rate, so that players neither run dry not have a surfeit: previously this had been covered by the chow down move, where you gained 1 Will each time you ate your favourite food.
Comments after the second round of play tests, however, lead me to consider end-of-session moves amongst other things and, as a result, I now have two versions of the playbooks for the game, each using a different method for gaining Will.
Version 1: End of Session
Each playbook gets a unique question to answer at the end of the session; they award 1 Will to another PC based on their answer to that question.
https://drive.google.com/file/d/0B1iTjRUomaBXM2lNR1Z1TURWSDA/view?usp=sharing
Version 2: Respect Meters
Each playbook lists a unique condition or event relating to the other kids in the game: each time that condition is met, they mark respect. When respect reaches 3, they reset it to zero and take 1 Will or mark experience.
https://drive.google.com/file/d/0B1iTjRUomaBXcFZNNEJJN3k1Rmc/view?usp=sharing
Please vote and share opinions.
Updates on my hack for childhood adventures.
Updates on my hack for childhood adventures.
Originally shared by James Mullen
Troublemakers: Kid Playbooks
After the last online game I MCed, I edited a few of the moves on the playbooks for this game, so the updated version is available now.
I also took one big step: I switched the Twins out of the basic lineup in favour of the Royal. You can still find the Twins in the New Kids folder, but after reflecting on the two game sessions I’ve run online, the Twins feel like they need a lot more careful management to be effective without dominating the game. I don’t want to restrict their advantage any more than I already have, as then no-one would want to play them, but I wouldn’t recommend them as a basic playbook, they’re more like an advanced one for a whole other level of play.
These two play tests have also given me lots of ideas for MC guidance & moves, so I have a couple of new chapters to write and lots of previously written things to tweak, including:
– ‘First Time’: a peripheral move that triggers when a kid has a landmark moment, like a first kiss, first time in hospital, first time on a rollercoaster, etc.
– ‘Kid to Story’: a simple tool for MCs to judge what sort of content to include in their game, based on the players’ choice of playbooks.
– ‘MC Moves’: I’ve had enough experience of MCing the game now to write a formal structure for these, instead of just winging it as I have been doing.
A quick AP report about my online game of Troublemakers.
A quick AP report about my online game of Troublemakers.
Originally shared by James Mullen
Field Trip to the Museum
Last night I ran my first game via Hangouts, playing Troublemakers with Adam Goldberg Ben Cole Elina Gouliou and Helen Garvey as Twins, Goth, Royal and Kook respectively; they divided into two families and two school years, so they all links to each other.
The plot centered around a field trip to the Natural History Museum: the Twins and Royal got cake in their lunchboxes after pleading with their father (a ‘professional’ online poker player); the Goth lost his toy spider mascot on the bus to the museum and had to be helped out from under the seats by the Twins, whilst the Goth gave the Royal half of her lucky stick…
After getting separated from the rest of their school, the kids made it into the museum in time to be caught in a heist; the Twins ran out to get help and organise an evacuation, but their little sister the Royal almost got taken hostage by the crooks. Luckily, one crook’s gun somehow got twisted around in his hand after the Kook stared at him (she couldn’t have..? Nah, no way!)
After all getting safely out, they then planned to get back in again so that they could get medals (well, that was the Royal’s plan), so with the Twins helping them climb some trellis work, they found the crooks trying to move a big heavy crate down the stairwell; some marbles from the Royal’s backpack slowed them down, but the crate dropped, smashed & released an ancient mummy!
The Goth ran for it down the stairs, reaching the basement, where a more well-dressed crook nailed him into a crate; meanwhile, the Royal persuaded the mummy that she was a princess and got him to attack the other crooks, unfortunately, the mummy’s presence was starting to Egyptify the museum, with sand appearing everywhere and signs being replaced with hieroglyphs!
One Twin and the Kook rode down to the basement to find the Goth, while the other Twin and the Royal rode the lid of a sarcophagus down the sandy stairwell, losing control at the bottom and crashing through the museum doors into a police cordon! They told their story to the cops quickly, while down in the basement, one Twin humiliated the crook-in-the-suit over how crap his whole plan was and how badly he was carrying it out; this give the kids enough breathing space to allow the cops to come in and arrest all the crooks!
After sending the mummy back home to Egypt (along with a lucky stick!), the kids all later attended a ceremony at the museum at which the were given medals and the Twins gave a speech that saved the museum from closure!
