Playtest documents coming very soon!
edit: they’re out! Grab them here: https://www.patreon.com/posts/introducing-2e-11225436
Playtest documents coming very soon!
Playtest documents coming very soon!
edit: they’re out! Grab them here: https://www.patreon.com/posts/introducing-2e-11225436
We’ve been thinking about the interplay between Families and Characters, and how to best guide the flow of the game…
We’ve been thinking about the interplay between Families and Characters, and how to best guide the flow of the game from Family-level to Character-level and back again. Simple Characters (see linked post) are one piece of the puzzle, but we’re also trying out a mechanic for Character Roles. Here’s the relevant section of the text:
Bringing Characters In
All Family moves are triggered by a group of your Family members attempting a course of action – getting information, claiming a resource for your family, holding fast despite adversity. When the move is triggered it abstracts away a lot of the details – in particular, who’s present on the mission, and the ups and downs of the mission they go on. As Family moves can take a long time to wind up, you may only find out things went bad when the few survivors limp back to your family’s holdings – or when it’s been a month and nobody’s returned.
If you want to keep a closer eye on your family’s actions, you can send your Character along. When the group of family members that triggers a Family move includes your Character, you can gain a bonus according to their role – Leader, Agent, Rebel or Outsider.
A character’s Role is a free choice at the point they’re created and the choice can be changed over the course of the game. Simple characters don’t provide this bonus.
Leaders are willing to put the Family before themselves. If a move tells you to gain a need or erase a surplus, the Leader can instead take 3-harm (ignores armour).
Agents are experts at navigating the wasteland and its factions. Your family’s agents can either travel twice as fast through the wasteland, or travel unnoticed through a faction’s territory.
Rebels have different loyalties than the rest of the family, and have contacts in surprising places. They can call on a contact to boost the move as if a surplus had been exhausted, but the contact gets 1-Treaty on you.
Outsiders have a unique piece of kit that has a specific, weird function. If an action they’re part of would benefit from their gear, you can boost the roll as if you’d spent a point of Tech.
Assuming Control
If main characters are helping a Family move, you can choose to enter Character-level play immediately after the family move’s completed rather than waiting for reports to make their way back to the Family’s holdings. If you do this, the GM will describe the situation the main characters on the mission find themselves in, the other players pick up quick characters to flesh out the rest of the group if they wish, and you start playing. The family move’s effects – good and bad – will still happen, but this allows you to keep the momentum going on a success or try to mitigate the catastrophe on a failure.
Listening to the most recent podcast about character death, I realised that while Legacy has rules for character…
Originally shared by Jay Iles
Listening to the most recent podcast about character death, I realised that while Legacy has rules for character death (triggering a Death Move and creating a relic that lets family members use one of the character’s moves) it didn’t really have space for mourning. I’ve sketched out a move to try and explore the space of returning from the wasteland and breaking the bad news to a fallen character’s family – what do you think?
When you return a relic to its holder’s family, you may spend time with them telling and hearing tales of the deceased character’s life and final moments. If you do, the family’s player picks one:
– Their family gives your family 2-Treaty.
– Your character is now treated as a member of both families for all purposes.
– Their next Character will help your Family with one task.
I’ve just published two AW-inspired card games!
I’ve just published two AW-inspired card games! They’re pretty far drifted from core Apocalypse World, inspired by Dream Askew – there’s no GM and no randomiser, and instead players use a limited pool of tokens to boost moves. Both games have been designed to get you roleplaying as soon as possible, with Fiasco-like character goal setup and mechanics to build and resolve character subplots through the 2-hour or so session. If any of that sounds interesting, go take a look – or I’m happy to talk more about them here!
Originally shared by Jay Iles
I’ve just made What Ho, World! and Wizards Aren’t Gentlemen publicly available! These games are one-shot zero prep comedy games, compressed down into a 90-card deck that fits in your pocket.
