Had a really good playtest session of my Ars Magica hack (Wizard World) last night.

Had a really good playtest session of my Ars Magica hack (Wizard World) last night.

Had a really good playtest session of my Ars Magica hack (Wizard World) last night. This was the first session that really focused on combat (the covenant was responding to a call for aid from the local lord who believes he is their liege and it turned out that his castle was under siege).

One of the things that occurred to me after the session is that I may have been wrong to base combat on the Dungeon World model. I’m trying to recreate Ars Magica, not D&D, so granular combat is not really appropriate.

I whipped up the following moves with the intent to come up with something that would allow virtually any combat to resolve in two rolls or less. This is a very early version, but I think it gets the point across:

Enter Melee

When you enter melee combat, roll+Body.

On a 10+ you secure a decisive advantage. Unless they are seriously badass, your enemy is either fleeing or down within the first moments of the fight.

On a 7-9 you secure an advantage but it will cost you: an imbalanced humour or other resource. A skilled or disciplined foe will still be in the fight, but most enemies will be down or fleeing. The GM will let you know.

On a 6- The enemy gains the upper hand. You’ll probably suffer an imbalanced humour (and possibly worse at the GM’s discretion).

Press the attack

When you continue fighting in an ongoing melee, roll+Body.

On a 10+ you press your advantage (if you had it) or manage to turn the tables on your enemy if they had the upper hand. In either case, they’re either fleeing or down.

On a 7-9 if the enemy had the upper hand you have a hard choice: either suffer serious consequences and win or you can retreat (or yield). If the you had the advantage, you can press it now to finish them off, but it will cost you something minor (the GM will tell you what).

On a 6- If the enemy had the upper hand, you are in serious trouble: you’re either down or captured – the GM will let you know. If you had the advantage, things have taken a nasty turn, you can either yield or attempt to withdraw, but it’s going to cost you – the GM will tell you how much.

Any thoughts?

Now that Wizard World is just waiting for feedback, it’s time to move on to my next project!

Now that Wizard World is just waiting for feedback, it’s time to move on to my next project!

Now that Wizard World is just waiting for feedback, it’s time to move on to my next project!

During my vacation I read Dungeon Crawl Classics (which I’ll definitely be running soon). One of the many awesome ideas I want to steal is the idea of starting with several very loosely defined characters and gradually letting fortune whittle them down.

I’m thinking of fully embracing that concept; perhaps even having the initial characters defined by nothing but a name and (former) profession. The whole group is thrust into a grand melee of some kind (dungeon crawl, siege, battlefield or the like). As the characters take their first actions in the fiction, the player rolls for both outcome and stat:

   On a 5- things go wrong and now your character is injured. If he was already injured, now he’s dead. Good thing you have a bunch of characters.

   On a 6, determine which stat is appropriate to the action and assign -1 to it.

   On an 7-8, the action is partly successful and assign a 0 to the stat.

   On a 9-10, the action is fully successful and assign a +1 to the stat.

   On an 11-12, the action was a spectacular success and assign +2 to the stat.

Once a stat has been defined you go back to the usual 10+, 7-9, 6- arrangement.

I really like the idea of character creation being part of the action rather than a separate system. Heroes are defined by their actions!

The next version of my Ars Magica hack (now called Wizard World) is ready for viewing.

The next version of my Ars Magica hack (now called Wizard World) is ready for viewing.

The next version of my Ars Magica hack (now called Wizard World) is ready for viewing. This is a “refined beta” version, in that it hasn’t seen any formal editing, but I’ve been playtesting a fair bit and I spent a bunch of time polishing it while I was on vacation.

Once again, I’ve presented it in landscape layout for better on-screen viewing. That’s just one of the thousand things I’d love to hear your feedback on. 🙂

https://www.dropbox.com/s/aefq6ggar4jf1yh/Wizard%20World.pdf

Which AW game (if any) do you think best captures a James Bond/Mission Impossible vibe?