All in all, that was a pretty good game, though I was a bit rough in places: I found it a big adjustment from face-to-face gaming, but I’m getting there. I made one adjustment to The Twins playbook in the wake of this after agreeing that there were too many moves on it that covered more or less the same ground, so I took out the most confusing one (about the twins physically switching places) and replaced it with something inspired by a moment in the game.
https://drive.google.com/file/d/0B1iTjRUomaBXM2lNR1Z1TURWSDA/view?usp=sharing
New Gods for an Old Town
Originally shared by James Mullen
New Gods for an Old Town
This is my taster playset for #JustHeroes (a superheroic hack of #ApocalypseWorld), having been thoroughly playtested at Concrete Cow & Games Expo, is now available on DriveThruRPG at the suggested price of £1.00, or whatever you think it is worth. The download incudes:
New Gods for an Old Town: a brief version of the rules, containing all the Basic & Peripheral moves for Just Heroes, plus leading questions to ask the PCs and tips on weaving a story from their contributions; this is in both print & digital format.
Dr. Dusk: A PC playbook for a tortured defender of the street, using stealth as his weapon.
Lady Smoke: A PC playbook for an other-dimensional princess searching our world for her lost treasures but still living a life of privilege amongst us.
Steel Spring: A PC playbook for an urban warrior whose super-suit gives her greatly enhanced speed & agility.
The Snowdrop: A PC playbook for a fun-loving guy cursed with a cold heart, who uses his icy powers to freeze crime in it’s tracks.
http://rpg.drivethrustuff.com/product_info.php?currency=GBP&products_id=184818&affiliate_id=32567
Still messing around with superheroes and their powers…
Still messing around with superheroes and their powers…
Originally shared by James Mullen
Just Heroes: Archer Style
I should be writing the MC’s guide, but I just can’t help making new superhero styles; this morning it was the Archer style, which alongside trick arrows and rapid shots also features this move:
Out of Ammo: when you declare that you are out of arrows for this scene, remove all your pain.
So that puts the setback in the player’s hands: it’s their call whenever they run out of arrows, but it’s probably the best thing to do if you’ve been reckless and are close to falling.
A little snippet before heading off towards Concrete Cow and other ventures.
A little snippet before heading off towards Concrete Cow and other ventures.
Originally shared by James Mullen
Apps: Mates, Dates & Spooky Fates
One last update before I head off for a weekend or gaming and catching up with family; this is another playbook that I’ll save for later.
The Burnout
You bore the gift in your youth, using it to protect this world from the otherworld, until the day it all went wrong and you were left a scarred & broken husk, the gift forsaken in exchange for your life.
Choose two:
– Battle Scarred: take +1 anger (max. +3); if you have a disfiguring scar on your face, take -1 ongoing when you feel the pain.
– Supply Dump: take +1 forward when you visit one of your stashes of essential survival gear; if you are homeless & jobless, each stash also contains a couple of conventional weapons.
– Notorious: take +1 fear (fear+3); if you have a lengthy criminal record, everyone else takes -1 ongoing when they avoid conflict with you.
– Field Surgeon: you can patch anyone up, no matter how much pain they have, the subject heals 1 bar and feels the pain; if you have a serious, chronic medical condition, the subject heals 2 bars when you make this move.
– Nightmares: when you grow colder, the MC must answer one question about whatever has made you colder; if you need your meds to get by, take -1 cold when you dose yourself enough to pass out.
– Inseparable: one of your old friends died and came back as a ghost; discuss this character and their abilities with the MC, they are the only app you can see.
Freeze: they’ve come back for you; as long as you are frozen, you have sight-1. Take -1 cold each time an app haunts you or uses a supernatural power against you.
I liked this analogy so much, I just had to share it.
I liked this analogy so much, I just had to share it.
Originally shared by James Mullen
Apps: Mates, Dates & Spooky Fates
“Imagine this: you wake up tomorrow morning to find out your country has been invaded. The occupying forces are everywhere, with soldiers on every street and in every shop; they’ve even put cameras and propaganda posters in your home while you slept.
You freak out a little more when no-one else seems to care; hell, they haven’t even noticed, and what’s up with that? Your friends, your family, everyfuckingbody, just carrying on like it was a normal day.
Your freak out is complete when the truth finally sinks in: this invasion didn’t happen while you slept, it happened before you were even born; when you woke up this morning, you really woke up. Yesterday, you were just like everybody else, blind to the powerful forces all around you controlling every intimate aspect of your life; today, you can see.
That’s what being a seer is like: all that stuff that most people seem to sort of believe in, to one degree or another, is all real and it’s all right here, not off in some airy-fairy ‘other plane of existence.’ The otherworld is this world and nor are you out of it.”