The one were i admit that i was basically wrong

The one were i admit that i was basically wrong

The one were i admit that i was basically wrong 

A rant against myself

You saw the post yesterday? About move mechanics? 

Yeah, that was a bunch of crap! 

Playbooks are not there to show how clever you are with mechanics. They are there to fascilitate a specific role in the game. When most of what your playbook says is “hey! look at these fun mechanics!” then you failed. Of course you can and should write move that make people exited; but they should primarily be exited to play that type of character. 

So don’t focus on being clever with moves. Be thematic with moves. Write moves that speak loud and clear to the archetype you are presenting. Players should look at your playbook and get what it is about, be able to point to characters with that playbook. 

I think i fell into the trap of thinking of gamedesign as a game. I want to be extra clever, but being extra clever is not about writing moves that push at certain boundaries. It is about writing the RIGHT move for THAT playbook. 

Think about moves not as an end in themselves, but as the paint you use to paint and colour your playbook. 

Am i correct in this? 

Some late night musing about “move mechanics”

Some late night musing about “move mechanics”

Some late night musing about “move mechanics”

Originally shared by T. Franzke

I start to think of mechanics for moves in PBTA games like card game designers think about card mechanics. I don’t know if that is a good thing. 

Like let’s say I have this idea about a DW class that get’s a specific kind of ressource, let’s call it Moxy or Rage that they can spend after they rolled a move to increase it’s effect in some way. 

That is a cool mechanical tool you can use right? It makes a move more complex but might give you an interesting decision after you rolled. 

Anyway; let’s say i put this mechanic into a class and create  the whole class (like i ever would finish a Dungeon World class…) and then i call it the Hellhound. It’s about a guy that escaped hell and now fights demons. Because that is what i came up with at the time.

That is a terrible use of the mechanic! That is also a terrible class!

Because you shouldn’t make a class that is only about this one thing. But we know this.  

My problem however is this: I just “made” this cool mechanic that creates interesting gameplay. Unless you want to create a demonhunter from hell, you are screwed. You don’t get to play with that mechanic at all. 

When you create a “mechanic” with a lot of designspace, don’t put it on something highly specific because it wouldn’t see play and you did all the work with nothing to show for it. 

Then, when you put the mechanic on another class you have repeated yourself and that looks bad right? Also, most of your best ideas are probably in the hellhound and now you need to stretch to find new ways to use the mechanic! 

Vincent Baker pushed the envelope when he redefined how the different result levels play out in AWDA. But there is really little talk about that, what that means and what it does to a game. 

You can also go and link different classes thematically together by using the same(ish) special move mechanic on them. For the Dungeon World Psionic classes i did; they all got to hold psi and had moves that only worked while they hold psi. But psi could also be spend for effects. So you have a little bit of tension if you want to spend all your psi or still have access to some of your moves. 

See, this is me thinking like a card designer… 

Is it worth to think about different ways to make moves work like that? 

Because there is more room to make neat things with moves and hold. With choose 3/1. With asking questions probably. 

But we shouldn’t hoard them too! Give people access to that shit if you come up with something but can’t make anything with it. 

Unless you are really determined to do something with these ideas, talk about them! I would like that. 

I actually never heard anyone using “normal” christian religion in AW.

I actually never heard anyone using “normal” christian religion in AW.

I actually never heard anyone using “normal” christian religion in AW. Most of the times its weird cults and misunderstood dogma. 

So what playbook makes a good “normal” christian priest. 

I came up with Touchstone, Maestro’D and Operator. 

Hocus might just be to weird for that. 

What do you think

Originally shared by Josh T Jordan

So your post-apocalyptic novel doesn’t have any Christians in it. What religion is now most popular in your state?

http://www.washingtonpost.com/blogs/govbeat/wp/2014/06/04/the-second-largest-religion-in-each-state/

About Get Mixed Up

About Get Mixed Up

About Get Mixed Up 

The trigger condition is: When you Get Mixed Up in another PC’s affairs 

So when Bob comes running to my door, bloodied and chased by Ghouls i get mixed up in his affairs right? That is what normal english language would say. However giving him +1 or -2 is irrelevant in this case. STill i would need to roll. 

Of course we could agree that i don’t need to roll because it makes no sense mechanically but “when you do it, you do it”. Or am i overthinking this? 

“Burning a Bond with a teammate may mean the beginning of an unhealthy rivalry, doubt, suspicion or simply not…

“Burning a Bond with a teammate may mean the beginning of an unhealthy rivalry, doubt, suspicion or simply not…

“Burning a Bond with a teammate may mean the beginning of an unhealthy rivalry, doubt, suspicion or simply not getting along well together.”

Does only your view of them chance when you burn a bond with a teammate or does their reaction to you change too? If so, does that mean i can dictate what another character is thinking about me? At least i can dictate that they think worse of me now? 

How exactly is this supposed to work? 

Thoughts on a Werewolf game

Thoughts on a Werewolf game

Thoughts on a Werewolf game 

So ideas about a PbtA Werewolf (inspired (not emulating) by Werewolf the Apocalypse) game come to me here and there and someday i will start working on this in earnest. Recently Johnstone Metzger helped me to get a better grip on how to pair basic moves and forms but this leads me to another dilemma. 

