One of my goals this year is to get Just Heroes finished and published in some form or other, but prior to that, I…

One of my goals this year is to get Just Heroes finished and published in some form or other, but prior to that, I…

One of my goals this year is to get Just Heroes finished and published in some form or other, but prior to that, I really need to do some playtesting of the current version of the game.

To facilitate this, I’m creating a playset based around 4 ready-to-go PCs, as I’ll typically only be fitting in a 3-4 hour game at the conventions I get to attend. Much as I want to practice the world-burning aspects, it’s the player response to the mechanics I really need to gauge, so I need a way to hit the ground running, instead of spending 50% of the session choosing & refining PCs and defining the city they share.

Here’s a peek at the first of the 4 playbooks for New Gods for an Old Town, where I’ve blended the origin+style playbooks into a single, two-sided page of text and graphics, designed to be tri-folded.

https://drive.google.com/file/d/0B1iTjRUomaBXTTg2OFVUY0d3WDA/view?usp=sharing

Monster Force Terra

Monster Force Terra

Monster Force Terra

This is a light storygame using the Apocalypse World Engine to tell tales of giant monsters who terrorize the Earth but also just happen to save the human race from an even worse threat in the process!

You take on the roles of the kaiju in this game, going about your own business of seeking food, shelter and a mate, when disaster strikes! In getting back to the normal order of your lives, you inadvertently find yourselves becoming the heroes, though you may never be aware of what you’ve done. Play your monster as a pawn in the story, using them to achieve the goals that you want, by using them to stomp, steal or investigate the story’s obstacles.

The download includes twelve different monster playsheets:

The Avian: a giant flying creature.

The Bug: a giant insect.

The Critter: a giant mammal.

The Crustacean: a giant crab or lobster.

The Digger: a giant burrower.

The Glob: a giant mess.

The Lizard: a giant scaly creature.

The Mech: a giant robot.

The Plant: a giant vegetable.

The Simian: a giant ape-like creature.

The Swarm: a giant colony life-form.

The Unspeakable: a giant horror.

There are also two other files:

Monster Force Terra: the core rule booklet, a mere 10 pages long, including tips for the MC on running the game.

Reference Sheet: print this on the back of the playsheets.

http://www.drivethrurpg.com/product/159873/Monster-Force-Terra

Just Heroes: Origins Preview

Just Heroes: Origins Preview

Just Heroes: Origins Preview

I’ve completed the Origins Preview for Just Heroes now, so all the Origins have complete beginnings, traits, statuses and specials.

The next big job is to polish up the rules document, putting things in order, adding sections for tools and fronts and extending the agendas & principles to include things like secret identities.

https://drive.google.com/file/d/0B1iTjRUomaBXVFdfSjVGYXpzNjA/view?usp=sharing

Just Heroes: More Previews

Just Heroes: More Previews

Just Heroes: More Previews

This is still very unfinished, but if you want to have a peak at my progress with the Rules, Origins and Styles for my superheroes game, here it all is.

There are big chunks missing from this, but I’m hoping to make a lot more progress with it this week.

https://drive.google.com/folderview?id=0B1iTjRUomaBXQ1htN1NSREFVaVE&usp=sharing

Just Heroes: The Styles

Just Heroes: The Styles

Just Heroes: The Styles

This is an incomplete preview of the Style sheets for Just Heroes, with the special move for each Style being the most notably missing feature.

Of course, I spoke to soon earlier when I stated I was finished doing style moves, because I forgot the four Costumes, which are half Origin and half Style. 

https://drive.google.com/file/d/0B1iTjRUomaBXV0ZTSjNBSXZvdlE/view?usp=sharing

Just Heroes

Just Heroes

Just Heroes

Epiphany time! (Either that or spending the last few days rewriting Origins and Styles has distorted my sense of values.)

I haven’t really been sure what to do with the equivalent of sex moves in this superhero hack: I thought I might use them set up situations like the classic Fastball Special, so you have to co-operate with another hero to benefit from a particular tactic, but the idea didn’t excite me that much.

I went back to considering the soap opera side of the story and putting sex moves back in, but that didn’t sit right with me either, it felt like the wrong kind of intimacy… then it just hit me.

