Crabby Moves:

Crabby Moves:

Crabby Moves:

So, I’m a fan of the crabby version of “turn someone on”, because it forces that move to do something in fiction as well as in the mechanics.  Whatever happens, once the dice are rolled, the scene is going to shift or end on a 10+.

Now, the “shut someone down” move has a similar problem of not always having its mechanical effect be reflected in the fictional scene, and the crabby version of that move is also obviously trying to address it… but in doing so, it upends the mechanical result of the move (whereas crabby turn on preserved the mechanical result).

Has anyone experimented with a version of shut down that combines a strong fictional result with the condition granting and string loss that was at the mechanical core of the original?

I’ve made another tiny setting for Monsterhearts, the last one was Victorian era monster hunters, this is just…

I’ve made another tiny setting for Monsterhearts, the last one was Victorian era monster hunters, this is just…

I’ve made another tiny setting for Monsterhearts, the last one was Victorian era monster hunters, this is just straight up Grease-but-also-the-teenagers-are-monsters. I call it Motorhearts.

I’m very late to this party, but after a successful couple of sessions (as a player and an MC) I felt like making a…

I’m very late to this party, but after a successful couple of sessions (as a player and an MC) I felt like making a…

I’m very late to this party, but after a successful couple of sessions (as a player and an MC) I felt like making a little setting for Monsterhearts. Take a gander if you please, it always surprises me how changing the wording of a move really adds and takes from a Powered by the Apocalypse game.

Sooo, I need some ideas.

Sooo, I need some ideas.

Sooo, I need some ideas.

I’ve been approached to run a Penny Dreadful inspired game. Initally I was thinking Monster of the week, but after some dutiful pondering, I believe that Monsterhearts is the better fit.  The drama is personal and relationship based, with the ‘monster hunting’ an aside to the true interpersonal conflicts of the genre. The characters are after all Victorian monsters in an adult setting, despite acting like irreverent teens most of the time.

So I can barf forth Victoriana till the proverbial cows come home, but I’m struggling with starting the game. The chargen seems to slide over seamlessly, so long as one takes the milieu as a given. But what of the next step? A grabby ‘in media res’ situation? Follow the characters around a little?

Any suggestions or ideas on how to make the game a success would be greatly appreciated!

The Witch – Alternative backstories

The Witch – Alternative backstories

The Witch – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Witch. What are yours?

You cast your first spell with someone.

You fear the retribution of this person the most.

The Werewolf – Alternative backstories

The Werewolf – Alternative backstories

The Werewolf – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Werewolf. What are yours?

You’ve used your powers to take someone’s role in the school team.

Someone you know wears the mark of the Hunters.

The Vampire – Alternative backstories

The Vampire – Alternative backstories

The Vampire – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Vampire. What are yours?

You fed for the first time on someone.

There is someone you wish to turn so that you may be immortal together.

The Queen – Alternative backstories

The Queen – Alternative backstories

The Queen – Alternative backstories

Here are a couple of suggestions for alternative backstories for the Queen. What are yours?

You once played second fiddle to someone, but now they’ve fallen and you’ve risen to the top.

You owe your social status to your relationship with someone.