Loosely based on the Apocalypse World engine, What Ho, World! tries to evoke Wodehousian humour: feckless gentlemen of leisure, dependable servants and meddling great-aunts.
Wizards Aren’t Gentlemen, on the other hand, takes its inspiration from Jack Vance and Terry Pratchett – naive apprentices, squabbling wizards, and scheming demons bound into service!
Both games are available on Amazon (https://www.amazon.co.uk/s/ref=nb_sb_noss?url=search-alias%3Dtoys&field-keywords=ufo+press+storytelling&rh=n%3A468292%2Ck%3Aufo+press+storytelling) or Print-on-Demand at DriveThruRPG (https://www.drivethrurpg.com/browse/pub/6097/UFO-Press/subcategory/19570_27513/Hijink-system). I’ve also uploaded YouTube videos talking about what the deck contains and how to play the game – see attached.
I’m very proud of them, and I hope you take a look!
http://www.youtube.com/playlist?list=PLgwWlUveS4vOJoXIY7p07er5XKIj0X1dO
One problem people report quite often with Legacy is that it can easily fall into a series of single-character…
One problem people report quite often with Legacy is that it can easily fall into a series of single-character scenes with little interaction between players. As I’m working on revising the game, I’ve been trying to find a solution for this. Eventually, I realised that even when one character is doing something away from the other player characters, they’re still likely to be working with other members of their Family – so why not make it easy to have the other players play those lesser family members?
Based on that I’ve made these simple character playbooks to test out the concept. If you’ve played/read Legacy, have a look and see what you think! If you haven’t played it, I’d be interested to hear what you’d look for in a more zoomed-out, faction-focused PbtA game.
Originally shared by Jay Iles
Hello Legacy fans! Douglas Santana and I are hard at work on the revised edition of Legacy. One of the major changes so far is the addition of Quick Characters. See the attached playbook and description below, and let me know what you think!
Sometimes you’ll want to play out a particular character’s actions in detail, but the fiction makes it implausible for the other major characters to be involved. Other times, you might not want to build a full character for a particular age, and prefer something simpler. In these circumstances, you can instead use Quick Characters.
Quick Characters still use the Character basic moves, and have Force, Lore, Steel and Sway, but have simplified playbooks. They inherit a stat line, a move and gear from their Family, enabling them to be generated quickly.
We haven’t written up the family side of this completely yet, but as an example, the Enclave of Forgotten Lore would have:
Stats:
Add +1 to Lore or Steel
Gear:
Take gear according to your Surplus investment (more on this later), +1 to Data or Outfit.
Inheritance Move options:
– Radio Rig: Can sense when Tech is within a mile, and track it down to within 100 metres.
– Pain Box: You have a device that causes intense pain in anyone within a few dozen metres (melee, nonlethal, area, hi-tech).
– Survey drone: You can roll +Lore with Wasteland Survival, so long as your trail is visible from the air.
– Hot Rod: You have an exceptionally fast vehicle (land-based, Might 1 Chrome 1 Brawn 0), and can move points between its stats with 15 minutes of tinkering.
– Educated: If you give advice to somebody based on your knowledge of the Before, they take +1 Forward.
https://drive.google.com/file/d/0B4KAK_EamMB9N0lnMEN5QVRiRGM/view?usp=sharing
Hello Legacy fans!
Hello Legacy fans! Douglas Santana and I are hard at work on the revised edition of Legacy. One of the major changes so far is the addition of Quick Characters. See the attached playbook and description below, and let me know what you think!
Sometimes you’ll want to play out a particular character’s actions in detail, but the fiction makes it implausible for the other major characters to be involved. Other times, you might not want to build a full character for a particular age, and prefer something simpler. In these circumstances, you can instead use Quick Characters.
Quick Characters still use the Character basic moves, and have Force, Lore, Steel and Sway, but have simplified playbooks. They inherit a stat line, a move and gear from their Family, enabling them to be generated quickly.
