Hello all

Hello all

Hello all,

I’ve been working on and off to mod Worlds in Peril and I’ve been thinking about the power profile. It isn’t really complex in execution yet it’s seems a bit difficult to get a new player up to speed on the concept. Especially compared to Masks: A New Generation which boils powers down to a short one or two sentence description. (Similar to WiP’s Power Summary)

It seems to me the Power Profile design function is to help guide when to trigger the Push move (which I do like quite a bit) and for character advancement. Maybe there is another reason I’m missing.

But my question is… In play do you and your players find this worth it? Or would you be open to scrapping the power profile and just going with the power summary for simplicity’s sake?

Thanks in advance!

Hello all

Hello all

Hello all,

I’ve been working on and off to mod WiP and I’ve been thinking about the power profile. It isn’t really complex in execution yet it’s seems a bit difficult to get a new player up to speed on the concept. Especially compared to Masks: A New Generation which boils powers down to a short one or two sentence description. (Similar to WiP’s Power Summary)

It seems to me the Power Profile design function is to help guide when to trigger the Push move (which I do like quite a bit) and for character advancement. Maybe there is another reason I’m missing.

But my question is… In play do you and your players find this worth it? Or would you be open to scrapping the power profile and just going with the power summary for simplicity’s sake?

Thanks in advance!

So I saw Justice League this weekend and I wasn’t exactly blown away.

So I saw Justice League this weekend and I wasn’t exactly blown away.

So I saw Justice League this weekend and I wasn’t exactly blown away.

It made me wonder if it would be fun to run a series of adventures that would represent films setting up a dceu the way “we” would like to do it.

I have a few ideas about how this might work. Does this idea interest anyone?

I’m toying around with running Monster of the Week for about four or five weekly sessions on Sunday afternoons in…

I’m toying around with running Monster of the Week for about four or five weekly sessions on Sunday afternoons in…

I’m toying around with running Monster of the Week for about four or five weekly sessions on Sunday afternoons in the Eastern tz. It will be run on roll20. Comment below if you’re interested or have any questions.

Worlds In Peril Conditions Hack

Worlds In Peril Conditions Hack

Worlds In Peril Conditions Hack

Worlds in Peril Conditions were very awkward for me. I found it difficult to try to come up with unique tags for every bit of damage that fit into the Minor, Moderate, and Critical categories. I didn’t like that the severity of the condition applied to PCs was solely determined by my (as a GM/ EIC) interpretation of the fiction. Most of all PC’s had to spend choices from their roll with the Take Down move to increase the severity of the conditions, but, other than my narration, there was no difference in a Minor and Critical Condition effects on a villian. It seemed awkward and didn’t really add to the fiction of our game.

But I always liked the Cortex Plus Marvel games stress tracks so here is my first stab at adding them to Worlds in Peril as well my attempt at modding the moves to cover the change.

I’m pretty new to writing PbtA moves, so feedback is definitely welcome.

Worlds In Peril Conditions Hack

Worlds In Peril Conditions Hack

Worlds In Peril Conditions Hack

Worlds in Peril Conditions were very awkward for me. I found it difficult to try to come up with unique tags for every bit of damage that fit into the Minor, Moderate, and Critical categories. I didn’t like that the severity of the condition applied to PCs was solely determined by my (as a GM/ EIC) interpretation of the fiction. Most of all PC’s had to spend choices from their roll with the Take Down move to increase the severity of the conditions, but, other than my narration, there was no difference in a Minor and Critical Condition effects on a villian. It seemed awkward and didn’t really add to the fiction of our game.

But I always liked the Cortex Plus Marvel games stress tracks so here is my first stab at adding them to Worlds in Peril as well my attempt at modding the moves to cover the change.

I’m pretty new to writing PbtA moves, so feedback is definitely welcome.

Another Long post about Hacking Worlds in Peril

Another Long post about Hacking Worlds in Peril

Another Long post about Hacking Worlds in Peril

Worlds in Peril Bonds / Plot Points

In general, I love the idea of relating “success guaranteeing” bennies to superhero relationships. Interpersonal drama is a big part of superhero stories and often are absent from ttrpgs. Since bennies are perfect for supers games, I think it’s a great idea for the PCs to earn them by creating drama.

In practice, however, some of my players didn’t like them. Use in our game usually went something like this:

Spider Man really wants to knock Doc Oc out by swinging into his face, feet first. So he burns a bond with Aunt May and gets to step up his result. (PbtA: -6 to a 7-9, or 7-9 to a 10+). He nails Doc Oc and super powered action ensues. The EIC (GM) makes a note to introduce some drama with Aunt May at a later time.

The player asks, “What the hell does kicking Doc Oc have to do with Peter Parker’s relationship with Aunt May?”

I (the EIC/GM) say, “Nothing really, fictionally speaking. But (insert something like the first paragraph above.)

So I thought about it and here is the first draft of what I came up with.

New PC’s start the game with a free Plot Point (the new name for bennies stolen from MHR). You can no longer just burn a bond, get a success, and then figure out the fiction later. However, you do have to trade some drama for triumph. Now you earn Plot Points when you trigger the “Burn a Bond” move.

Burn a Bond

Being a superhero is tough on relationships. It seems like the better you are at being a hero, the more drama you have in your life.

When a scene involves straining a bond relationship, roll +bond

10+ burn 1 bond and get 2 plot points “that went better than expected”

7-9 burn 1 bond and get 1 plot point

-6 burn 2 bond and get 1 plot point. EIC will tell you how it’s turned out worse than you expected.

