New Experience Rules

New Experience Rules

New Experience Rules

The biggest change in the revised version is going to be a change to the experience rules. Here’s the current shape of them, in case you want to try them out.

* There’s no more highlighting ratings.

* Mark experience whenever you roll and the result is 6 or less.

* At the end of each session, answer the following questions. If you get one or two ‘yes’ answers, mark one experience. If you get three or four ‘yes’ answers, mark two experience.

 – Did we conclude the current mystery?

 – Did we save someone from certain death (or worse)?

 – Did we learn something new and important about the world?

 – Did we learn something new and important about one of the hunters?

If you try the new rules out, please let me know how it goes.

Wow, I’ve just found the Spooky. Many of you may have already seen this but it’s pretty much bang on

Wow, I’ve just found the Spooky. Many of you may have already seen this but it’s pretty much bang on

Wow, I’ve just found the Spooky. Many of you may have already seen this but it’s pretty much bang on

http://youtu.be/2cXDgFwE13g

Changing the flavor of player-side magic

Changing the flavor of player-side magic

Changing the flavor of player-side magic

I polled my players after two sessions of play about what was working and what wasn’t. Lots was working! But Dave Chalker  pointed out that for a game with a Twenty Palaces vibe, the player side magic felt kinda standard-ish, the sort of stuff you get from Buffy and Supernatural. I loved getting this note because it was absolutely right.

On thinking about it, part of it has to do with the text of the Use Magic move itself. Even keeping the effects intact, the needs of the spell create a strong bias towards that style. Soooo I’ve done up a quick draft of a new set of bullets for “The Keeper may say casting the spell needs one or more of the following”

……..

The spell will take 10 seconds, 30 seconds, or 1 minute to cast

You need one or two people to help

The spell needs chanting, gestures, and/or inscriptions

You must inflict great pain on yourself or another person benefitting from the spell

You must ingest something toxic, dangerous, or animate

You must call a supernatural creature into this world to help you perform it

You must lay claim to knowledge held by another

You must sacrifice something dear to you, tangible or intangible

……….

Anyone else done something like this?

So, I’ve been Keeper for a MotW campaign for a little while now, and I had a few questions…

So, I’ve been Keeper for a MotW campaign for a little while now, and I had a few questions…

So, I’ve been Keeper for a MotW campaign for a little while now, and I had a few questions…

1. When someone changes to a new hunter type, I assume all Luck boxes that were checked remain lost, yes? I’m pretty sure turning over a new leaf doesn’t make you less likely to die. 😉

2. So, I love the Mundane’s “Oops” move, but it seems to go against the idea of the fiction going before dice. It seems like the Mundane can “Oops” their way through the whole mystery, since it can happen whenever they “want to stumble across anything important.” If their Weird is highlighted, they’re going to be marking an awful lot of Experience.

I’m sure I’m thinking about this in the wrong way. Should it only work if there’s something to stumble upon in the vicinity? Should stumbling on important things also get the Mundane into trouble? I’ve probably just been too nice about it…

3. On a similar note, the Expert’s “Lore Library” seems an easy way to just push through the mystery, earning lots of experience if their Sharp is highlighted.

I’m sure the “historical or reference works” thing is relevant, but it seems very in-genre for there to be reference works on most monsters that have existed for a decent amount of time, traded among hunters and very much the sort of thing for a Lore Library.

Again, I may just be too nice. Also, I suppose that the other key here is that searching books can take hours or even days, during which time the monster may be advancing its agenda…

Question about Minions and Harm

Question about Minions and Harm

Question about Minions and Harm

All humans have 7 harm capacity, right? Let’s say the Wronged is searching an abandoned house, and a cultist attacks him with a sword, close quarters. I imagine he’s already read a bad situation, and now the cultist got to him.

So the Wronged fires his shotgun (3-harm close messy) at the cultist, while maybe getting cut with the sword (2-harm hand messy). With a hit, the cultist takes 3 harm. The Wronged takes 1-2 harm, depending on armor.