We haven’t written up the family side of this completely yet, but as an example, the Enclave of Forgotten Lore would have:
Stats:
Add +1 to Lore or Steel
Gear:
Take gear according to your Surplus investment (more on this later), +1 to Data or Outfit.
Inheritance Move options:
– Radio Rig: Can sense when Tech is within a mile, and track it down to within 100 metres.
– Pain Box: You have a device that causes intense pain in anyone within a few dozen metres (melee, nonlethal, area, hi-tech).
– Survey drone: You can roll +Lore with Wasteland Survival, so long as your trail is visible from the air.
– Hot Rod: You have an exceptionally fast vehicle (land-based, Might 1 Chrome 1 Brawn 0), and can move points between its stats with 15 minutes of tinkering.
– Educated: If you give advice to somebody based on your knowledge of the Before, they take +1 Forward.
https://drive.google.com/file/d/0B4KAK_EamMB9N0lnMEN5QVRiRGM/view?usp=sharing
In celebration of Legacy hitting Platinum bestseller (top 0.6%) and Echoes of the Fall hitting Gold (top 1.71%) I’ve…
In celebration of Legacy hitting Platinum bestseller (top 0.6%) and Echoes of the Fall hitting Gold (top 1.71%) I’ve put them both at 25% off for the next week!
Originally shared by Jay Iles
Just spotted that Legacy hit platinum bestseller and Echoes of the Fall hit gold on DriveThruRPG over the weekend! This is a pretty huge milestone for me as an independent publisher, and to celebrate both Legacy and Echoes are 25% off for the next week.
If you’d like to add weird tech, a faction level focus or a multi-generation story to your post-apocalypse go take a look!
https://www.drivethrurpg.com/browse.php?keywords=ufo+press+legacy&x=0&y=0&author&artist&pfrom&pto
As requested: another example of play for Legacy, touching on:
As requested: another example of play for Legacy, touching on:
– Family Moves.
– Treaty trading.
– Shifting from Family to Character scale and back.
– Death moves!
Let me know if there’s anything else you’d like to see detailed.
http://ufopress.co.uk/2017/01/25/legacy-example-play-family-level/
I’ve been following this in development for a while now and I’m very excited to see it on Kickstarter!
I’ve been following this in development for a while now and I’m very excited to see it on Kickstarter! It really nails academia, and fuses that with being the faculty of a second-tier hogwarts in a really fun way.
Originally shared by Chris Longhurst
Pigsmoke Kickstarter Launched!
It’s a tongue-in-cheek PBTA game about being the faculty at Pigsmoke, America’s foremost college of wizardry. Chase tenure, resist burnout, conduct groundbreaking research and academic rivalries in equal measure, avoid your trash fire home life, cast spells and hide from the results, and try to escape the notice of the Dean while you eke out some sort of personal victory against the all-consuming forces of bureaucracy. It’ll be great!
https://www.kickstarter.com/projects/179941520/pigsmoke-a-roleplaying-game-of-sorcerous-academia/
As the turning of ages brings 2016 to a close and takes us into a whole new year, I’m pondering what direction to…
As the turning of ages brings 2016 to a close and takes us into a whole new year, I’m pondering what direction to take Legacy in.
The game is something I’m very proud of, but people consistently seem to have issues with the character /family divide. Particularly, how you shift from the character level to the family level and back again, and how to arrange things so you don’t have endless scenes of character X in their own talking to their family. As I’m starting work on writing the revised edition, I thought I’d present some possible solutions to the community and hear your thoughts!
First up, keep things basically the same as they are now, but better explain the desired flow of the game and add a lot more examples of play.
Second option is to add in strict Family and Character phases, and rewrite moves where needed so that all Family moves have roughly the same scope and timescale, as do Character moves.
Third, focus much more on one side of the game. Maybe remove character playbooks and have each family give some simple character templates to choose from, or maybe simplify family playbooks down to just the effect they have on your character.
Finally, you probably have your own ideas. Let me know what they are!