hi there,
any advices on how to set up a one shot /demo game?
such as: things to focus on, if limit the kind of available playbooks, etc.
you are welcome to give suggestions!
Thank you!
hi there
hi there,
any advices on how to set up a one shot /demo game?
such as: things to focus on, if limit the kind of available playbooks, etc.
you are welcome to give suggestions!
Thank you!
It just occurred to me that Supernatural Senses under Janus could extend to “Mystic Eyes of Death Perception” from…
It just occurred to me that Supernatural Senses under Janus could extend to “Mystic Eyes of Death Perception” from Kara no Kyoukai among other such nasty senses.
So the Legacy ‘s Never Give Up Never Surrender move seems kind of weird to me.
So the Legacy ‘s Never Give Up Never Surrender move seems kind of weird to me. The new clause seems to, and in play has, made the move more or less useless for a Legacy choosing some of the iconic packages (the detective one less so). But it’s an even more amazing move for Beacons now, since their whole thing is being less powerful than… everything.
I think codifying power levels into allowing you to use a move or not is a bad idea. There should be a more entertaining and evocative requirement for the move if you don’t want it to just be a replacement move, that doesn’t make it a better move off skin than on skin.
Power levels and who is strongest should remain only info in the narrative, and shouldn’t influence what the mechanical abilities of someone are. Otherwise you get weird things like a Beacon being told they can’t take Unstoppable, since they’re not actually a super strong beast.
I ran a one-shot (first session?) game yesterday for my three players, one of whom was new to PbtA games.
I ran a one-shot (first session?) game yesterday for my three players, one of whom was new to PbtA games. We did character creation and three scenes in about three hours. Things went fantastically, everyone had a blast, and I’m sure everyone would be onboard if we decided to continue. Something came up during the game that I wanted some clarification on though. It’s about the Janus.
The Janus’ move I am what you see is a bit unclear to me. When the other player says what label they want to impose on the Janus, does that mean the Janus has to shift that label? I think that’s what’s meant to happen, as “impose” is a pretty strong word, and it wouldn’t make sense for the Janus to get a benefit without paying some kind of price.
So if that is how the move works and the Janus has to shift the named label up, does the Janus get to choose what label shifts down?
Hey, heroes: I’m a Kickstarter backer; is there a place to find the newest text draft?
Hey, heroes: I’m a Kickstarter backer; is there a place to find the newest text draft?
Thanks!
Magpie Games (or anyone else who knows, I guess!) Has anything changed in the rules that makes the V3 reference…
Magpie Games (or anyone else who knows, I guess!) Has anything changed in the rules that makes the V3 reference sheets inaccurate? And are there plans to release a shiny new set of them updated with things like dedicated GM workspace for keeping track of hooks and their associated labels & NPCs during a session?
The sheets are absolutely invaluable resources during play, and I haven’t noticed anything out of place so far, but I’m teaching a guy how to GM Masks (his first run at PbtA GMing!) and I don’t want to confuse him if we stumble across points where the book text and reference sheet don’t line up.
I have a really quick question.
I have a really quick question.
The Legacy power choosing states you choose one suite and two powers not from the suite. Does that mean a player gets a whole suite and two additional powers? Or am I somehow misreading and you get two powers from your suite (which makes more sense to me with the choose two additional powers advancement).
When a person with Influence tells someone who they are / how the world works, do you GMs tell the players which…
When a person with Influence tells someone who they are / how the world works, do you GMs tell the players which labels are eligible to be moved before they decide whether or not to reject their influence? Or after?
In my sessions so far, I’ve been doing it after the fact. “The Headmaster seems to be telling you who you really are. Do you accept his verdict or reject his influence?” I don’t make the shifts explicit, so there’s a bit of tension, but it’s usually obvious in context. If the Headmaster was lecturing you on responsibility and duty, you’re probably bumping Savior or Mundane up.
But I’ve seen examples in the recent drafts, and in other people’s play, where the GM announces what the shift will be if the PC doesn’t reject the influence.
So GMs, or players who can comment on your GMs’ behavior: how have you done it?
Should a Doom be tied directly to a character and their power via “their power corrupts them” or a prophetic fall or…
Should a Doom be tied directly to a character and their power via “their power corrupts them” or a prophetic fall or what not…or is a Doom where using your power isn’t bad in and of itself but does attract people that would want to kill you to get it…such as the way the witches target the stars in Stardust.
Alright, had a first session (and admittedly it was without the big book, so didn’t have a lot of the lovely…
Alright, had a first session (and admittedly it was without the big book, so didn’t have a lot of the lovely information about hooks and arcs yet).
And for our first session I mostly just generated a team of teenage villains-narcissists who were defacing public property as an expression of ‘art’, and once they were defeated the heroes got greeted-not by a villain mentor or other heroes, but rather a corporation!
Mr. Smith, leader of Heroic Ventures is a marketing firm type thing. I was imagining ‘what if Lex Luthor wanted to start a hero team’. Motivation is all about profit and money, which you can do just fine with a team of your own. The Players so far have acted pretty disinterested (expected, you don’t have rich people offering you money/resources out of nowhere without suspecting strings) and it left shortly after they parted ways.
Now, looking over arcs, this appears to be the start of a corruption or restriction arc-I had imagined if they had accepted it’d divert focus as their team is used to make money (attacking corporate villains, publicity stunts, charity work and the like) though frankly I doubt the heroes will accept.
So, at this point, what are some potential moves with this arc? I have a few ideas of how I can start getting hooks into characters, but the template for invasion has about three players each with different agendas for each of those acts-what are some ideas for other players or ultimate goals/threats of Heroic Ventures and this campaign?