When you entrust someone else with your secret identity…

Now, this doesn’t just trigger when you reveal your secret identity to someone else, but when you entrust them with it, that is you request their aid in keeping up the charade of your double life. This also doesn’t mean that your secret can only be exposed once, since you can always obfuscate the truth after it gets revealed.

Also, I have totally finished writing style moves for all the Styles now, unless I think up another Style, but as there are already 15 of those, they combine with the 14 Origins to make 210 possible ‘playbooks.’ That’s probably enough to be going on with.

Troublemakers: New Kids

Troublemakers: New Kids

Troublemakers: New Kids

I’m still working on this, alongside Just Heroes, but here are a couple of the new playbooks I’ve created in the last couple of days.

 – The Twins: Suggested by Adam Goldberg (thanks for the enthusiastic support, Adam!)

 – The Joker: Completing an Unholy Trinity with The Mouth and The Devil!

https://drive.google.com/folderview?id=0B1iTjRUomaBXNTZ0dGdiODVaMms&usp=sharing

Troublemakers Update

Troublemakers Update

Troublemakers Update

More changes to the rulebooks, besides some basic typographical corrections:

 – Adjusted some of the basic and peripheral moves, e.g. changed the wording of the outcomes and how many you get to pick when you tell a lie.

 – Expanded the chapter on creating your character to include a discussion about age, gender, ethnicity, ability and prosperity.

 – Expanded the chapter on trouble to make the function of this rule-set clearer.

 – Added a chapter about experience and advances.

 – Added a principle to the MC’s advice.

 – Added a chapter describing how different groups of kids create different stories, and vice versa.

Also, added a picture to the front cover, because why not?

https://drive.google.com/folderview?id=0B1iTjRUomaBXUGlhREs2cDdVdm8&usp=sharing

This morning, I’m writing an important piece on creating characters for Troublemakers and I want to make sure I’ve…

This morning, I’m writing an important piece on creating characters for Troublemakers and I want to make sure I’ve…

This morning, I’m writing an important piece on creating characters for Troublemakers and I want to make sure I’ve got the tone & message right.

Off the Record

There are a number of things you might expect to be required to state about your character, or assumptions you might make about them that you feel need never be voiced, but above all you should just play your kid as a kid. None of the following are required attributes for any kid when creating them, but if you are going to state them definitively, you are encouraged to think carefully about your choices.

Age: This is a game of kids vs. the rest of the world, so there’s little if any need to pin down the exact ages of any of the kids. There’s probably one who is the youngest (The Shrimp) and one who is the oldest (The Mountain or The Sitter) but beyond that, the only reason to specify the any kid’s age is if it’s crucial to the character you want to play; for example, The Devil works well as part of a coming-of-age story arc, with the character testing the boundaries between being a kid and an adult; or The Crush can be one half of pre-romantic storyline, where adolescents discover a new depth of feeling for each other and build up to their first kiss.

Gender: Parents and other adults often assume gender roles for children and mould them to fit their preconceptions, but the toys children love the most, and the way they dress, are separate from their biological identity. It’s almost inevitable that gender pronouns will be used in your game, but don’t assume that the kids identify with any particular gender: feel free to play a boy who likes sewing and collects toy ponies, a girl who goes rock-climbing and loves tinkering with engines or any and every combination of those.

Ethnicity: Again, kids only see skin-colour when the adults around them draw attention to the differences; a suggestion of different ethnic origins can be subtly inserted into the game through the use of names & favourite foods for the kids, but take a free-for-all, mix-&-match attitude to them as with gender roles. If Patrick’s favourite food is sushi and Sunil can’t get enough of mac & cheese, you’re just being true to the basic premise of the game, that kids are kids and don’t think twice about these differences when they’re playing together.

Ability: No-one should cease to be a viable choice as a character just because they wear glasses, sit in a wheelchair, use an inhaler, have a hearing aid or need to visit the hospital for regular treatments for a condition. As with the subject of age, feel free to make the child’s capabilities & well-being part of the story you want to tell, but don’t assume that changes how the mechanics work for them or even how the character feels inside. The only playbook which has a significantly different internal life is The Dog and that’s solely because they are a pet rather than a human being: the issue most commonly faced by children with physical or mental disabilities is the attitude of adults who assume they won’t be able to cope with or understand certain things, so don’t make that mistake when playing a character with these traits. The golden rule is always that kids will be kids. 

Anything that should be added, changed or removed from that?