So, what is the world like outside of your Halcyon City?

So, what is the world like outside of your Halcyon City?

So, what is the world like outside of your Halcyon City? Is it straight up real world Earth (which some supers coloring)? Do you use expy nations like Biyalya and Sokovia? Or do you do a straight up fictional world?

I’m playing a highly “Young Justice” inspired game (with bits of Xaviers Academy and Hogwarts), so I was thinking of using expys like Relasia… but it feels a little silly to me and, since I don’t have any real life nations that are going to care about what goes on in my game, I’m thinking of going with a more Warren Ellis Planetary/Authority approach (real world places with supers-inspired historical changes.)

I’d be curious about different groups’ use of the team moves.

I’d be curious about different groups’ use of the team moves.

I’d be curious about different groups’ use of the team moves. In our adventure, these tend (as far as I can tell) to be the least used moves for all of us—partially because a number of us players don’t feel that much of a yen for the effects of the move.

We wind up sharing celebrations/revealing weaknesses and deliberately not triggering the moves a lot of the time, so I’d like to head from folks who really enjoy them.

Do people have good stories about times a team move was awesome?

Do GMs have ways they’ve sharpened their players’ need for them?

Hey everybody — core rules question.

Hey everybody — core rules question.

Hey everybody — core rules question. When a character takes the “change playbooks” advance, I know they’re supposed to transfer all their advances below the line.

Are they allowed to, then, keep taking advances below the line, or do they need to take five above-line advances on their new playbook first?

EDIT: For an example: If I switch playbooks, can I take an adult move immediately (since I’ve already unlocked “below the line advances”), or do I need to take five advances in the new playbook first?

The corebook says, “Use the advancement track on your new playbook, but transfer any marks you’ve made below the line—those advances don’t ‘refresh’ when you change playbooks,” which doesn’t seem to point to an answer either way.

I can see an argument in favor of either, and nothing seems obvious or natural. I asked my GM, and he suggested that I check in with you all.

On the discord one of the GMs asked people to make up characters on the spot using a basic character generator for…

On the discord one of the GMs asked people to make up characters on the spot using a basic character generator for…

On the discord one of the GMs asked people to make up characters on the spot using a basic character generator for inspiration! I thought it was such a great idea, and I’d love to see what people come up with on the fly. Use the following link, post your simple character description and then what you did with the inspiration!

http://chaoticshiny.com/simplechargen.php

What is/are/were your longest-running campaigns/characters?

What is/are/were your longest-running campaigns/characters?

What is/are/were your longest-running campaigns/characters?

I’m just curious what everyone’s usual length for a campaign has been. Do you find players switching playbooks when they’ve gained the advances to keep the campaign going, or do they keep choosing advances above the line, or do you just decide that the game has gone as far as it can after a certain point?

Thank you in advance for your answers.

Wrote my first custom move (and got my GM’s signoff) for my Bull, Sonia, who recently discovered, to her horror,…

Wrote my first custom move (and got my GM’s signoff) for my Bull, Sonia, who recently discovered, to her horror,…

Wrote my first custom move (and got my GM’s signoff) for my Bull, Sonia, who recently discovered, to her horror, that the people who gave her her powers (The Forge) also installed some mind control triggers.

I modeled it on take a powerful blow, which is what she had to do the first time they tried it on her, before she had any specialized defences.

When you resist mind control using your mantra, roll + Conditions. If you have influence over the person trying to control you, take -1.

On a 10+, choose one from the

* You do exactly what the command entails, and there’s a momentum to the mind control, you do the next thing they ask, too. No roll allowed.

* The only way to avoid letting them use your powers is to use them first! Lose control of your powers in a terrible way and mark an appropriate condition.

* Choose two options from the 7-9 list.

On a 7-9, choose one:

* You successfully resist the command, but it takes constant effort. Take -1 ongoing to all rolls, until the end of the scene or until the command is released

* You meditate, hard, and hold on until the command dissipates. But your enemy isn’t waiting for you to clear your head. You give ground, your opposition gets an opportunity.

* You resist the command, but you’re emotionally staggered. Mark a condition, and your opponent gets to ask you a question you must answer honestly.

On a miss, you hold strong and the command doesn’t seem to affect you, for now. Mark potential and the GM will tell you what the command appeared to be trying to do. Maybe take influence over the person who tried to control you, GM’s call.

How much planning do you put in before your first session?

How much planning do you put in before your first session?

How much planning do you put in before your first session?

I admit that preparing for a first session of any PbtA game makes me anxious. On one hand, I want to have a whole cast of NPCs and villains ready to go with action-packed drama in my pocket so I can drop the PCs right into the fire for an explosive opening that will have them hooked. On the other, I want to leave a lot of blanks so that the character creation process can fill in the world with relevant NPCs that come with ties to the PCs, leaving the role of major villain to them to insert their Nemesis, spawned when they answer questions about their characters. The story needs to be about them!

How do you all balance those two to feel ready for the first session?

Follow-up, how many of you do session 0 as character generation only, and how many combine with session 1 where you actually play the characters through some scenes?

My players are all visibly non-human, so attending a normal school is problematic.

My players are all visibly non-human, so attending a normal school is problematic.

My players are all visibly non-human, so attending a normal school is problematic. The group consists of a marble skinned mutant, a vampire, and a scaled dragon-man.

Has anyone used a “hero high” in their game? A school for super teens?