I’m writing an rpg for my monthly monsters patreon, called The Company of Monsters.

I’m writing an rpg for my monthly monsters patreon, called The Company of Monsters.

I’m writing an rpg for my monthly monsters patreon, called The Company of Monsters. It’s PbtA, and a bit like Dungeon World, but reversed because you play the monsters and you kill the murderhobo adventurers invading the wilderness. Check it out if you think that sounds interesting. Thanks!

https://www.patreon.com/posts/16718500

https://www.patreon.com/posts/16718500

I was working on some games and stuff, and decided to ramble on my blog about social moves in AW games, because why…

I was working on some games and stuff, and decided to ramble on my blog about social moves in AW games, because why…

I was working on some games and stuff, and decided to ramble on my blog about social moves in AW games, because why not.

http://redboxvancouver.wordpress.com/2014/12/18/an-overview-of-social-mechanics-in-apocalypse-world-games/

http://redboxvancouver.wordpress.com/2014/12/18/an-overview-of-social-mechanics-in-apocalypse-world-games

Generic Apocalypse World, which AW Hacker “All-Stars” fear to tackle and Vincent apparently thinks will take a long…

Generic Apocalypse World, which AW Hacker “All-Stars” fear to tackle and Vincent apparently thinks will take a long…

Generic Apocalypse World, which AW Hacker “All-Stars” fear to tackle and Vincent apparently thinks will take a long time to make:

 

Stats: No stats. Characters have four aspects, one should be mostly negative. You know, aspects, like in FATE (oh crap, I already messed up what you think this is, didn’t I?).

 

Moves: There is only one move, just like in World of Dungeons. When you do something risky, roll 2d6. On a 10+, you do it well. On a 7-9, you do it but there are consequences. On a miss, the GM makes bad things happen. If you have any aspects that apply, take +1 for each. If any of your aspects would hinder you, take -1 for each (you can only apply a certain number of aspects to each roll, but that is based on scopes, which are defined with each setting, not in the generic rules).

 

Hit Points: You have 4 hit points in any one area of conflict (mental, physical, social, etc). You can take up to 1 damage on a partial hit (7-9), and 2 damage if you roll a miss or another player rolls a 10+ to damage you. If you ignore a soft move, a subsequent hard move can do up to 3 damage to you, GM’s decision. When you run out of hit points, you are taken out (whatever that means).

 

Bonds: You start with a number of bonds equal to the number of players, including the GM (or GMs). When you want to help or hinder another player’s character, mark an umarked bond with them and give them +1 or -1 to a roll. You can remove a bond with another player’s character in order to offer them 1 xp to do something you want them to do. If they do it, they get 1 xp.

 

End of Session: At the end of a session, unmark all your bonds and write a new bond with your character for one of the other players’ characters. They can write that bond down on their sheet if they wish, or not. You may only offer one bond to one player per session.

 

Experience Points: If you miss a roll after taking -1 because of one of your aspects, you get 1 xp. If your total xp equals the number of apsects you have, erase them all and write a new aspect.

 

GM’s Agenda, Principle, and Move: Describe the situation the players’ characters are in and ask them what they do (soft version is charged, hard version is harmful).

Bonus Rule: If you want to do something and the GM says it will take a long time, or multiple steps, use the workspace rules.

 

Settings: Each setting introduces custom moves, determines scopes (which limit how many aspects you can apply to a single roll) and what kinds of hit points you have, and has lists of stuff that limit and focus what aspects and other things you can take.

 

Done, you are welcome.

Our thread on writing new playbooks over at Story Games is pretty good.

Our thread on writing new playbooks over at Story Games is pretty good.

Our thread on writing new playbooks over at Story Games is pretty good. You should check it out. Later on I will probably post some more things in it that I don’t see being talked about already.

http://www.story-games.com/forums/discussion/18311/apocalypse-world-writing-playbooks#Item_0

http://www.story-games.com/forums/discussion/18311/apocalypse-world-writing-playbooks#Item_0