My hopes for this change is that PC’s would proactively think about their relationships and narrate or frame scenes to earn Plot Points and add to the narrative. Also, the move could be triggered organically as the story progresses. If something happens fictionally to strain a bond as a result of a scene the move would also be triggered. In addition, if the EIC saw that a PC was low on plot points he could also use the GM move “Threaten a Bond” to trigger the “Burn a Bond” move to introduce some dramatic spotlight and plot point bennies to that PC.

If you made it this far, what do you think?

Another Long post about Hacking Worlds in Peril

Another Long post about Hacking Worlds in Peril

Another Long post about Hacking Worlds in Peril

Worlds in Peril Bonds / Plot Points

In general, I love the idea of relating “success guaranteeing” bennies to superhero relationships. Interpersonal drama is a big part of superhero stories and often are absent from ttrpgs. Since bennies are perfect for supers games, I think it’s a great idea for the PCs to earn them by creating drama.

In practice, however, some of my players didn’t like them. Use in our game usually went something like this:

Spider Man really wants to knock Doc Oc out by swinging into his face, feet first. So he burns a bond with Aunt May and gets to step up his result. (PbtA: -6 to a 7-9, or 7-9 to a 10+). He nails Doc Oc and super powered action ensues. The EIC (GM) makes a note to introduce some drama with Aunt May at a later time.

The player asks, “What the hell does kicking Doc Oc have to do with Peter Parker’s relationship with Aunt May?”

I (the EIC/GM) say, “Nothing really, fictionally speaking. But (insert something like the first paragraph above.)

So I thought about it and here is the first draft of what I came up with.

New PC’s start the game with a free Plot Point (the new name for bennies stolen from MHR). You can no longer just burn a bond, get a success, and then figure out the fiction later. However, you do have to trade some drama for triumph. Now you earn Plot Points when you trigger the “Burn a Bond” move.

Burn a Bond

Being a superhero is tough on relationships. It seems like the better you are at being a hero, the more drama you have in your life.

When a scene involves straining a bond relationship, roll +bond

10+ burn 1 bond and get 2 plot points “that went better than expected”

7-9 burn 1 bond and get 1 plot point

-6 burn 2 bond and get 1 plot point. EIC will tell you how it’s turned out worse than you expected.

My hopes for this change is that PC’s would proactively think about their relationships and narrate or frame scenes to earn Plot Points and add to the narrative. Also, the move could be triggered organically as the story progresses. If something happens fictionally to strain a bond as a result of a scene the move would also be triggered. In addition, if the EIC saw that a PC was low on plot points he could also use the GM move “Threaten a Bond” to trigger the “Burn a Bond” move to introduce some dramatic spotlight and plot point bennies to that PC.

If you made it this far, what do you think?

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I’m going to pretend that someone besides me cares about hacking Worlds in Peril and post some of my ideas here.

I love that it’s PbtA and I love the way powers are abstracted and the push move works great in play. I like that they avoid playbooks. The way bonds work finally made comic book drama a part of the game. That always seems missing.

I just finished my second go at Mask, which I love. It’s great at teen supers team drama, and I can see myself playing a lot of it. But WiP’s is about different kinds of supers and the bonds system both allowed the adult supers success when they really need it and made those Spidey, Aunt May, Mary Jane type scenes happen in our games. Superhero stories have a lot of strained relationships with normal people in them. I like what the bonds do to encourage that to happen.

Also, Imho WiP handles comic action far better than Masks. The Take down Move alone can cover almost any narrative superhero stunt you can describe. And this is pretty important to me.

I would like to hack drives and advancement, because I just could not get any of my groups engage with it. I liked it a lot on paper, but… Nope. It could just be something with the way I explain it. I had the same problem with MHR and milestones.

So think I’m a going to make drives just a phrase (similar to dungeon worlds approach to Alignment) and if the group agrees that a PC acted in it during a session the PC will get an xp at the end of session move.

I also think I’m going to hack advancement with -6 gets an xp and every so many points unlocks an one of the WiP achievements (a la Masks)

Also, the conditions systems was a bit too free form for me. I felt I got a lot of raised eyebrows when I when I tried to explain how the extremity of conditions are determined and that for villians the difference in moderate and critical was only narrative. I understand why it’s that way, but it was a barrier for most of the players I ran it for.

This will likely be difficult, but I think I want to replace conditions with stress tracks similar to cortex plus heroic. (Physical, Mental, Emotional, and maybe a Complications track)

I’m not sure what I’ll do with socal moves but I want a bit more to represent more ways to increase or replace bond as well as moves that hellp inspire and adjudicate social drama. I’ll be running through several PbtA games for inspiration.

I fully get that I may be the only person that thinks any of this is important. I’m not trying to make a product. I’m just trying my hand at getting a game that does exactly what I want it to. I’m prepared to have my heart broken. LoL

Feel free to tell me I’m crazy!

Worlds in Peril thoughts?

Worlds in Peril thoughts?

Worlds in Peril thoughts?

I really enjoyed running Worlds in Peril and found a lot that I preferred to Marvel Heroic (my previous “go to” supers game). However, there were some things that I felt weren’t quite fully baked.

I have been thinking of trying my hand at hacking it.

If you are a supers fan and have played WiP, what were some things about the system you think could be improved?