Which AW game (if any) do you think best captures a James Bond/Mission Impossible vibe?

Which AW game (if any) do you think best captures a James Bond/Mission Impossible vibe?

I think James Bond is a pretty classic Battlebabe, but I’m curious if anyone has done a full game based on the superspy genre.

Here’s a new version of my Ars Magica hack.

Here’s a new version of my Ars Magica hack.

Here’s a new version of my Ars Magica hack. I’ve reformatted specifically for on-screen viewing. If anyone is interested in doing some playtesting and would prefer a more printer-friendly version, please let me know and I’ll hook you up.

For anyone who isn’t already an Ars Magica fan, here’s a quick elevator pitch for this hack:

Each player has two characters. One character is a young wizard, freshly graduated from a 15-year apprenticeship. The second character is a skilled and resourceful mundane companion like a craftsman, courtier or knight. The characters are united by a shared community, or covenant, that they are responsible for building and maintaining. The game focuses on the ways the characters pursue their own agendas while needing to work together to defend their community from an array of threats, both mundane and magical.

I hope you enjoy, and feedback is always appreciated!

https://www.dropbox.com/s/p2zkrxk2lf76kpr/ArM%20World.pdf

Niche protection among PCs.

Niche protection among PCs.

Niche protection among PCs.

How important is it to the PbtA engine? Vital? Integral? Dependent on the genre and type of fiction you want to create?

Looking at the core material and the most widely respected hacks, you can’t help but notice that niche protection is a factor. I’m curious about this from two perspectives:

1. Designers. How conscious are you of niche protection when you’re working on a hack?

2. Players. How important is it for your character to have a clearly defined role and/or set of abilities where you exceed the other characters?

Well, there’s still a bunch of work to do, but the most recent version of my Ars Magica hack is ready for your…

Well, there’s still a bunch of work to do, but the most recent version of my Ars Magica hack is ready for your…

Well, there’s still a bunch of work to do, but the most recent version of my Ars Magica hack is ready for your commentary. Let me know what you think!

https://docs.google.com/document/d/1IWnFEwM5UYF2MxQmrr7ZTLW9r46F6artn746ak3Jr9s/edit?usp=sharing

Any thoughts on writing moves where the GM gets to choose a 7-9 result?

Any thoughts on writing moves where the GM gets to choose a 7-9 result?

Any thoughts on writing moves where the GM gets to choose a 7-9 result?

The arcane moves in my Ars Magica hack are intentionally left very open, but I could see some GMs wanting to have more control. One way of giving more control to the GM would be including a 7-9 option that says “the best you can do is a limited version”, and letting the GM choose instead of the player.

For reference the other items on the list at the moment are:

– suffer harm

– take -1 ongoing until you rest

– add to your warping total

– grant a Link (think Strings from Monsterhearts)

– draw unwanted attention

My instinct is to leave choice in the hands of the player when possible, but I wonder how different this really is from the “worse outcome, hard bargain, or ugly choice” option from Do Something Under Fire.

What do you think?

Got a bunch more work done on my Ars Magica hack over the weekend.

Got a bunch more work done on my Ars Magica hack over the weekend.

Got a bunch more work done on my Ars Magica hack over the weekend. I made some fairly substantial changes based on feedback here and from playtesting. Next session is tomorrow night and I should have a new version ready later in the week – probably as a Google doc this time.

A few people asked to see what I’ve got so far on my Ars Magica hack, so here it is.

A few people asked to see what I’ve got so far on my Ars Magica hack, so here it is.

A few people asked to see what I’ve got so far on my Ars Magica hack, so here it is.

This is a very, very raw version. I’ve done no layout work at all, some sections are still incomplete and I have yet to add examples to clarify some of the more complex concepts. However, if you’re familiar with Apocalypse World/Dungeon World and Ars Magica, it should be playable.

Let me know what you think.

https://www.dropbox.com/s/p2zkrxk2lf76kpr/ArM%20World.pdf