I’m ok with the harm on the PC in this case. The player can choose to suffer little harm on a 10+, which together with armor reduces harm taken to 0. But what about the cultist? Clearly he’s not close to dying, unless the player chose to inflict terrible harm, in which case the cultist is unstable and will die without help.

Or should I just roll with it, and say the cultist is out, unconscious, dying, or dead? In any case he’s taken a shotgun blast at point blank, so should not be a problem any more.

Some moves for the awesome extra-dimensional symbiotes by +Nathan Riddle.

Some moves for the awesome extra-dimensional symbiotes by +Nathan Riddle.

Some moves for the awesome extra-dimensional symbiotes by +Nathan Riddle.

Knitter Hive

You have become a breeding colony for the knitter organisms. They swarm through your vitals accelerating cellular regeneration and performing other far more mysterious functions you don’t understand within your body.

Regardless of how much harm you take, your wounds are never unstable. You can heal serious wounds (4+ harm) without medical treatment at a rate of 1-harm/night of rest and moderate wounds (1-3 harm) heal at a rate of 2-harm/night.

When you wake up after a night during which the knitters healed you, roll +Tough. On a 10+, you’re hot and shaky, but generally fine. On a 7-9, choose one: take -1 ongoing for most of the day from nausea and cramps, or take 2-harm ignore-armor right now from barfing up… something.

Phobogen

You have a small triangular organ attached to the inside of your sternum. When active it hyperstimulates the fear centres in anyone that looks at you, triggering intense flight/fear responses. People have been scared to death because of this symbiote.

When you lock eyes with someone and activate your phobogen, roll +Weird. For an NPC, on a 10+, choose one. On a 7-9, the Keeper chooses one: they flee from you, screaming in terror; they curl into a fetal position, babbling nonsense; they attack you in a blind panic. On a miss, the Keeper chooses one and the NPC is going to need serious medical attention real soon.

For another Hunter, on a 10+, choose one: they flee from you, screaming in terror; they curl into a fetal position, babbling nonsense; they attack you in a blind panic. The Hunter marks XP if they do what you want and is acting under pressure to do anything else. On a 7-9, you still choose one and the Hunter is still acting under pressure to do anything else, but they don’t mark XP if they give in.

Phaseworm

A phaseworm is a long slender symbiote with lots of little legs like a millipede. Once implanted it latches on to the underside of your spine. The legs connect it to your nervous system and once the two of you finally get along, you can ask it to create localized spatial distortions around you. These fields can let you compress, stretch or sidestep distance.

When it cooperates, the phaseworm’s spatial distortion fields allow you to instantaneously cover any distance of up to about a city block. Mentally asking your phaseworm to create a field is manipulating someone. Lord only know what you have to promise the thing to make it cooperate.

Flenser

Black razor sharp tendrils lair in your mouth. Their reach is impressive, easily able to tear the flesh from a person across the road.

Unfortunately you can never get rid of the taste of blood, whether it’s another’s or from the cuts in your mouth.

Flenser (1 to 4-harm intimate close near messy)

If it’s been 6 hours since the flenser last tasted flesh, roll +Tough. On a 10+, the tendrils writhe and twitch, but you keep them under control. On a 7-9, the range and damage of the tendrils are halved until they deal at least 1-harm to a living creature. On a miss, the Keeper gains hold 1 in addition to whatever else they say. The Keeper can spend this hold at any time to deal 4-harm messy to a nearby living being as the tendrils attempt to feed.

Monster of the Week is up against Call of Cthulhu! Come on, underdog!

Monster of the Week is up against Call of Cthulhu! Come on, underdog!

Monster of the Week is up against Call of Cthulhu! Come on, underdog!

http://www.boardgamegeek.com/geeklist/175304/best-rpgs-tournament-second-round-voting

http://www.boardgamegeek.com/geeklist/175304/best-rpgs-tournament-second-round-voting

Hi, I am interested in introducing this game to a group of four, who have never played any AW games before.

Hi, I am interested in introducing this game to a group of four, who have never played any AW games before.

Hi, I am interested in introducing this game to a group of four, who have never played any AW games before.  Any suggestions on which playbooks work together the best?