Quick question, I am going to be Gming a session starting with the Damn Dirty Apes mission as its a good mission for…

Quick question, I am going to be Gming a session starting with the Damn Dirty Apes mission as its a good mission for…

Quick question, I am going to be Gming a session starting with the Damn Dirty Apes mission as its a good mission for my setting. But i am a bit concerned as to how my hunters can learn the electro magnetic weakness without me giving it to them somehow. None of them are magic users so theyll either have to make something or find stuff to create the pulses. Any ideas on how they could figure out the weakness via investigation or context clues?

Riffing on the question about Harm asked by Aaron Dalton, I have a corollary question.

Riffing on the question about Harm asked by Aaron Dalton, I have a corollary question.

Riffing on the question about Harm asked by Aaron Dalton, I have a corollary question.

Bear in mind that MotW is virtually my only experience of PbtA (well, I played a good amount of Monsterhearts but it never ever came to blows beyond 1 Harm at a time) so my observation is probably candid and uninformed ; but that’s why i’m asking the question šŸ˜€

I only played two games for now, and they were light on Harm received. Even like that, it felt like reaching a total of 4-Harm (or more) would be quite easy when you’re battling, for example, a pack of demon wolves and for some reason two of them are against you because you leapt in the middle to allow the others hunters to evacuate the civilians.

So, in practice, with your experience of the game, how easy is it, really, to reach high levels of Harm in a single battle ? Are there ways not to take too much damage ? Armor ? Powers ? Am I missing a reason why, through the rules, not THAT much damage is actually inflicted ?

Because from a purely theorical point of view based on the reading of the rules, it looks stupid easy to receive a lot of harm, and healing it one by one seems extremely slow for a game based on killing monsters, and even worse when it’s become unstable.

Sorry for the long post!!

Sorry for the long post!!

Sorry for the long post!!

So I finally got to run the team creation session of our biweekly lunch-hour game I’m running at work. Everyone was really excited, so yay for that. It’s going to be fun. Having never run a MotW game before, I had a couple questions…

1) Only one other person than me (there are 6 total) have ever played RPGs before, so I found myself prompting them a fair bit about their histories. How far do you tend to push in character creation? I tried to be sensitive to where someone felt stuck and let us move on. I plan on bringing some of this stuff back up as we play. I’m also doing a Google Doc that everyone can edit as we play through so we can flesh things out as we go. Just wondering how detailed you usually get off the bat.

2) Have others done preemptive prompts outside of the session? Sometimes private ones? I plan on preparing some players before the session with the questions I am for sure going to lead with. (We only have an hour, after all.) The hook if this mission, for example, starts with a phone call from someone (I’ve decided) one of the players knows. I was going to get that to her early so she’s not surprised. Have other people done this? Anything I should know?

3) How important is physical location? Our Crooked, for example, has “Home Ground.” And our Expert of course has their Haven. We didn’t quite get to the point where we were able to finalize the team concept (though it’s much clearer now that the histories are done). Should I let them all decide together where they’re located? The first mystery takes place in New York, so if they’re elsewhere, I assume the Haven is just less useful during that mission?

4) How tangled do you let histories get? We ended up tying a bunch of history points to an event our Crooked described. Near the end I actually intervened and suggested we try not to pile too much weight on this one event, and I’m glad I did. But maybe I shouldn’t have interfered? This one event is where the Crooked learned about monsters, the Professional saved the lives of the Crooked and Divine, and the where the Divine decided the Crooked was an abomination. When the Expert got sucked into things, I suggested they tie that to a different event. So there are two major events that tie most of the characters together.

Thanks! I’m sure I’ll have more questions as things play out. This is the most fun I’ve had in character creation in a long time. I’m sure that’s mostly due to just bad DMing, but I love the PbtA approach of history/bonds/debts. So compelling.

Totally random thought that struck me as I was discussing Supernatural with my wife (as often happens, because it’s…

Totally random thought that struck me as I was discussing Supernatural with my wife (as often happens, because it’s…

Totally random thought that struck me as I was discussing Supernatural with my wife (as often happens, because it’s a geeky thing I think she is actually more obsessed with than I am).

This is probably a terrible idea, but it struck me that you could almost have two Luck tracks–the character’s Luck track, and the Season Luck track.

Whenever someone pulls from the Season Luck track, something major for a recurring threat comes to pass. That may not be the only way the long term big bad advances their cause, but when Luck is used in this manner, they get a big win, full stop, no hunter intervention to stop their goals.

When the last Season Luck is triggered, the next mystery is all about the big bad essentially winning if the hunters don’t stop them, and everything is heavily stacked in the big bad’s favor.

As an example of how this might model the show, any time the seasons ends with one of those kind of “no win” situations, that’s an example of a season where the Season Luck track ran out before the big bad could be confronted about their long term plan.

As a comparison, this would be your Season Two or Season Four finales, with the heroes making things worse and getting one step closer to full on Apocalypse. Season Five and Seven might be examples where the end wasn’t triggered by Luck, so the Hunters have a little more time to end the threat on their own terms (even if they have to make some sacrifices).

Terrible idea? Need some work? Just wondering what others think.

Can someone confirm that I am understanding harm recovery correctly?

Can someone confirm that I am understanding harm recovery correctly?

