“Along with the fictional considerations of what threat is the most apparent when choosing the source of damage, you…

“Along with the fictional considerations of what threat is the most apparent when choosing the source of damage, you…

“Along with the fictional considerations of what threat is the most apparent when choosing the source of damage, you also want to keep in mind what kind of damage you’re dealing. This might also seem obvious in the fiction as well, but dealing damage does not always have to mean Imposing a Condition. If there’s a lone civilian in the face of one of the heroes, threatening them, they may seem like an obvious source of danger (and danger can be occasionally mixed up and come from mundane sources every now and then, if that’s the game you want to play), but it doesn’t mean that the civilian has to deal a Condition to be threatening or dangerous. How you express danger and how the heroes need to react to an opponent is left in your able hands.” (p.148, “Inflicit an appropriate condition)

Could anyone explain this a little bit? I can’t imagine how “a lone civilian who can’t deal a Condition to the heroes” can be a threat to heroes.

Yes. I know a lone civilian can attack hero’s reputation, or can put someone who is important to heroes into danger. But I think that is “Threaten a Bond” move, not “Inflict an appropriate condition” move. Or is it the one of “damage, but not a Condition?”

If a hero makes a new Bond(using Serve and Protect, Fit in, Against the Current, etc), Does it start at 1? or 0?

If a hero makes a new Bond(using Serve and Protect, Fit in, Against the Current, etc), Does it start at 1? or 0?

If a hero makes a new Bond(using Serve and Protect, Fit in, Against the Current, etc), Does it start at 1? or 0?

“CONFESSION: Confide in someone by confessing your sins to someone.

“CONFESSION: Confide in someone by confessing your sins to someone.

“CONFESSION: Confide in someone by confessing your sins to someone. Increase a Bond with them by 1, but know that the knowledge you are imparting to them will put them in harm’s way. When you Burn this Bond double its effects.” (p.97)

What is the “double its effects”? If a character burn this Bond, can he change the roll from 6- to 10+? Or burn 2 Bond Points to activate?

I’m not certain whether I understand Burnout move correctly.

I’m not certain whether I understand Burnout move correctly.

I’m not certain whether I understand Burnout move correctly.

Let’s say Arrowhead(Sample character in the book) lost his bow and arrow. He wants to knock down a shooter on the roof for saving his friend, but only he has a pencil now.

Let’s look at his power :

POWERS SUMMARY: Olympic-level athletics, pinpoint accuracy.

Powers that are Advantages: quiver of trick arrows – something for everything.

Simple: bypass simple security or electronics.

Difficult: take out far away targets.

Borderline: take out a whole room (hit multiple targets at once) with a trick arrow.

Possible: use anything as a deadly projectile.

Impossible: hit someone from more than two blocks away.

He can’t use his power normally because he doesn’t have his bow, but he has “use anything as a deadly projectile” in Possible category.

So, If Arrowhead shoot a pencil at the shooter, does he trigger Burnout move? And if Arrowhead rolled 10+ or 7-9, does he add “Using pencil as an arrow” in his power profile? (Probably Easy or Difficult).

And if Arrowhead do same thing not for saving person, but for other reason, does he still trigger Burnout move?

I ran an one-shot play of WiP last Monday with my friends.

I ran an one-shot play of WiP last Monday with my friends.

I ran an one-shot play of WiP last Monday with my friends.

PCs were members of New Avengers(It was based on Marvel Cinematic Universe), and they fought against Loki who tried to take Time Gem(which was founded by PCs).

We had a blast! And it was the best AWE-based RPG which I ever played. My friends have played Dungeon World once or twice, and one of them even dislikes AWE(but long-time fan of Superhero comics and Mutants & Masterminds). But they all satisfied with the play. Here are their first impressions of playing WiP.

– They all loved free-form Powers, Especially “Impossible” power, which they could easily define what they can do or what they can’t. They also loved they can add new powers during play.

– But they all agreed it would be better if there were meaningful differences among “Simple-Difficult-Borderline-Possible” powers. Sometimes they complained “Why I need to roll ‘Simple’ power?” I need to make difference next time.

– Sometimes they feel awkward for burning bonds, especially bonds with other PCs. “We have fought side by side, but why our relationship is worsening after the fight?” I know it was explained well in the rulebook, but it will be some time to accept the concept.

– We haven’t use Origin book and Drive book for simplicity this time, but of course I will actively use them next long term campaign.

My thought on “Ease of Fitting in” :

My thought on “Ease of Fitting in” :

My thought on “Ease of Fitting in” :

I think the limitation of WiP defines not only how PCs’ power is limited, but also shows how human the PCs are(Yeah. “Ease of Fitting in”). What does it mean to be “human”? In WiP, the more flaws PCs have, the more they look mundane and people accept them. But the closer they reach to perfection, the less they care about “unimportant” bonds of mundane world and try to do something more “transcendent” which people can’t understand. Dr. Manhattan is the prime example of “Perfect character.” and So are Yoda, hermit masters, and so on.

There is Chinese saying “水至淸則無魚” (Water that is too clear has few fish). It means “If  you are too perfect, people are afraid of you”.