Transformation 

My gut feeling is that constant transforming between forms is not interesting really. You have different kinds of bodies and that is cool. But if you change them on the drop of a hat they become interchangeable and your choice of form doesn’t really matter. 

One could handle this with a 

When you transform…

type move but that is not the right thing either i think. Werewolfs failing to transform sound lame. I want to be a fan of them. 

So how would you feel about a mechanic that reads a bit like this: 

When your character enters a new scene, tell us what form you are in (Were, Wolf, or Werewolf). You may change your shape once per scene but then you are looked into that form for the rest of it.

This gives you some flexibility while still making it an important choice. Is my gut feeling wrong in this?

Further ramblings: (you can ignore it from here if you want)

On playbooks. 

WtA gives us the Auspices. In a sense those are playbooks since they give you a specific role in the social order of a Werewolf tribe. However, binding your social role to time of birth is not a great way to organise a society… But i am digressing. 

What i am actually much more intrigued by is players drafting moves that relate to specific roles and responsibilities in the tribe as well as abilities. Allowing you to not be just a leader or a shaman but be a shaman that leads through their spirit given wisdom etc. Allowing you to mix and match while still distributing interesting bits between the players. The main reason for trying to do it that way is that i am highly interested in a draft system as in Marshall Miller’s Lapins and Lairs (not sure if it is in The Warren still).

The main downside to doing that is that you loose the easy accessibility and char generation that playbook pamphlets provide. The downside is the more rigid structure in the beginning.

I guess choosing the more flexible over the rigid structure  would say a lot about the Werewolf society. So i need to figure that out… 

Thanks for listening. 

Secret Identity Action

Secret Identity Action

Secret Identity Action

So how much play will be had in secret identities in your ideal game? For characters like Daredevil or She-Hulk the things they do in Court are highly important (in their solo books), Hawkguys solo book has basically no superheroing in it. On the DC side of things its a bit harder but would you run burglaries with Catwoman? 

I guess i am still not sure whether to run this game like a collection of Solo Titles or as a Team Book. And how good things like mentioned above would even work. Any imput or playtest stories for those things? 

Moon Kitty

Moon Kitty

Moon Kitty

Moon Kitty is a red&white cat with the sign of the Moon on her forehead. She isn’t a regular cat though, she comes from the feline protected town of Ulthar and found her way to earth by accident. Still, as part of the feline guard it is her duty to protect those that are to weak to protect herself and she strolls the city as Moon Kitty a name she could care less for. 

Codename – Moon Kitty 

Former Codename and Aliases – Anadazar the blessed 

Real Name – Anadazar Di Ulthar 

Greatest Foe – every Origin book also has suggestions for a foe and enemy.

Current Costume – none, she is a cat but wears a mystical collar. 

Summary of Power: Guardian of Ulthar basic power set, coming from the Guard Collar: moon  energy blasts, shapechanging and the power to teleport to where she is needed. 

Verbs

Smash: +2

Influence: -1

Maneuver: +1

Protect: +1

Investigate: 0

Simple: fire a moon energy blast at those that are evil at heart

Difficult: transform into a tiger like battleform, teleport small distances to dodge attacks 

Borderline: teleport to where someone is crying for her help

Impossible: transform into non felines

Lost: weave moon based magic 

Limitations:

My character requires her collar to use her power, otherwise she is basically a talking, clever, cat. 

The moonblasts are limited and need to be recharged through bathing in moonlight. Usually enough for a day or moonless night. 

The moonblasts only cat hurt those that are evil at heart. 

Origin Book: My Alien Heritage

Drive Book: Adapt to a changing world (in that case not past related but different world related)

Drive Moves i would be exited to get

Drive Moves i would be exited to get

Drive Moves i would be exited to get 

One important part of moves is getting people exited to use them. So i went through the drive playbooks and looked for what moves i would be happy to take because i think they are fun or powerful. A lot of them are highly thematic, but that is not what this post is about. 

Hunter – maybe because it gives me the chance to define things about the world (but maybe in a way that is too much the GMs job, not the players)

Not to be triffeled with – because i would abuse the theck out of it, gaining +1 ongoing against a bunch of people and bullying them around. Sounds extremely powerful. 

Coping Mechanism – however i don’t know how an enemy takes +2 forward against me when they don’t roll 

Painfull catharsis – maybe. It needs the (your choice) clause in order to be actually useable though 

Read a Person – it is powerful, it is fun. But it is not really exiting thing to pick up. 

Voice of Reason 

Often right – would be exiting if i could gain an archivement when they do it 

Workspace – because it is freaking powerful 

Deep Pockets – would be exiting if it wouldn’t have the limitations. However i am a big fan of the 6- result.

Push the Boundaries of Science entry move – that could be cool but the way it works here is kind of strange. How does this interact with the bond threshold? Also it might be hard to burn bonds while working on this. 

Mumbo Jumbo – i would be exited to pick this up when playing a Reed Richards type character, however. It seems more like a power to me. 

Foxhole – because it has the potential to be heavily abused

Eye for Danger – maybe

I am the Law – just because on a 10+ i get to choose what they do (and that is not what normally happens in AW games)

Boy Scout – because it can be broken easily 

Also powerful because it doesn’t have a fixed list of things i can ask. 

Leading Strike – if i can find a way to attack everyone at once this is cool. 

Leadership – this is my kind of move. I like it. 

Mechanical and thematic feedback will follow.