Can someone confirm that I am understanding harm recovery correctly? The manual is confusing because it talks about “1-3 harm wounds” as if it’s an individual thing and not your total health. The way I’m understanding it is if after an encounter a player has <4 harm, they can rest and they recover 1. "Rest" is not well defined. I'm assuming it means at least an overnight sleep or something like that. If after an encounter you have 4+ you are unstable (meaning the Keeper can make things worse) until stabilized either by a move or proper medical attention. It's not clear how quickly one can recover that. Essentially just 1-harm per rest period? Or is it really a wound-by-wound thing, in which case I'm not sure how to handle it at all.

Progress is being made on the Keeper’s Fellowship site, however it’s still not ready for public registration.

Progress is being made on the Keeper’s Fellowship site, however it’s still not ready for public registration.

Progress is being made on the Keeper’s Fellowship site, however it’s still not ready for public registration. in the meantime I have added a direct link to the Discord server on the home page.

If you want to join the Keeper’s Fellowship discussion group you can click the link here and join the Discord now.

I will post further updates as the site gets closer to being Open to the Public :D.

http://kfsrr.org/

http://kfsrr.org/

A couple quick move questions

A couple quick move questions

A couple quick move questions

First, in the Divine playbook, both myself and my player (who is spellslinger, but ā€˜took a move from another playbookā€™ on this one) have read and re-read the ā€˜what I need, when I need itā€™ move, and canā€™t decide if it means a single item is held at a time, or if multiple items can be stored at a time, and the one needed can be retrieved at any time, individually. Each time I think I decide, and I then blink and suddenly realize it must mean the other. I was just going to go with it being multiple items as long as she doesnā€™t go too crazy with it, but curious what the actual intent was.

Second, with a spellslingerā€™s combat magic, Iā€™m having to make a lot of quick calls on the fly as to how things work… itā€™s all pretty clear, actually, until you start using the ā€˜wallā€™ base. So first, she has wall as a base, and force as an effect… so Iā€™m reading that as she can make a wall with either 1 harm and 1 armor (the base), 2 harm and 1 armor (base + effect on base), or 1 harm and 2 armor (base + effect on wall), but NOT 2 harm, 2 armor (that would be base + effect on base + effect on wall, and there is a very clear OR in the effect… so this I think Iā€™m clear on, but just wanted verification).

The bigger question is: if she can cast a barrier during a KSA using weird rather than tough (which makes sense if she is maybe defending herself when a monster corners into using KSA), what happens if she tries to use the barrier to help someone else… if sheā€™s trying to use it to defend someone else, should that be Protect Someone (rolling tough, which is the rules to the letter), using protect someone (but rolling weird by extending the idea of spellslinger combat magic to Protect Someone), or Use Magic (rolling weird, because this is the spellslinger casting a spell which just happens to be protecting someone). Iā€™m thinking Use Magic should generally be used when casting (with a possible Act Under Pressure addition if under stress, like when in the midst of combat), with KSA only a situation where the player is actually trying to (or forced to) get physical with the monster (and for a spellslinger, this allows for casting their combat spell, but for other playbooks, magic would not be an option), and Protect Someone would only be for physically intervening… since the barrier only provides 1-2 armor rather than fully preventing damage like Protect Someone (ideally) does, I guess it does make more sense that it isnā€™t a Protect Someone roll.

As usual, thatā€™s what Iā€™ve worked out while typing, some of that differs from what I was thinking before starting this post. So then it really just comes down to the fact that the spellslinger can probably use Use Magic to cast that wall at any time, while it is in Combat Magic to help them personally when cornered and forced into a KSA rather then Use Magic to help mitigate their own exposure?

Oh man, now what about Help Out? :p. Could you roll a Use Magic to act as a help out on another playerā€™s KSA roll? Well, off the top of my head, I guess I might double the rolls, rolling a Help Out to try to aid the other and a Use Magic to determine the actual effect (where if help out was used with a standard weapon, it might just provide the benefit to the player helped plus possible harm of the weapon, help out with a barrier may provide the benefit to the player plus the benefits of the barrier (+harm and +armor)? So many options!

I guess, in general, Iā€™m occasionally having trouble with moves that take effect during KSA, but that occur in situations where the player can act beyond the monsterā€™s range or awareness… since it isnā€™t technically KSA if the target canā€™t reciprocate. But then it gets hard to write off why the player would perform better when under far more pressure and danger than when they arenā€™t… Iā€™m fairly good at making spot decisions, but it would be good to be able to lay out somewhat consistent rules for players to be aware of so that similar situations donā€™t keep playing out using different mechanics just because Iā€™m trying to figure it out on the fly. šŸ™‚

Thanks for any thoughts on my long rambling!

-JM

Another rules application question:

Another rules application question:

Another rules application question:

One of my players is The Professional. He has decided to be the group’s primary damage dealer. With his first improvement, he used “Take a move from another playbook” and selected the devastating move from the Chosen (+1 Harm). With his second improvement (also “Take a move from another playbook”), he wanted to take Sneaky from the Crooked(?) playbook (+2 harm when you attack from ambush or behind).

I ruled that only one move is used at a time, so these harm bonuses would not stack. But after considering it, devastating is used right after Kick Some Ass. I’m ok with it either way, really, just thought I’d get thoughts from the group. The dude is using the sniper rifle (base of 4-harm) already, so he definitely packs a punch.

Thanks!